Forums » General Pantheon Discussion

XP BAR, IT'S NOT YOU...IT'S ME

    • 578 posts
    April 16, 2016 12:27 AM PDT

    I would really like to see Pantheon remove the whole xp leveling process. I'm sure xp and levels make life on the devs easier with catering content to players but I think it is one of those final wedges that cause players to feel an MMO is a game rather a virtual world.

    I think it can be done more organically and in a way that makes rushing to end game obsolete. I'd like to see a system like EQ, minus the xp levels, where you build your skill in stats like 1handed slash, dual wield, etc. by using those specific weapons. Where you increased your conjuration skill by using conjuration spells. But then you unlocked abilities not by reaching a specific xp level but through use of other skills.

    Each class would start out with very specific stats, abilities, traits, etc. A bard would start with for example 1H SLASH (along with many others). Through combat the bard would skill up his 1H SLASH. To unlock skills and new abilities you would need to hit certain skill levels. 1H SLASH could open up 'sweeping slash' at 40 and 'spinning slash' at 75. The old way would require you to unlock DUAL WIELD by reaching say xp level 18. Here, you could require 50 skill points in 1H SLASH to unlock 1H BLUNT, then 50 skill in 1H BLUNT to unlock 1H PIERCE and then to unlock DUAL WIELD you would need to unlock all 3 1H types to at least skill level 50. Spells would function the same way. As a sorcerer used his fire spells his fire skill would increase and upon reaching certain levels he could train with a fire specialist/trainer and learn new fire spells. Also, the sorc could unlock entirely new abilities by use of other skills. 

    Skilling up in 1H weapons (as well as other skills and traits) could also build specific stats like STR, DEX, CON, etc. You wouldn't need xp to reach level 10 to magically get 5 points to distribute. Each stat would increase by using skills related to each stat. The same for INT, WIS, etc. If you wanted more STR you swing your sword more, if you want more INT you cast more spells. HP could be obtained in many ways which related to exerting yourself such as being hit in combat, swinging your weapons, blocking with your shield, etc. Mainly anything that resembles some form of exercise.

    Wearing armor could depend on a combination of stats like STR, DEX, etc. rather than just needing level 30 to wear the Golden BP of Love. All classes could start at wearing light armor and would need to build STR, CON, etc to wear the heavier armor, even tanks. A level 1 Crusader could start with leather but mobs at level 1 wouldn't pose too much of a threat and thus the Crusader could work his way up to heavy armor rather quickly.

    It might feel alien for a bit but I think a lot could be done with this. I think it could create an entirely new philosophy within MMOs. You no longer would focus on that xp bar rushing to end game. That ding would no longer encompass what it is to be a warrior tank or a sorcerer canon. Level 10, 15, 20 has determined what type of tank we are, what kind of thief we are. Level 20 has delivered to us an all-purpose tank gift package with 20 HP, 2 sword attacks, a taunt, and an interupt. Or it has told us we are gaining 50 mana, a fire spell, an ice spell, and a teleport spell. Why is that 'ding' defining our classes? If we want a new taunt ability we work on our tank skills, whichever those may be.

    Removing this xp bar and leveling system allows us to decide when we want HP and when we want a new taunt ability and what-not. We no longer group night after night to fight gnolls to build up that xp bar. We fight those gnolls to sharpen our swords and our minds, to gain muscle and strength by swinging our sword, and to ultimately learn how to swing two swords at the same time. End game would no longer be black and white, it would no longer mean level 50. It would be more of a gray area that players drift into rather than racing and slamming into.

    I know this was a bit of a novel but it is something I've thought about for a while. I like how the Elder Scrolls have used systems like this in their single player games and I wish an MMO would explore this concept. I feel like one or two have tried but I really can't put a finger on it. Thanks for your ear.

    Noob

    • 34 posts
    April 16, 2016 12:37 AM PDT

    So in a sense you are removing the Level XP aspect and putting a skill XP aspect? How would one be able to tell the difference of a mob they are about to attack if it's a good idea or not to?

    PS pls don't feel like I'm attacking you, just trying to hear your thoughts on this opinion so I can get a better understanding of it.

    Also how would death penalty be implemented in your system as XP loss seems to be the general consensus among MMOs. Would you take away skill points?

