This cause if its not just go play Cabal when its only a grind and theres i think 180 levels to grind, just for you and i hear you can grind near the end levels for days upon days and not see that xp bar even move.Endgame has always been what mattered in MMOs since there's very little to do beforehand except for grinding, crafting, and the occasional quest and storyline mission.
It's been this way in FFXI, it's been this way in WoW, it's been this way in Aion, it's been this way in Everquest, it's been this way in them all.
The reason for this is actually incredibly simple: The majority of your time in the game will actually be at max level. So the more endgame content there is, the more likely you'll stay and keep playing.
Endgame is what matters cause if theres not endgame then it would just be one of those free korean mmos that just a grind with no story or nothing.
Yeah, t'is only leveling grinds that are evil. Endgame raid-grinds and quest-grinds are perfectly valid though.



That's more of an argument for shifting dungeons and randomized monster placement (Circa Diablo series) than saying it's ok to force people to agonize over leveling.
As I said before, the level grind is no excuse for content. The 'gear grind' as you want to point out, should be enjoyable enough to repeat.
The biggest point of this is that slowing down the level progression accomplishes nothing. The game should be attractive by making its gameplay attractive - that means raids and dungeons, and yes, quest lines to break up the monotony of lower leves.
That does not mean cut the level pacing so the player feels obligated to do low level content if endgame is their goal. Low level game content should feel optional, enjoyable, and enticing - not mandatory.
It should be 'Man, before you get too high, check out this quest line, It's absolutely awesome!' over "Well, if you want to level up faster, you should do X dungeon runs, that's really the fastest way."
well if they added the Rings from CoP that were level 30 that were still good even when the cap was raised to 90 not many rings had plus 5 store tp and 5 str and dex on them.
Or just make low level gear like it that scales higher as you level exactly like the CoP rings.
And again, if those 5 to 10 levels take time, it's still worth doing. Also, as I said, if the rewards would include, say, accessories that are useful even for capped characters (Such as things that offer bonuses to skills or are useful in certain end game content) then that content becomes relevant even for characters at endgame. Alternatively, the rewards don't have to be gear at all, instead something that provides a permanent utility to a character (Example, completing a dungeon would be required to activated an atheryte camp, giving the player faster travel as they complete content, or, say, being how you acquire a chocobo pass etc)Whatever spoils you get from a level 30 event will just be replaced in 5-10 levels. Also, without a level cap, anyone can get high-level help, making the event easier. If the event is easier due to this, then more people will get the spoils. If more people have the spoils, then the market for anything level 30-40 will become a dead zone.
And still, I suggest a cap for mid game content regardless


This gives me an idea...
What if there existed an MMO where 'levels' meant abilities, and exclusively abilities? You don't have a difference in stats aside from support abilities learned and gear equipped, but there is no such thing as a 'class level' or something but there's say, 'AP costs' to learn abilities all around and AP is what you earn from fighting monsters.
It's not about wether you're level 20 or 75, but more about which abilities you've learned.
Okay, that was just a thought exercise


The Secret WorldThis gives me an idea...
What if there existed an MMO where 'levels' meant abilities, and exclusively abilities? You don't have a difference in stats aside from support abilities learned and gear equipped, but there is no such thing as a 'class level' or something but there's say, 'AP costs' to learn abilities all around and AP is what you earn from fighting monsters.
It's not about wether you're level 20 or 75, but more about which abilities you've learned.
Okay, that was just a thought exercise
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