TL;DR
See “Suggestion” below
Problems
I have two level 80 characters, and I am a member in an active guild. I really like GW2, so I’ve been introducing friends to it. However, I found that GW2 isn’t friendly to new players.
Problem #1: My friend (who is new to the game) only has access to low-level characters and is restricted to low-level activities. This prevents (or at least heavily penalizes) him from participating in many guild and dungeon activities that are the bread-and-butter of established players. I’m more than happy to set some time aside to play with him, but he is effectively locked out of the guild experiences I most want to share. The core experience of GW2 is a social, cooperative one. Isolating a new player until he grinds up to L80 is not an ideal introduction to the game.
Problem #2: I recently made an alt and found out that playing a new character (level 6 to 17-ish) is even more difficult than playing a level 80 at end-game. Even with my knowledge of the game and familiarity with the controls, I died a lot. Generally, the difficulty progression of a game should go easiest to most difficult, not the other way around. A new player shouldn’t be faced with peak difficulty while he is still learning the game.
Analysis
Problem #1 is a deliberate design decision to gate content using vertical progression. You are gently reminded that you shouldn’t be in a higher-level area by getting one- or two-shotted. However, there is no reason why a new player shouldn’t be able to travel with more experienced friends and actually do some good besides giving companions revive XP. All this gating mechanic does is make it more difficult for people to play with their friends.
Problem #2 has to do with lack of survival resources that new players have. Difficulty peaks roughly between levels 6 and 17 because characters don’t have enough weapon/utility skills, armor, et cetera to deal with the significant increase in monster power that happens around that time. The idea to start a character off with scarce resources was put in place, as far as I can tell, as sort of a tutorial that allows players to learn skills and traits one at a time. However, the inclusion of a level 0 tutorial zone later in 2013 will remove the need for this feature.
Suggestion
You can eliminate these two problems by making the vertical progression component less drastic and by trusting the level 0 tutorial enough to give characters a bigger skill bar early on.
All characters should have level 80 base stats and hit points. All weapons should have level 80 weapon power and all armor should have level 80 defense. A character should start with all armor pieces. None of these statistics increase with level.
Weapons and armor still have stat bonuses (+10 vitality, etc.) that increase with item level, and their weapon power and defense vary with quality (masterwork, ascended, etc.). The player can spend trait points and skill points normally and still unlocks an elite skill at level 30.
When the player skips or ends the soon-to-be-added level 0 tutorial for the first time, he or she may choose a profession-appropriate weapon set (main and offhand or a single two-handed weapon), for which he or she knows all weapon skills for. The character should also be able to choose three utility skills.
The level 0 tutorial should be accessible from various NPCs in the living world at any time a player can interact with one. If the player needs time to learn how to use a weapon or utility skill, the level 0 tutorial should be considered the place to do it. When the player enters the living world, the tutorial is over until the player returns. No part of the living world should be a tutorial.
Monsters should be balanced by expected player skill and resources per area. Additional effects of level disparity (likliehood of glancing blows and critical hits) should be removed. Since the level scaling system won’t do anything anymore, it should also be removed.
The crafting system might also need to be revamped.
Benefits
- New players don’t need to grind to play with their established friends.
- Established players don’t need to isolate themselves from guild activities to play with new players.
- Ensures a smooth increase in difficulty from early to late game.
- Maintains some aspect of vertical character growth; levels still have benefits.
- Growth in power can be more easily be understood because damage numbers are no longer relative to area.
- Monsters can be better balanced to provide appropriate challenge for all characters.
- Allows players to better regulate difficulty.