     

    Mod Edit: Copy/Pasted double post into first post so I could go ahead and delete double post, please edit your first post with any after thoughts so you do not breach the forum rules and double post. :)


    This post was edited by VR-Mod1 at April 16, 2016 5:50 PM PDT
    • 1434 posts
    April 16, 2016 3:16 AM PDT

    Taking out class levels and leaving skill levels is nothing but a superficial change. Traditionally, your skill levels are simply gated by your class level. When you slow down the process of gaining skill levels to roughly the equivalent time that it would take to gain a level, nothing has really changed.

    As VattoLoco mentioned, it will do little more than obscure how powerful any PC or NPC actually is. When you group with a player, how do you determine whether their capable of any given task? Do you give them a questionnaire to fill out where they check all of the skill they have above a certain number? When you look at a mob, how do you determine its relative level of power? Instead of considering them, looking at their level and assuming they have all of the necessary skills, you now have to determine exactly what skills they have at the appropriate level. Devs would then be obligated to write some sort of algorithm that averages all of their key class skills to provide players with a comprehensive level of power... which would simply be a number which would become the new "level", only making the entire process more confusing and ambiguous than it needs to be.

    Beyond that, it will leave player progression feeling less rewarding. People like to gain levels. They like to fill up experience bars. They like the "ding."

    • 130 posts
    April 16, 2016 6:37 AM PDT

    This (I think) is moving leveling from one area to another.  There's still leveling.  People will be rushing to max out their skills.  Currently, there's still skill leveling.  If anything, this might simplify when people are wanting more complexity.  Sounds detrimental.  People really want that DING, too.  I remember the Pantheon stream and when they played the DING sound the entire chat section EXPLODED in excitement, for a little bit you couldn't even read anything because the text was scrolling so fast.

    My take, it's not broken, don't see a need to fix it.

    • 15 posts
    April 16, 2016 6:59 AM PDT

    NoobieDoo said:

    I would really like to see Pantheon remove the whole xp leveling process. I'm sure xp and levels make life on the devs easier with catering content to players but I think it is one of those final wedges that cause players to feel an MMO is a game rather a virtual world.

    I think it can be done more organically and in a way that makes rushing to end game obsolete. I'd like to see a system like EQ, minus the xp levels, where you build your skill in stats like 1handed slash, dual wield, etc. by using those specific weapons. Where you increased your conjuration skill by using conjuration spells. But then you unlocked abilities not by reaching a specific xp level but through use of other skills.

    Each class would start out with very specific stats, abilities, traits, etc. A bard would start with for example 1H SLASH (along with many others). Through combat the bard would skill up his 1H SLASH. To unlock skills and new abilities you would need to hit certain skill levels. 1H SLASH could open up 'sweeping slash' at 40 and 'spinning slash' at 75. The old way would require you to unlock DUAL WIELD by reaching say xp level 18. Here, you could require 50 skill points in 1H SLASH to unlock 1H BLUNT, then 50 skill in 1H BLUNT to unlock 1H PIERCE and then to unlock DUAL WIELD you would need to unlock all 3 1H types to at least skill level 50. Spells would function the same way. As a sorcerer used his fire spells his fire skill would increase and upon reaching certain levels he could train with a fire specialist/trainer and learn new fire spells. Also, the sorc could unlock entirely new abilities by use of other skills. 

    Skilling up in 1H weapons (as well as other skills and traits) could also build specific stats like STR, DEX, CON, etc. You wouldn't need xp to reach level 10 to magically get 5 points to distribute. Each stat would increase by using skills related to each stat. The same for INT, WIS, etc. If you wanted more STR you swing your sword more, if you want more INT you cast more spells. HP could be obtained in many ways which related to exerting yourself such as being hit in combat, swinging your weapons, blocking with your shield, etc. Mainly anything that resembles some form of exercise.

    Wearing armor could depend on a combination of stats like STR, DEX, etc. rather than just needing level 30 to wear the Golden BP of Love. All classes could start at wearing light armor and would need to build STR, CON, etc to wear the heavier armor, even tanks. A level 1 Crusader could start with leather but mobs at level 1 wouldn't pose too much of a threat and thus the Crusader could work his way up to heavy armor rather quickly.

