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#1 Nov 22 2010 at 8:30 PM Rating: Decent
10 posts
I am going to throw this out there for all to chew on...

As a player, what do you think a developer should/could do to keep their MMORPG from becoming too top heavy too fast?

Top heavy meaning that a large majority of players cap out and have reached the endgame... therefor are bored, while late arrivals have to face them and their twinks while trying to learn the game and reach the end game.

I would like to see a system that can keep this disparity to a minimum. What do you think?
#2 Nov 22 2010 at 8:36 PM Rating: Decent
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171 posts
Honestly its already been confirmed that this game's leveling speed is pretty much like World of Warcraft's vanilla. It took about 2-3 weeks for a dedicated person to quest/grind to 60 in WoW, once released it will take about the same 2-3 weeks to hit the level 50 cap here. So honestly, like WoW I believe this game will focus on slowly increasing the level cap 10 levels a go while adding in more endgame raiding content and higher level dungeons/items.
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#3 Nov 22 2010 at 8:37 PM Rating: Decent
10 posts
I wasn't directing it at Rift so to speak but at MMOs in general.
#4 Nov 22 2010 at 8:38 PM Rating: Decent
17 posts
One thing i've always wanted to see at the end game was some sort of xp/aa "pool" for maxxed out characters. When we raid, quest or whatever in most games we just get no credit. With a "pool" system we would at least be earning xp/aa towards a future game update/expansion. When the expansion hit, our "pooled" points would be applied on log in. The "points" we earn in the "pool" could maybe also be applied to guild items or even high-end house items. Basically, just let max level characters earn something while we play.

Just an idea so we dont all get bored and make 50 alts.
#5 Nov 22 2010 at 8:40 PM Rating: Decent
14 posts
It's rough.

Sometimes to get people to play the ceiling has to be low. But remember it can always be made out of glass and you can see beyond the top.

Like in WoW, once you hit the top there was tons of stuff to do... at least for a while. However I think they took a long time between expansions so people got bored and canceled accounts for the small duration of downtime.

I think that with crafting and a good pvp scene that a game will survive through the top end, however the length of time it takes to get there should be relatively long.

I think that every aspect of game play should be equally awesome and exciting, from gathering to combat to pvp to pve to crafting, or even just plain exploring. :D

Edit: I like Alts! :|

Edited, Nov 22nd 2010 9:42pm by Frostied
#6 Nov 22 2010 at 8:52 PM Rating: Decent
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155 posts
This is always a tough question for developers. Lets face it there are always going to be people who spend day and night and have to be max level before anyone else. It is just part of MMOs. Then there are players who just play casually and can take up to a year to reach cap.
Developers generally try to shoot for a middle of the road crowd on this I think. provide content for those who are playing daily and playing enough to level consistently, but not shooting to the top. If it takes them a month or two this provides the devs more time to release new content.

As for the newbies joining the game there are newbies joining WoW everyday so every MMO has this. They know they are starting late they cant expect to be able to contend with people who have been playing since beta or even alpha.
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#7 Nov 22 2010 at 8:56 PM Rating: Decent
14 posts
Everyday. True.

WoW isn't alone in this either. I think people still play UO and Dark Age too... :P
#8 Nov 22 2010 at 8:59 PM Rating: Decent
16 posts
I admit I am throwing this suggestion out there without any real idea of how to go about doing what I am suggesting but, if MMOs could find a way to make the day to day of being your character more interesting I think it would then erase the idea of "end game" itself because just being logged into your character would provide you with something interesting and fun to do. I admit I am a role player and that not everyone is into that but I think some content could be implemented from this vein of thought without being overtly "role player-y" for instance, if as you progressed in levels and did quests NPCs in the areas you quested and leveled in began to react in a non-neutral way and when you entered a new area if NPCs speculated, or commented on your equipment, something that made the world feel more alive and you more important. I guess what I'm saying is immersion eliminates boredom?
#9 Nov 22 2010 at 8:59 PM Rating: Decent
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171 posts
Honestly the reason most mmorpgs fail isn't because of advertising, if you have a strong player base from the start than those players will naturally bring more to your game. Mmorpgs fail because they don't listen to their players. While this is more true in the free to play games, hopefully this game being subscription based won't fall into the same trend. Not listening can cause the top players to get bored and leave, this in turn leads to servers dying out and the community just going to crap as a whole. I've seen it far too many times and to some fairly good games.
____________________________
Rift Planes Of Telara
Kinsume - Level 0
Defiant Bahmi Reaver/Paladin/Void Knight Tank
Guild : eXotic Occult
http://www.exoticoccult.com/
#10 Nov 22 2010 at 9:27 PM Rating: Decent
Being one of the "logs on every day to try to reach the cap as fast as possible, spending day and night grinding up to the cap" kinds of people, I don't tend to think that games -do- get topheavy all the time. Admittedly, World of Warcraft did in some respects, especially when newer players are still trying to learn and get screamed out of groups by impatient, irritable high-level types (a sad reality, but one that exists). The solution is to keep the ceiling low, I think, and make creating alts something to do and enjoy past a "get this up to the high level so you can do more stuff at cap".

On the other hand, World of Warcraft does offer a -LOT- to do at the cap, between dungeons, raids, achievements, professions, and even gold farming for some, which makes the game nearly endless.

Personally, I'd say a bigger worry would be more about how to keep the mid-game attractive and interesting. It's sad to say, but you can only see the same cutscene, hear the same dialogue, or read the same text so many times before you want to just glance over it and get to something more interesting and new (e.g. at-cap content that's just been released).

Creating a "donut effect" in the level system (lots of low level characters, lots of high level characters, and almost no mid-level characters) can really drag a game down into tedium if the developers aren't careful. Admittedly, a good portion of this rests on the player's ability to actually play through the mid-levels, but to keep it interesting is something the devs should make sure stays consistent. Given that the world of Rift is going to be dynamically changing, however, it seems like that won't be -too- much of a problem, though.
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#11 Nov 22 2010 at 9:32 PM Rating: Decent
10 posts
Does anybody think it would work if, when they rolled out an expansion that they DIDNT advertise it? Let the players truely "discover" it?

You might have a lucky guild of aspiring players that stumble upon it and plan on not telling anyone about it... only to have it leak out because some guildy couldn't keep it in....

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