Tannakaobi wrote: »If they didn't, then everyone could do what they want, as in dungeons, pvp, pve...
There could still be skill levels and gear stats...
I don't know why no one has thought of it... or at least no one with a decent budget.
Edit: also it would remove the 'end game' concept.
Its been done already by other games as others have said, Eve Online as another example.
The reality is, what you propose isn't really any different. All the current level system does is provide a means of measuring progression, having 'skill levels' etc is the same thing just presented slightly differently.
From all I've read, EvE has an incredibly steep learning curve, and the offensive and defensive capabilities of your ship/fleet take the place of traditional leveling.Tannakaobi wrote: »Eve is a great example, only it's not the same sort of game at all.

From all I've read, EvE has an incredibly steep learning curve, and the offensive and defensive capabilities of your ship/fleet take the place of traditional leveling.Tannakaobi wrote: »Eve is a great example, only it's not the same sort of game at all.
There may be things that you can say ESO is slavishly copying from WoW, but haven't levels always been in elder scrolls? Classes on the other hand.....
You basically just described a Legend of Zelda game. Heart containers equal sky shards, needing to travel across maps and return later with new items, ect. (A Link Between Worlds even had a basic 1 on 1 PvP, I think. It might have been an NPC version of the other player.)Tannakaobi wrote: »driosketch wrote: »Reading through this thread, I see people tossing out examples, and yet I still have no idea what you guys are asking for.
How does an RPG with stats and progression of said stats work without levels? The closest thing I have experience with, (never played the older MMOs), that doesn't have levels is Legend of Zelda: A Link to the Past. And even that has a progression of difficulty through the different areas of the game. It's a lateral move at best, and I'm not seeing how moving the progression to skills and gear evens out the mob difficulty accoss the zones.
I guess the closest thing would be a FPS, but gun upgrades are a shallow comparison to the range of gear and abilities found in an RPG.
I'm not asking for anything in regards to eso, they have built the game around levels which is fine.
Any game will need progression, no doubt. I just don't understand why it is always done with levels.
How does an RPG with stats and progression of said stats work without levels?
Imagine the skill system of skyrim, using something like skyshards as a way to get the points. Also quest rewards and achievements could grant points.
Each map could have different levels of combat, virtually making it impossible to complete a whole map at one time. This would mix things up and encourage exploration, it would also open possibilities for quests to span more than one area of one map.
If you then added rewards and titles for the quests instead of levels you still have the carrot on a stick reason for doing things. It would mean that friends that are at different stages could still team up and play together.
So long as you have progressed a little you could still enjoy PVP without being cannon fodder.
ESO skilling mudcrabs based on a zone is absolutely silly, because you can go to Rift from Stonefalls and get ganked by mudcrabs. Monster levels should be based on type, in that you know a dremora will be a tough fight but mudcrabs are easy once you exceed their level.
Tannakaobi wrote: »I think players would get bored too quickly if they didn't have something to work towards in an MMO.
The carrot on a stick method works. Biggest example: WoW.
Aye, but a number is not much of a carrot on a stick. I think things like titles, pets and other rewards would work much better.
This would also open up possibilities. Quest's would not 'need' to be completable by everyone. There could be much more variation in difficulty in each zone too, so people may have to come back when they have better gear.
For example you could have a set of quest's that lead up to a big battle with a super troll, which is all but impossible solo. If you complete it in a group you get the title 'Troll Masher', however if you complete it solo you get the title 'Legendary Troll Masher' and a talking donkey pet.
That way you could stroll into town, with your title and talking donkey and everyone would know that you are the don! Much more rewarding than a number...
So EvE players are weak-kneed sissy-boys who should be playing The Sims in your eyes?Phantorang wrote: »If you dont like the idea of experience points or level gain in any way, then you should go play The Sims or some other social mmo.
From all I've read, EvE has an incredibly steep learning curve, and the offensive and defensive capabilities of your ship/fleet take the place of traditional leveling.Tannakaobi wrote: »Eve is a great example, only it's not the same sort of game at all.
So EvE players are weak-kneed sissy-boys who should be playing The Sims in your eyes?Phantorang wrote: »If you dont like the idea of experience points or level gain in any way, then you should go play The Sims or some other social mmo.
Interesting. Have you ever lost thousands of dollars in real money after losing an online battle?
Phantorang wrote: »So EvE players are weak-kneed sissy-boys who should be playing The Sims in your eyes?Phantorang wrote: »If you dont like the idea of experience points or level gain in any way, then you should go play The Sims or some other social mmo.
Interesting. Have you ever lost thousands of dollars in real money after losing an online battle?
From what I understand, in Eve you build a ship, slowly and surely your ship(s) get more and more powerful guns etc by continously creating and buying new stuff. I would call that the same system as leveling.
Moonscythe wrote: »Tannakaobi wrote: »I think players would get bored too quickly if they didn't have something to work towards in an MMO.
The carrot on a stick method works. Biggest example: WoW.
Aye, but a number is not much of a carrot on a stick. I think things like titles, pets and other rewards would work much better.
This would also open up possibilities. Quest's would not 'need' to be completable by everyone. There could be much more variation in difficulty in each zone too, so people may have to come back when they have better gear.
For example you could have a set of quest's that lead up to a big battle with a super troll, which is all but impossible solo. If you complete it in a group you get the title 'Troll Masher', however if you complete it solo you get the title 'Legendary Troll Masher' and a talking donkey pet.
That way you could stroll into town, with your title and talking donkey and everyone would know that you are the don! Much more rewarding than a number...
Titles are okay but pets and trophies and such take up valuable inventory space so then we have to ask that all those sorts of things be treated as quest items or in some way not count towards inventory count and oh, wait, we've already asked for that to happen to no avail as of yet.