    It might feel alien for a bit but I think a lot could be done with this. I think it could create an entirely new philosophy within MMOs. You no longer would focus on that xp bar rushing to end game. That ding would no longer encompass what it is to be a warrior tank or a sorcerer canon. Level 10, 15, 20 has determined what type of tank we are, what kind of thief we are. Level 20 has delivered to us an all-purpose tank gift package with 20 HP, 2 sword attacks, a taunt, and an interupt. Or it has told us we are gaining 50 mana, a fire spell, an ice spell, and a teleport spell. Why is that 'ding' defining our classes? If we want a new taunt ability we work on our tank skills, whichever those may be.

    Removing this xp bar and leveling system allows us to decide when we want HP and when we want a new taunt ability and what-not. We no longer group night after night to fight gnolls to build up that xp bar. We fight those gnolls to sharpen our swords and our minds, to gain muscle and strength by swinging our sword, and to ultimately learn how to swing two swords at the same time. End game would no longer be black and white, it would no longer mean level 50. It would be more of a gray area that players drift into rather than racing and slamming into.

    I know this was a bit of a novel but it is something I've thought about for a while. I like how the Elder Scrolls have used systems like this in their single player games and I wish an MMO would explore this concept. I feel like one or two have tried but I really can't put a finger on it. Thanks for your ear.

    Noob

    Sorry I just dont agree with this notion. How could you tell when a mob outscaled you if there were no levels? I appreciate the creative thought process, but not for Pantheon. Levels are necessary. Elder Scrolls used levels, you just gained experience by honing said abilities. In Everquest, when you honed or practiced an ability you decreased the chance of it failing when used, which is improving it. I like an experience system. Allows you to gauge what is possible and what is not possible when fighting or grinding mobs.

    • 1468 posts
    April 16, 2016 7:03 AM PDT

    Sounds like you want the same system as Skyrim where you level as you increase in skills. That wouldn't work in Pantheon because Skyrim levels the mobs as you level. They are not a set level and I'm not sure that system would work anyway. If this was a classless game like Skyrim and you do anything you wanted as long as you leveled the skills up for that particular skill then it might work but Pantheon isn't that sort of game and I don't really want it to be either.

    I think that this game will follow the EverQuest and the Vanguard method of leveling since that is what most of the people on these forums want (including me). It is a nice idea just not for this game. If you want to see an MMO where this kind of idea has been implemented give the Elder Scrolls Online a try. In that game any character can level their skills in any area.

    • 563 posts
    April 16, 2016 7:21 AM PDT

    In a way this sounds a bit like "Project Gorgon"'s advancement system. While very fun and different from the norm, you can rush advancement in almost the exact same way (at least from the amount I've played Project Gorgon) you just rush your skill advancement, instead of your lvl advancement, through killing mobs (or completing certain quests for that specific skill type (if I remember correctly))

    I get where you’re coming from, it would be nice to do away with the "x level" and have your combat effectiveness be determined by skill level/stat points, but if Pantheon went that way I think there would be no point in having "classes". Granted it would give rise to many more hybrid/unique classes (fail or win).

    I like it but I don't think it fits what pantheon is trying to be :)

     

    Rachael


    This post was edited by Rachael at April 16, 2016 7:25 AM PDT
    • 18 posts
    April 16, 2016 8:33 AM PDT

    The Secret World did a similar thing and it feels artificial. "The level" will always be there even if you hide the actual number players will make up another one and it'll be unsatisfying and unrewarding.

    • 453 posts
    April 16, 2016 1:31 PM PDT

    Maybe I'm just old, but I just want old school levels and old school classes and old school gameplay but with modernized graphics and the special things that will make Pantheon unique spinning it's own twist on things. 

    • 176 posts
    April 16, 2016 7:00 PM PDT

    I hated elder scrolls for everything other than the voice acting. I will take traditional AD&D levels please.

    • 5 posts
    April 16, 2016 11:51 PM PDT

    I don't think this is a terrible idea. I don't have a huge attachment to leveling besides nostalgic. I just don't think it changes the gameplay as drastically as you're imagining. I believe implimenting skill requirements for weapons  / even spells isn't a bad idea. But being the only requirement doesn't appeal to me as people said they'll just be grinding skills as opposed to levels. Having a more dynamic skill system being used with equipment besides them just hitting more often or being able to wear it will add to the level system. 

