119036-should-returning-players-get-an-instant-level-50-or-a-major-xp-boost

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hostile much? Sheesh!


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This game hasn't failed, and 1-50 doesn't take that long. There is not a "horrific" grind. Let's be frank, what's so fun about having 30+ buttons to push, and reducing it to macros that comes out to about 8 buttons to push anyway? People spammed limited numbers of abilities in the other games you've mentioned(Moonfire spam, Tracer Missile spam, frost and arcane mages spammed only a couple of buttons, etc...) Don't think anyone called you a filthy noob, and what does it matter if they are being "cocky"? Aren't you being cocky with your attitude too? Not everyone that's responded to you are hardcore no-lifers either. Reaching max level can take about a week or two, sounds about right. Took me longer because I piddle-farted around in game, took my husband shorter because he wanted to get it done and he was having fun despite the crappy graphics/fps on his laptop. There's already XP boosts in the game, get to lvl 14, and use your 24hr housing xp buff, get the authenticator. This game doesn't need to auto-boost anyone to max level.


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I'm pretty sure it's several dozens of "no" vs. one "yes", so... I'm not sure the devs listening would help your position.


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You're slacking Psyknis! You can do better than that! bad kitty...


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Because it's yet another case of "Please validate me!"


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That's why I didn't say MMO, I said RPG. That's what Olivar is talking about. MMO just means mass multiplayer online. They don't technically have to be RPGs. But Wildstar is a MMORPG, and RPGs do revolve around the leveling experience. It's what sets an RPG apart from any other game. Could you have an MMO where nobody needs to level and everyone just does endgame stuff? It's possible. It doesn't get done because the entire point of the genre thus far has been progression, whether by gear, level, or otherwise. I think your confusion is that you assume RPG refers directly to live roleplaying, when it's really referring to a system of what began as book games that stressed character development rather than the static world of games at the time. Essentially, the idea behind the RPG as a concept is that the character starts at the bottom rung and works their way up. It's what connects games as disparate as the Final Fantasy series with games like Monster Hunter. The character has to grow into his shoes, so to speak. That's the entire reason why we're saying it doesn't make an awful lot of sense to make an MMORPG with no progression, just endgame. It might still be an MMO game, but without that leveling experience, that build from the bottom to the top, it's not really an RPG anymore. It's no different from Quake or Half-Life at that point.

What you're talking about is pretty common, but has more to do with how games are now so focused around the endgame in the modern MMORPG scene. Technically speaking, there is no difference. If it took three years to max level, but the leveling experience is the best developed and most entertaining portion of the game, your roles would be reversed. That's a development and design choice, not a technical difference between increasing your stats via equipment and increasing them via a regulated leveling process. The fact is that you enjoy what Carbine did for the endgame more than the initial leveling zones. That's totally acceptable; I wouldn't say that's wrong. But that doesn't make the two processes any different in practice, you start not being able to do something, you do content until you can because your stats will allow you to. Whether that happens with gear or a level number is entirely a point of design. Essentially, Carbine could have designed the leveling system to operate completely through gear and not changed anything. Barring a few hurdles like changing the system to make sure you couldn't "buy into" later "levels" with gear, the game would be exactly the same. Monster Hunter did this, in fact, having you level up primarily by improving your gear and weapons. EVE Online tends to do this as well, your leveling is tied to skills, but you don't really have a "level" per se, you just learn to use better equipment over time. It's not different in any real sense. It just so happens that, in Wildstar, the 1-50 grind tends to be done in questing and story environments, then 50 onward is done primarily in group content. They just don't but a 51, 52, 53, and so on after you've geared up out of MMORPG tradition.

Actually, I'm totally on board with games that don't allow you to do something in an offspec until you've learned how. I remember the giant, gaping skill gap that was still around 3-4 months in that people complained about (that's where that gold-or-bust mentality was really hurting, people simply were queueing into veteran content without having learned the basics of their support role). Months and months of attrition as those people either learned or left (mostly the latter) after constantly failing. That's the entire reason we're getting a training dungeon at the early levels and hopefully getting more experience per dungeon run pre-50, people are quitting because they don't know what they're doing and not everyone's lucky enough to get a patient teacher. I understand my more brutal view of how you should gate paths doesn't square with modern MMORPG design; the idea of having to actually prove you know how to do something by doing it before you're allowed to do it at higher tiers hasn't been standard since WoW released. I still think it's a better way to go about things. The mitigation of the hard leveling process really became a loss to the genre. I think a game like Wildstar loses something when having a level 50 is no big deal and can be accomplished in a matter of days, but being in Datascape is close on to godhood. That sacrifice was made for the attention spans of a younger generation than mine, so I understand why it's done. That doesn't mean I necessarily agree with it. I don't think it's necessarily helped the genre as a whole to make sure that switching to a healer after never having healed ever is as easy as buying some gear and flipping some pieces around. It's contributed to the general decline in difficulty in the genre as a whole that players are encouraged to do that to fill holes in the trinity.


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A big NO from me. The game hasn't even been out that long. Why would they start boosting people already? Not trying to sound rude but good lord. WoW just did it towards the end of thier last expansion. ToR, Rift, Tera, Aion, TSW, STO, etc. don't even offer that. Give it a couple expansions before wanting something like this. If anything you will be lucky to see an XP boost weekend or something after a year.


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No GS check. With the current design it's unneeded. People are supposed to know a thing or two about their spells, abilities, about moving around telegraphs, about moments of opportunity. In WS the levelling is just a glorified tutorial with some cool lore slapped on top of it and it's just that. Since people are asking about skipping this tutorial the only reasonable answer is no - as in no *cupcake*ing way, get back to your tutorial and L2P before being allowed to enter the adult's club.


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