
Originally Posted by
Augury
This is also assuming there will BE a high level. But a new player would be unable to craft or trade for the crafts of many different gears- so a newer player would be stuck in the beginning gears. A good example of this would be either Monster Hunter or Guild Wars, where there is some effect to gear, but the choices are mainly aesthetic.
In Monster Hunter Tri, for example, in "High Rank", the only glass floor is that you need High Rank gear to survive. No High Rank equipment outclasses another, and all HR equipment supplies useful skills. Ontop of that, you can upgrade low-rank equipment (with different skillsets), so that it has the same DEF as their high rank counterparts, but they supply an "alternative" version which sometimes compliments a set of gear BETTER than full High Rank.
In Guild Wars, they made it to where high leveled gear can be reskinned to look like any of the available gears they outclass.
To me, this is an important factor in both games, because it doesn't give visual cues to how "powerful" a player is, forcing players to rely on one another and trust that the other is as skilled as they claim to be. THAT is immersive.
I also don't get why so many people are worried about alienating noobies from people who have been playing the game for a while, that makes it difficult to get immersed to begin with, and just causes social stress.