     

    I've been playing Project Gorgon as well (fabulous game btw), but I think they're are other games already doing this hardcore and it doesn't seem to fit the Pantheon feel. A lot of players associate their level with their progression and that may take away from their experience. That's a me thing though. What you're talking about certainly has a heavier RPG feel I'm all about but the progression would be just the same for each player and seems like an overcomplication. 

     

    Stat increase with use is a fun idea but doesn't mesh with an MMO with each class having specific abilities and identities to begin with a cleric is going to be spamming that Wisdom. Though you may want to grind other stats at higher levels but that just sounds like AA or talents to me. I'm totally on board with having a certain skill level with 1 hand slashing mixed with something else to unlock other abilities to see how that may mesh with different colored mana as well.

    • 578 posts
    April 17, 2016 12:08 AM PDT

    VattoLoco said:

    So in a sense you are removing the Level XP aspect and putting a skill XP aspect? How would one be able to tell the difference of a mob they are about to attack if it's a good idea or not to?

    PS pls don't feel like I'm attacking you, just trying to hear your thoughts on this opinion so I can get a better understanding of it.

    Also how would death penalty be implemented in your system as XP loss seems to be the general consensus among MMOs. Would you take away skill points?

     

    Mod Edit: Copy/Pasted double post into first post so I could go ahead and delete double post, please edit your first post with any after thoughts so you do not breach the forum rules and double post. :)



    I'm going to try and address a few people who have posted so far so don't think that my entire response is directed towards you. You were basically the only person to ask a question.

    Let me start with this, one of my biggest pet peeves is when people say "it won't work", or "it won't work in a game like Pantheon", or something like  "levels are necessary". I just can't wrap my head around this type of thinking. Anything is possible, just because you can't immediately think of a way to utilize this idea doesn't mean it would be bad for the game. I will try to give ideas to some of the concerns here NOT because I want to change your mind but because there is no such thing as "It just wouldn't work". Some things might work and some might not, but you really can't know until you've tried it. One thing I do know is that a LOT of people revere EQ, and for most part VG, for it's virtual world being SO realistic yet the xp system is one of the last things tethering it to still being simply a game. You don't call out to your friend in the real world saying "hey, what's your level??"

    First off, I never thought about the death penalty lol. I will admit, this is a very raw stance I have since I really don't know how all of this would be accomplished. Obviously the death penalty would take a different route. There are many ways to handle death though that don't revolve around losing xp. Not suggesting any of these but these are just some approaches; item degradation, corpse run, debuffs, with no xp you could lose skill xp like all of your skills lose a bit of points and retrieving your corpse would return those points, possibly introduce a new skill line(s) that revolves around death (i'm not familiar with Project Gorgon but I know they have a skill line for 'death').

    Dullahan said:

    Taking out class levels and leaving skill levels is nothing but a superficial change. Traditionally, your skill levels are simply gated by your class level. When you slow down the process of gaining skill levels to roughly the equivalent time that it would take to gain a level, nothing has really changed.

    As VattoLoco mentioned, it will do little more than obscure how powerful any PC or NPC actually is. When you group with a player, how do you determine whether their capable of any given task? Do you give them a questionnaire to fill out where they check all of the skill they have above a certain number? When you look at a mob, how do you determine its relative level of power?



    When you ding a level you get a package of HPs, MPs, STR, INT, STAM, and a few skills/spells NO matter that method you used to get that level. You could use a fire spell over and over from level 10 to 11 yet still get +5 to STR upon hitting that level. With what I'm proposing to get 5 STR you have to use skills that relate to STR and this is just the tip of the iceberg. Even though you are essentially still leveling up skills it is an entirely different approach and far from a superficial change.

    A lot of concern seems to revolve around knowing how you stack up against mobs and how group members range in level. Removing the xp bar would require a different way of thinking. Understanding what level a mob is and how tough they are and if your group can take them on would take some getting used to, I admit, without traditional levels but I think this could create some new strategic planning which could be exciting. Mobs with no levels means no more simply 'conning' the mob. I would handle this by introducing a new skill set revolving around 'insight'. This could be used to gain insight on mobs as well as you and your group. You could use insight to learn what abilities the mob has. Comparing the mobs abilities with what your group can do could let you know if you could win. Using insight on your group can help you understand how much damage your grou can take as a whole, maybe produce a solid number such as an amount of dps you can take. Insight on your group can also help you determine how much dps you are producing. Then combine this with repeated insight on a specific mob and you could not only learn how many HP/MP that type of mob has but if you have the general dps to beat it. Through strategic planning you no longer have to con a mob to see if your level 20 is high enough to win, now you can plan a victory without the means of traditional levels.

