01-06-2004, 04:56 PM
While I agree with the essense of what you're saying, I don't see it happening except for those that don't care at all about gaining levels (like a friend of mine). A small guild (dozen friends?) probably would rather all be of the same level than trying to push to the next spell category.
Typically though, when playing with that many people there is going to be a competition of some sorts. Whether it be to fight the more interesting creatures, to get the neater loot, to gain the upper hand in PvP, or to become tough enough to travel to the other side of the world... whatever. The way people think of getting better is to gain levels and the way to gain levels is to be able to kill massive amounts of creatures in a short amount of time.
One way that I've thought of to create the kind of world you're looking for is to take the leveling by xp'n out of the equation. Have the way to gain levels be based upon how long your character has been active (how long has it been since it was created). After 30minutes he gains lvl 2, after 2 hours he gains level 3, after another 2 hours he gains level 4, 30 days after creation (birth) he's level 20, 3 months later he's level 40. That's just an example of time.
This frees up the need to kill for xp and turns it into wanting to kill for adventure, loot, excitment, and enjoyment.
A lot of people base High Fantasy off of D&D. Well in D&D it wasn't, or shouldn't have been, the young or newly born creatures that were really powerful and made you fearful. It was the wizened wizard, the Veteran Warrior, the Ancient Dragon, etc... so why couldn't that work online as well?
Take away the "we want to kill these mobs so we can get xp" and turn it into "we want to kill these mobs to see what will happen next".
Typically though, when playing with that many people there is going to be a competition of some sorts. Whether it be to fight the more interesting creatures, to get the neater loot, to gain the upper hand in PvP, or to become tough enough to travel to the other side of the world... whatever. The way people think of getting better is to gain levels and the way to gain levels is to be able to kill massive amounts of creatures in a short amount of time.
One way that I've thought of to create the kind of world you're looking for is to take the leveling by xp'n out of the equation. Have the way to gain levels be based upon how long your character has been active (how long has it been since it was created). After 30minutes he gains lvl 2, after 2 hours he gains level 3, after another 2 hours he gains level 4, 30 days after creation (birth) he's level 20, 3 months later he's level 40. That's just an example of time.
This frees up the need to kill for xp and turns it into wanting to kill for adventure, loot, excitment, and enjoyment.
A lot of people base High Fantasy off of D&D. Well in D&D it wasn't, or shouldn't have been, the young or newly born creatures that were really powerful and made you fearful. It was the wizened wizard, the Veteran Warrior, the Ancient Dragon, etc... so why couldn't that work online as well?
Take away the "we want to kill these mobs so we can get xp" and turn it into "we want to kill these mobs to see what will happen next".
~ Krym | ~ Sigmire | ~ Kurgan
lvl: 31 warlock
lvl: 31 warlock
