Sorry, mods, but this might be an important post for the devs. This is why I reposted from general. You might want to sticky or save for personal use.
All aside, to solve the issue of vertical progression that has plagued many a game developer (if you want the TL;DR version skip to the bold below):
To begin,
By the way, I made a post on the WoW forums a long time ago, concerning level scaling. I’m glad that ANet has incorporated this into their game thus far. But I believe it can be stretched even further than just an enjoyability factor for older content. Older content can give renewed loot and purpose. The higher level you are the more it scales to give you better chances to kill easy mobs to get higher-end loot matching your level. This plays on dynamics very well.
I think the idea here is to perfect the game.
If higher health bars are needed, to give it an Everquest grind feel, then so be it. If it makes the game more stable and enjoyable to have mobs that take forever to kill, then so be it (especially if it gives the entire world scale and grandeur).
After this game has fulfilled what Everquest couldn’t do in its time, then we would move on.
This is the type of model all MMO development companies should take, and it is a correct approach.
When ANet has enough money and resources to work on Guild Wars 3, that’s when they can start pumping out a new Everquest type game with massive worlds, scale, and a long-long time to hit level cap just like in the original EQ. Until then I highly doubt they had the resources to do this in the beginning with GW2.
But agreed, I think it’s a bit easy to level and it doesn’t feel like an achievement, they need to stabilize that by factoring in skill adjustment. Scale how much additional damage can be done when a highly skilled player exploits all his skills to the max. This way there’s an ultimate balance with lvling speed. Not only this, but the leveling pace overall is a bit too fast, it needs to go back to EQ roots. EQ’s leveling system was very flat all-around and slow, when combined with gw2’s skill-based rewards system, it will be a good match. It’s just that the skill-based rewards to be tweaked down a little
As to how much additional vertical progression is actually needed, to perfect the game, that is up to the developers to decide on in the future.
In this vast universe of space and time, it’s hard to say whether things are limited or unlimited, but anything can definitely be perfected. Very zen and hard to swallow, but just my personal philosophy.
It’s also hard to analyze WoW’s future, as they are relying on the fact that they will be able to hold onto veteran players who will just keep doing the newest endgame content. This might be harmful in the end though, as it prevents new players from coming in.
If you want a game that will continue making money even way into the future, and not have an early sugar crash, then you have to follow moderation.
As it stands, Blizzard Entertainment has lost all respect and reputation from its players if you check the forums.
As for solving the issue of vertical progression, there are always new ideas you can try. For instance, for new content patches, xpacs, and ultimately dungeons: it has always been about the newly introduced and difficult mechanics has it not? So what can be done about this here, let’s think: you can keep your items/stats/lvl at the fixed cap and keep it remaining there. But, you introduce new and difficult things you have to do to beat the encounter.
The key aspect here also to maintain the difficulty involved when you face a new encounter with same level gear is to scale down that gear just as they scale down your levels in lower-lvl areas. Also, the primary element to new encounters is the challenge and all that acquiring new and more stat-heavy loot does is to give a sense of power or to be able to beat the next level. It is all skill-based in the end, and introducing new dynamics to challenge the players is the way to go. When you’ve beaten the same boss enough times, then you earn points to scale your armor gradually back up as a lootable drop, and this is a customization system in and of itself because you will have to choose which stats matter more. This is essentially a simple reverse engineering approach to WoW’s lackluster vertical progression approach. In the end, it’s also about a feeling of power and cosmetics, so as new content pushes old content back, old content can still be doable by introduction of horizontal development cosmetics or enjoyability loot. This way the level cap remains forever fixed, and no tearing occurs. This way the artificial difficulty can be introduced in a safe and natural way without introducing vertical progression. This is true horizontal progressive development.
There, your vertical progression problem is solved both on an abstract and discrete level
Enjoy.
(edited by FaRectification.5678)