    I think getting rid of the xp bar could be a good thing for grouping with players. Sometimes we can't group with our friends because they aren't high enough level to gain xp with us. But with no xp bar a player with 200 hours of game play could group with a friend who just got the game easily. You don't work on a basic xp bar any longer, you work on individual skills. That player with 200 hours would not interfere with you working on your 1H slash. But if you were a new player grouping with a vet fighting monsters their relative level then 1H slash at skill level 1 will probably not hit those mobs. Or if the vet kills your newby mob with one hit then you're not going to get very far in your 1H slash either.

    Vade said:

    People will be rushing to max out their skills.  Currently, there's still skill leveling.  If anything, this might simplify when people are wanting more complexity.  Sounds detrimental.  People really want that DING, too.



    Of course people will still rush to max out skills but with an xp bar there is a very black and white 'end-game' which comes when you hit that last level. Without levels you couldn't rush to end-game raid dungeons and zones as directly as you could with a traditional max level. Plus these end zones would require new design, Raid zones would require more than a level requirement. Plus, with no max level players will wind up at 'end-game' at different points in time. An example; at level 50 a warrior gains 50 HP, 5 STR, 5 DEX, 5 CON, swirling shields, dual 2H swords, and Gromm's Furious Roar. With no max level each warrior would arrive at each of those stats and skills at very different and separate times.

    And this whole DING thing is the one thing that I feel is superficial. Sure people like to 'DING' but why is that? Because they get a bunch of cool things when they do. With no xp bar you would still 'ding', heck you would even ding more often. With a traditional xp system you gain a big bundle of stats and skills each level or every other level but sometimes it takes a while to get just one level. With an xp-less system, you would gain stats and skills more often because skilling up individual areas would require less time than leveling up one entire level. 

    I don't know, I like the idea. Would it work?? i have no friggin idea lol. I honestly believe I could get it to work though. But it is definitely a giant system that would affect lots of different areas so redesign on this would require a lot of effort. Most likely too much effort for where Pantheon is at in development I'm sure. It is practically it's own area of philosophy. Hopefully Pantheon is as badass as it should be and I won't have to worry about playing a different MMO for a decade or two and then I can come back to this idea then.

    Cheers!

    • 1434 posts
    April 17, 2016 3:19 AM PDT

    This system is mostly used by PvP games for the sake of keeping the power gap between new players and veterans at a minimum. I don't believe its very compatible with a PvE focus MMO, because content is supposed to be soft gated according by player progression (exp/lvls + itemization). That is the biggest problem with PvP MMOs: they lack that meaningful progression and the content necessary to keep players logging in every day. They call it being sandbox, but all it really boils down to is a lack of gameplay alternatives, mostly because they sacrifice those options at the alter of PvP and their shallow skill systems. Its happened in just about every game it appeared.

    • 2756 posts
    April 17, 2016 10:17 AM PDT

    I really like the idea in essence, but general XP and levelling is a fundamental mechanic to change, so the effect would be massive to the game.

    I think (and it is a very complex base mechanic, so full understanding is tough to claim) that in a game where class interaction and grouping is a base concept, then allowing individually designed characters would just cause chaos when trying to balance and perfect and make fun that group interaction.  Others have mentioned the inevitable effect of not being able to work out who to group with.

    Levelling means that you progress exactly as designed by the devs and, so, they control completely the balancing of classes in a group so that things work really well.

    An individually 'designed' class that allows you to pick and choose which skills you develop would be fine in a single-player game, because it's just you choosing which way you like to kill them monsters and the devs just have to make sure no matter what way you go you can still look after yourself.

    The whole /con ning of monsters and gating of content is a lesser consideration I would say - personally I would like to do away with that and have characters scale to the 'zone level' but that's another story and it doesn't mean not having a level would be desireable.

    Levelling is bound up with classes and balancing group/content. It's a way for a game to carefully design the best way for a particular class to progress and interact in the best way with the group and the environment. Without that control you can't so accurately balance group play and encounters and without that degree of design control you can't make things so challenging.

