EQ2 is in a strange place these days when it comes to leveling. The devs seem keen for players to get a move on and not hang around in the low and mid levels. We get regular boosts, sometimes for everyone, other times just for the paying few.
This weekend Gold players (we used to call them Subscribers but that's Olden Days talk now, apparently) enjoyed a 150% bonus to both adventure and craft xp and last week SOE bumped up the instant high-level Heroic Character option so that it starts at 90 instead of 85. A while back, when someone was fiddling about under the hood trying to sort out the
mess the expansion had made of tradeskill xp, the whole crafting xp curve got compressed so now leveling a crafter takes a fraction of the time it used to do.
The message coming from SOE Towers is mixed. Even though the devs want us to get on with it, they still seem to have clear (if occasionally conflicted) views on how and where
we should be leveling. A number of changes came in along with the Altar of Malice
expansion that were ostensibly intended to persuade players to do the
final five levels in the newest content, changes that were seen by some
as heavy-handed and coercive. Over the following weeks adjustments and
tweaks were made to address some concerns but then the controversial
decision was taken to remove all xp from player-made dungeons, thereby
shutting down the most popular option for fast leveling.
The whole thrust seems to be all about getting players through the first 90 levels as quickly as possible, skipping them altogether if necessary, so everyone can cluster together in a critical mass in the content that was created during the last 12-18 months. As a way of getting around the longtime problem of population-dilution that relatively-successful MMOs have always suffered it seems to be working.
There's another motivation behind the drive to get everyone to the top of the ladder, too, it seems: a belief that old content just doesn't do a good job of representing the best an MMO has to offer. The cutting edge content, artwork and gameplay are all to be found in whatever zones, maps or expansions the designers worked on most recently, goes the argument, so to direct players anywhere else would be to do them a disservice.
It's not a belief that's unique to SOE of course. Blizzard chose to funnel everyone into the last 10 levels by bundling a free Level 90 character with the current expansion. That clearly paid off - well enough that we should probably expect to see something similar become an industry norm, at least for the few themepark MMOs that do well enough to get expansions.
Companies using a F2P model will necessarily hope to monetize the process (a Heroic Character in EQ2 will run you $35 if you buy your Station Cash at face value, although most regular EQ2 players probably get theirs for a lot less than that) but it may well be that future expansions will see everyone get one free bunk-up to somewhere near the top.
No doubt there will be variations on the theme. There's speculation that GW2's "expansion", if and when it comes, will use some kind of level-splitting mechanic to encourage (or even force) players to start over, all in the same place, perhaps effectively creating two separate games. Whatever the mechanics used, though, it does begin to beg the question "So what are all these levels for, then?".
It's not just levels though, is it? Once you start to pull on this thread the whole tapestry begins to unravel. Why keep all these old, barely-used maps and zones and dungeons? Or these ancient quests and events and raids that no-one ever does any more? In fact why waste time on a "world" in the first place? Instead of spreading everything out wouldn't it be easier to sell each of these "expansions" as a brand-new, standalone game - the next episode in an ongoing series? Just close down each version when the new one's ready.
Transfer the characters (maybe just the names) and you're off and running. All the thrills and all the publicity of a new product launch without the trouble of having to come up with an actual new product. You could even sell alpha/beta access to the new one for, oh, what, say half the lifetime of the old? Run them in perpetual overlap.
The benefits are obvious. No need for divisive stat squishes or re-balancing: there's no power creep and the "inflated economy" resets before it becomes a major pain. Could probably even re-use a lot of the art assets if you go with the ever-popular cataclysm scenario. Once you start to look at it this way it's hard to remember why anyone ever thought a truly "persistent virtual world" was a good idea in the first place.
Naturally the games need to stay online. We need that social media integration. Can't keep the digital downloads flowing without all those Twitch streams and Twitter feeds. We can keep "massively multiplayer" too - more players = more microtransactions (although perhaps we should start calling them macrotransactions? "Micro" is a tad unambitious after all...). So I guess we can still market these things as MMOs. Be a shame to lose the brand recognition...
Eh? What? What's happening? Hmmm, I think I might have nodded off for a moment there. Was I having some sort of bad dream? What was I going to write about? Oh yes, my weekend in EQ2.
Well, the berserker didn't quite make 100. Topped out at 99.7. Even with 150% server xp, full vitality and a 110% potion running, the xp that dribbled in from the AoM questline wasn't all that impressive, so it was back to Freeport to see a Chronomage and off to good old Chelsith for a couple of circuits before banging through a few mentored dungeons. If they want us to do the new content perhaps they might make it competitive. Wait, I didn't say that! I like my mentoring xp!
The new zones are gorgeous though. A visual feast and beautifully designed. Tons to look at and pleasingly little to fight before you get to see it. I took a lot of screenshots and gosh-wowed all over the place. That globe is freakin' amazing! And I got a version for my house!
The storyline continues to be interesting if completely confusing. I lost track of what was going on a while back but I know the Akheva are in it up to their necks and something about the Shissar? Anyway, the last few quests should just about see me over the line even without bonuses.
Also I got some crafting in that took my Sage from 62 to 75 in just over an hour. I remember when that would have taken a week. And the sage started Raffik's questline. It was nice to see the little fellow again. So, a fun weekend, all in all. Let's do it again sometime soon. And when I'm a hundred I might start a new character. Er.. when the Berserker is level 100 I mean. Not much chance of me going a hundred hours without making a new character somewhere.
There's nothing like leveling up, is there? I love it. Can't get enough.
John Whybrew + Portion Control
1 day ago






























