Level adjustment, events and new player trickle vs release surge.
in Suggestions
Posted by: fauXnetiX.6459
There doesn’t seem to ever be a notable increase in character strength. What WoW and games like it allow for it the opportunity to blow off some steam by
wrecking a few areas. The same can’t be said for GW2. While I understand the idea of the “endgame” being the entire game, the problem is in the execution.
Levels are arbitrary. People have come to expect that with levels comes more power or more options with more time investment. GW2 really doesn’t live up to that standard which would be fine if it didn’t attempt to base the PVE experience around that system.
I was actually pretty excited when I heard that your character would be level adjusted to the content of the area in order to prevent it from being trivialized until I experienced the content that was already made trivial due to the design choices (kill/fetch/escort).
In most MMORPGS the content is a copy/paste job across multiple zones and going for completion isn’t usually encouraged as a form of “endgame”. Most people wouldn’t even bother with attempting this simply due to the repetitive nature quests (hearts, events, missions, whatever). The one thing that keeps backtracking fresh is being able to plow your enemies down.
Sure, in some instances it can be detrimental to new players to have a maxed player come crashing through your zone but it also has it’s benefits.
Let’s take Rift and it’s zone events as an example. Many players, myself included would purposefully backtrack to completed zones in order to aid the the nearly empty low/mid zones during invasions. Our rewards ranged from achievement hunting to being able to stroke our ego helping out new players (thanks for helping, it’s been blocking my quest or “I just got so much loot!”) to being able to transfer rift rewards to alts (this ties in with an account-wide karma bank). Even when I was doing nothing “endgame” related and while I had seen the events many times before, I was always ready to jump in because I felt like my time invested had meaning to myself and others. I had played longer and could offer a boost to those just getting into the game so they could catch up quicker.
Keeping new players from being constantly beaten down in empty zones will do more for longevity than not letting the 1-15 zones be trivialized by gear and levels. At least in the standard system of MMORPGS there’s the opportunity to go back and crush that mob, boss, event that caused so much frustration early on. I realize that catharsis isn’t supported as a treatment for anger and frustration when dealing with reality but in gaming, it sure is fun and offers a much more satisfying experience when compared to the other option; you’re going to get your butt kicked by that champ regardless of how much time you spend playing unless there are enough people to buffer damage. Already the amount of players seems to be dwindling in a majority of low/mid zones and only a few select zones remain populated.
Much like in GW2, Rift’s events that were failed offered less reward. The more successful the event, the better the reward. And by allowing geared players to participate, exceed the event stat standards and gain rewards for content they’ve already participated in you can foster a continuous opportunity for new players to experience the content in an almost intended manner instead of just avoiding it because no one is around.
Those geared players make up for a lack of others in those zones by bringing firepower equivalent to a small army of new players. They have to because no game continues to grow like it did within the first few weeks/months and new players will only continue to trickle in.
The problem:
Do we allow new players to become disillusioned with the content that was intended for large groups in order to preserve the idea of level adjustment or do we allow geared players to contribute more in lower level zones to foster completion of maps, content, events and a generally active community?
At least in the latter you have a high chance of at least one goofball (me!) running around plowing through a zone that is polluted with failed events or unchallenged champions.