    I'd love to see a game have a good go at it... but I'm not sure what kind of a game you'd get.  Go so sandboxey that even the classes are up to the players and, wow, that'd be a devil to design the content.

    • 211 posts
    April 17, 2016 1:56 PM PDT

    I would not play this game if it did not have levels. Just like I abandoned EQNext when I found out it was "horizontal progresson". 

    • 578 posts
    April 17, 2016 11:29 PM PDT

    Dullahan said:

    This system is mostly used by PvP games for the sake of keeping the power gap between new players and veterans at a minimum. I don't believe its very compatible with a PvE focus MMO, because content is supposed to be soft gated according by player progression (exp/lvls + itemization). That is the biggest problem with PvP MMOs: they lack that meaningful progression and the content necessary to keep players logging in every day. They call it being sandbox, but all it really boils down to is a lack of gameplay alternatives, mostly because they sacrifice those options at the alter of PvP and their shallow skill systems. Its happened in just about every game it appeared.



    Yeah, though I've always wanted to play on a PvP MMO server or just a PvP MMO in general I just never have. And I'm not familiar with any of their principles and formats. You considered it a superficial change, and if half-assed yeah it could be just a small pointless change, but what I want would really be something big because it would have to shift an entire philosophy. And it would be far from shallow because I'd introduce new skills that maybe have been done before and maybe some that haven't. I would approach conning mobs and dealing with group members being too low of a level and not gaining xp alone with introducing new skills.

    This is probably way left field for the spiritual successor of EQ and VG. Both games focus around the xp system. I personally don't believe it is too left field because of how EQ, and VG to some degree, had players level up individual skills on top of the players level but I know that is a stretch. But I believe 100% that a robust system could be created to buck the tried and true xp system that MMOs have relied on for so long.

    • 839 posts
    April 18, 2016 12:12 AM PDT

    Definitely a bad idea in my opinion to move away from character levels! If you incorporated the capacity to level skills inside of whilst also gaining character levels then you kind of end up with that EQ was anyways right?

    Maybe as a more modern twist if you then add in reachable goals / unlockable passive bonuses to the skills progression like for instance by the time you reach lets say 30 in evocation you increase your range with that spell type by 5 metres or somthing of the sort this could be a good thing to work towards.  Maybe a 10% haste increase to the weapon type your leveling by the time you reach 30 skill level in 1h Slash etc.  You could possibly offer greater bonuses to specific classes for different skills that they could orientate towards.  Giving a warrior a slight edge their own natural defensive coparitively to a crusader because (assumption only) the crusader will utilise their own spell abilities to help them survive where as a warrior who through leveling their shield / block skill to its maximum degree can mitigate extra damage with a shield comparitively to a crusader who doesnt get as good a bonus (but still does geta bonus to an extent).  I like this a bit better than giving both the warrior and the crusader the same bonus but making the crusader wait for an extra few levels to achieve it, which is more in line with the EQ system (EQ example being the 2 classes aquiring block / kick / double attack or whatever at different levels)

    Going a little deeper into the concept may be to have some forked road options to choose to take the class passive down the direction of (for example only) leveling evocation gives you the choice of longer range / extra damage or faster casting, once a decision is made though you can't select the other option until you respec (if an option at all) or reach the next skill level with that optional passive.  Sticking with one bonus type each time allows you to stack more of that bonus with each choice eventually achieving max damage or range or whatever you choose or alternatively balance out your characters progression and bonuses by choosing different passives each time or any combination of the above.  Certinaly not a new idea to mmos's but its somthing that i dont think would lead to any particular balence issues but does offer a player the ability to slightly cater to their chosen play style.

    • 578 posts
    April 18, 2016 1:17 AM PDT

    disposalist said:

    I really like the idea in essence, but general XP and levelling is a fundamental mechanic to change, so the effect would be massive to the game.

    I think (and it is a very complex base mechanic, so full understanding is tough to claim) that in a game where class interaction and grouping is a base concept, then allowing individually designed characters would just cause chaos when trying to balance and perfect and make fun that group interaction.  Others have mentioned the inevitable effect of not being able to work out who to group with.

    Levelling means that you progress exactly as designed by the devs and, so, they control completely the balancing of classes in a group so that things work really well.

