Quote Originally Posted by Teuciont View Post
"Its archaic, level sync is the future"
Stopped reading there. Resorting to the "Old school, you're so barbaric" argument is the lowest and most brainless way out of an argument anymore, and it seems to be the scapegoat of most everyone on this forum that can't realize that maybe some features were the way they were in old MMOs because they were good. Mario jumped in the first Mario jumps now. Old=/=Bad, "embrace the future" is nothing short of laziness in favor of a more coherent response.
Its archaic because the whole point of the old EXP system is implementing disparity between players who want to EXP with other people, which is counter to actually allowing players the ability to engage and actually play with one another within the community. It actually detracts from the community. Implementation is where fault lies and how it functions within the world but to shun level sync as a community killer is bizzaro world talk, it allows so many avenues to let people to play with one another, and does so in such a convenient fashion. It allows higher level players the ability to be rewarded and play equally with those that are just starting, which allows those players to actually mingle in the high end instead of hitting it when they get there. It allows dungeon experience the ability to be played as it was intended if people wanted to, even if there best job is way too high at that point. And 'if' a person so wanted and had friends, they could go visit another location to EXP at using another players level as the base, giving that person a new leveling experience without actually changing the class. The only negative of level sync is balance of mob strength and the EXP reward, if its uniform across all mobs or at least across all levels there should not be one 'single' area everyone goes to anymore then it is now, its just becomes more convenient to you know... actually do the things you set out to do and do it quicker.