Tannakaobi wrote: »Moonscythe wrote: »Tannakaobi wrote: »I think players would get bored too quickly if they didn't have something to work towards in an MMO.
The carrot on a stick method works. Biggest example: WoW.
Aye, but a number is not much of a carrot on a stick. I think things like titles, pets and other rewards would work much better.
This would also open up possibilities. Quest's would not 'need' to be completable by everyone. There could be much more variation in difficulty in each zone too, so people may have to come back when they have better gear.
For example you could have a set of quest's that lead up to a big battle with a super troll, which is all but impossible solo. If you complete it in a group you get the title 'Troll Masher', however if you complete it solo you get the title 'Legendary Troll Masher' and a talking donkey pet.
That way you could stroll into town, with your title and talking donkey and everyone would know that you are the don! Much more rewarding than a number...
Titles are okay but pets and trophies and such take up valuable inventory space so then we have to ask that all those sorts of things be treated as quest items or in some way not count towards inventory count and oh, wait, we've already asked for that to happen to no avail as of yet.
In the dumb ass way ESO have applied them I would agree. But pets can be a really nice bonus. Ask anyone that has played wow. It's like Pokemon over there. Not that I'm asking for that.
Tannakaobi wrote: »Moonscythe wrote: »Tannakaobi wrote: »I think players would get bored too quickly if they didn't have something to work towards in an MMO.
The carrot on a stick method works. Biggest example: WoW.
Aye, but a number is not much of a carrot on a stick. I think things like titles, pets and other rewards would work much better.
This would also open up possibilities. Quest's would not 'need' to be completable by everyone. There could be much more variation in difficulty in each zone too, so people may have to come back when they have better gear.
For example you could have a set of quest's that lead up to a big battle with a super troll, which is all but impossible solo. If you complete it in a group you get the title 'Troll Masher', however if you complete it solo you get the title 'Legendary Troll Masher' and a talking donkey pet.
That way you could stroll into town, with your title and talking donkey and everyone would know that you are the don! Much more rewarding than a number...
Titles are okay but pets and trophies and such take up valuable inventory space so then we have to ask that all those sorts of things be treated as quest items or in some way not count towards inventory count and oh, wait, we've already asked for that to happen to no avail as of yet.
In the dumb ass way ESO have applied them I would agree. But pets can be a really nice bonus. Ask anyone that has played wow. It's like Pokemon over there. Not that I'm asking for that.
I find pets absolutely useless. Got a bunch of the things in SWTOR, and they did nothing for me. If they could be integrated into the fight, or as a means of detecting the enemy, then perhaps they'd be something other than a waste of pixels.
liquid_wolf wrote: »
Does having 100 in Heavy Armor, Shields, and Swords mean you can kill a monster? What if you have 50 in those abilities instead?
If I have 50 ranks in all 50 skills, am I just as good as someone who has 100 in 25 of them? Does it qualify me for most dungeons, and what would I be registered as (healer/tank/dps)?
ESO would have to open everything to grouping then; not "force" grouping, but make grouping available.Tannakaobi wrote: »liquid_wolf wrote: »
Does having 100 in Heavy Armor, Shields, and Swords mean you can kill a monster? What if you have 50 in those abilities instead?
If I have 50 ranks in all 50 skills, am I just as good as someone who has 100 in 25 of them? Does it qualify me for most dungeons, and what would I be registered as (healer/tank/dps)?
No you would be weaker in my mind, which is exactly the point. You could put every single point into archery and even though you have played for two weeks you could be a valued member of any group because you can reach some targets that no one else can, which may in turn trigger a short cut in the dungeon or a way to extra loot... All hypothetical of course.
ESO would have to open everything to grouping then; not "force" grouping, but make grouping available.Tannakaobi wrote: »liquid_wolf wrote: »
Does having 100 in Heavy Armor, Shields, and Swords mean you can kill a monster? What if you have 50 in those abilities instead?
If I have 50 ranks in all 50 skills, am I just as good as someone who has 100 in 25 of them? Does it qualify me for most dungeons, and what would I be registered as (healer/tank/dps)?
No you would be weaker in my mind, which is exactly the point. You could put every single point into archery and even though you have played for two weeks you could be a valued member of any group because you can reach some targets that no one else can, which may in turn trigger a short cut in the dungeon or a way to extra loot... All hypothetical of course.
From all I've read, EvE has an incredibly steep learning curve, and the offensive and defensive capabilities of your ship/fleet take the place of traditional leveling.Tannakaobi wrote: »Eve is a great example, only it's not the same sort of game at all.
When The A.V. Club reviewed Skyrim back in 2011, it wrote, "Where many games with lavish production values seek to direct players' imaginations, Skyrim seeks to ignite them."
I’m sorry to report that at almost every opportunity, The Elder Scrolls Online violates that principle. There are plenty of examples, but one really stands out: the game world is rigidly segmented.
All of The Elder Scrolls Online’s content is divided by level, so if you try to move on beyond the path the developers have laid down for you, and you'll quickly be killed. You must level up your character to proceed, and doing that necessitates sticking to a very clearly defined route through the world. It's their imagination, not yours, and they won’t let you forget it.
Gone is the sense of exploration and freedom. Gone is the ability to wander to whatever corner of the world you want to tell your story. It’s bewildering to see that ZeniMax missed that mark so completely, especially given that there have been many MMOs over the years that were actually more like Skyrim or Oblivion than this one.
Why did ZeniMax draw inspiration from World of Warcraft– a game whose highly directed experience is counter to the emergent freedom of The Elder Scrolls – rather than Ultima Online, EVE Online, Meridian 59 and others that are more spiritually similar to what franchise fans know and love?