    An individually 'designed' class that allows you to pick and choose which skills you develop would be fine in a single-player game, because it's just you choosing which way you like to kill them monsters and the devs just have to make sure no matter what way you go you can still look after yourself.

    The whole /con ning of monsters and gating of content is a lesser consideration I would say - personally I would like to do away with that and have characters scale to the 'zone level' but that's another story and it doesn't mean not having a level would be desireable.

    Levelling is bound up with classes and balancing group/content. It's a way for a game to carefully design the best way for a particular class to progress and interact in the best way with the group and the environment. Without that control you can't so accurately balance group play and encounters and without that degree of design control you can't make things so challenging.

    I'd love to see a game have a good go at it... but I'm not sure what kind of a game you'd get.  Go so sandboxey that even the classes are up to the players and, wow, that'd be a devil to design the content.



    Some considered it a superficial change. On the outside it seems to be a small shift in priorities or whatever you want to call it because you're just altering a player's leveling by xp to leveling by skills. But this 'small' change is so fundamentally large it could be game changing.

    I've been giving this some thought and while I agree with you with how it would seem to make the devs lives easier with the old xp system, I even mentioned this in the OP, I'm stating to wonder if it really would be that much harder without an xp system.

    It might not be that hard to balance and cater content to players and content might not be that hard to design. With my insight system allowing players to learn info on the mob's abilities and toughness, and even the possibility of players sharing this info with each other, all the devs would have to do is design mobs how they wanted to. Each mob would have a profile that finely details their capabilities and then players use their insight and if they check off all the boxes, or most of the boxes, then they know they should be able to win as long as they have the skill. If they don't check off all the boxes then they might want to turn around.

    Maybe I'm simplifying it too much but the more I think about it the more I think it could be easier to do than I previously thought. They just make content as challenging as they want it to be. Even though players don't have a hard xp level to go by they still have the same skills and stats eventually and things will balance them self out. Even though the devs used to know that at level 20 Bobby will have 200 HP and 20 STR, 15 DEX, etc with fireball, planar shift, etc. they can design content to contend with Bobby at a proposed 'level 20' (who HAS 200HP, 20 STR, 15DEX, fireball, planar shift etc etc) and once new Bobby attained all the skills and stats required by level 20 Bobby then they can compete with that content.

    With saying all this, I'd definitely still want static classes. I LOATHE a classless system. I like having individual classes who are unique and who have defined roles. They would just have unique skills to progress in and definitely would not have access to every and all skills. A warrior would never be able to finally skill up his fireball. This would help keep things in line and not make everything a mess to design I'd like to think.

    • 158 posts
    April 18, 2016 2:25 AM PDT

    Levels have never bothered me and generally a leveling system that also has skills is my preferred system (but if it was one or the other I prefer the level system). The idea doesn't interest me personally.

    • 2756 posts
    April 18, 2016 3:04 AM PDT

    NoobieDoo said:With saying all this, I'd definitely still want static classes. I LOATHE a classless system. I like having individual classes who are unique and who have defined roles. They would just have unique skills to progress in and definitely would not have access to every and all skills. A warrior would never be able to finally skill up his fireball. This would help keep things in line and not make everything a mess to design I'd like to think.

    Ok, so rather than 'custom' characters you're proposing a sort of freeform specialisation system?  So something like a warrior, within his class, can choose to ignore shield in favour of 2-handers (simply by not using shield and using 2-handers) and, if they do, they get different specialisations made available?

    That would be less problematic to balance and give you a more sandboxey freedom yeah.

    I still think the content gating is kind of seperate though.  I personally would like to see people be able to go anywhere and not have content restricted by any notion of /con, level or skill based.  If I see a dragon and I'm someone who has consentrated early on in fire resistance and lance then I should be able to have a go regardless of whether I might have, in a level-based system, been the 'correct' level.  If I see rats and I never bothered building my plague resistence or practicing with a skinning knife, I should be able to go and 'play' with them whether or not, in a level-based system, they would have been 'greyed out' /con -wise.

    I do like the whole conceptual area and, yeah, you probably wouldn't have to adopt a radically new fundamental system to encorporate some of it either.  Interesting to think about.

    • 556 posts
    April 18, 2016 9:47 AM PDT

    Honestly not sure why so many people seem to think the notion would not fit. This is esesentially what a lot of games are trying to push to, horizontal progression. EQNext was pushing for it as well.

    With characters having levels you have the vertical progression which has been a lot of the problem in most games lately. You hit max level you get the best gear then you do nothing for months on end while waiting for the devs to put out new content. You don't have the option to go back and do things from previous places/areas because what's the point?

    In a horizontal system the entire world is the end game. Every zone, every mob have roughly the same concept behind them meaning soloable or groupable depending on the game. The raid mobs could be indicated by sheer size alone. If the mob is huge then more than likely you wouldn't be able to do it alone. There have been many different takes on the horizontal systems. None of them have been widely used to my knowledge though. 

    I do feel that this is where games will need to head however. The rate that the current mmo generation chews through content in any vertical progression game just can't sustain the playerbase for a long enough time without having the burnouts. People thinking that this will change with Pantheon are in for a rude awakening. Raid mobs will be dead by the end of the first month easily and with the small team working on it we will be looking at a year or more for new content. So that's 11 months of farm status for some. Even the slower paced people will see 6+ months of end game farming.

    The suggested system may not be completely plausable but it is a decent theory on how to start it. Make some tweaks and add in other systems to work along side it and it very well could work. It would also add in a lot more depth to the game.

    • 793 posts
    April 18, 2016 10:49 AM PDT

    The biggest issue I see with skill based xp is limits. At some point the game has to expand, even horizontal expansion has it's limits.

     

    With levels, they can just raise the max level range. Not sure it is as easy with skills. If max skill is say 100, and that means your character has mastered that skill, then where do you go from there, move it to 125 cap? What benefits do you get from your skill being above 100? 

     

    • 556 posts
    April 18, 2016 11:31 AM PDT

    Fulton said:

    The biggest issue I see with skill based xp is limits. At some point the game has to expand, even horizontal expansion has it's limits.

     

    With levels, they can just raise the max level range. Not sure it is as easy with skills. If max skill is say 100, and that means your character has mastered that skill, then where do you go from there, move it to 125 cap? What benefits do you get from your skill being above 100? 

     

    More damage, new abilties, etc. 

    But the whole system couldn't be based off of just weapon skills. That would be a pretty shallow build of a game. There needs to be more fleshed into it. And yes there would have to be caps and limitations put in to prevent things going too far out of balance so essentially there would still be a 'cap'. But what there wouldn't be is only x y and z zones to really do anything in for end game. The entire game would be viable. They could add content by having some Dwarven mining team uncover a cave that leads into a new area of a map in the lowbie zone or some ogres find some under ground tunnels after smashing each other through the floor in a bar brawl. Thing is, with horizontal progression everyone is able to do the same things. Some may have an easier time with high skill levels and such but even a brand new toon could have access to those areas. Not just the people sitting at cap. With no levels then there is no out leveling the areas or not being high enough. You simply go where you want when you want. This is really the only way to get a true sandbox imo. Any game containing vertical progression is subject to a some what themepark ride along. you may not have the quest hubs to follow but you have the zone limitations by level.

    • 1434 posts
    April 24, 2016 2:13 AM PDT

    In my years of playing and studying video games, I've never come across progression or systems that were incompatible with a level system. There are always ways to find an average from skills or tiers even using armor ranks that could be converted into a player level.

    On the other hand, when it comes to creating content with a spread of levels, classes and other special mechanics, NOT having the ability to ascertain a mobs relative level of power could prove very troubling for a lot of people. Sure, the hardcores that don't mind dying to a mob because it randomly happens to possess skills that are the equivalent of a mob 5 levels higher (see any dungeon in EverQuest) might not deter some, but for most people that level of unpredictability would be reason enough to uninstall.

    • 2756 posts
    April 24, 2016 2:48 AM PDT

    I made my own thread and probably should have just posted my related thoughts here - sorry.  It wasn't even late at night... no excuse :)

    https://www.pantheonmmo.com/content/forums/topic/3200/what-are-levels-for-and-can-we-do-without-them

    I've played games a lot and have been a software developer for many years (not that that makes me 'right' lol!) and I've kinda concluded that 'levels' are so tightly bound with the concept of character progression that you can't really have some form of one without some form of the other, especially in an MMORPG.

    You can alter the mechanics, but there has to be some way of progressing and some way of balancing content.