As an mmorpg community who enjoy vertical progression and vertical design, how do you feel about catch up mechanics for players or alts? Blizzard is notorious to make it easier for "new" or alt characters to catch up before next release. As a designer, I can see both sides of the coin.
I think my biggest gripe is that it devalues your time for those who played the game when first released. Anything you earned during that time as a player is eroded when new players can get the same item or lower cost of something or xp boosts. On the other side of the coin, it does help alt play easier and can help new players catch up, but it does devalue their experience.
I think there are better ways to implement some sort of catch up mechanics than "making the game" easier. One direction to help alt player is by getting a character to max level, then a minor Xp boost for the next alt you choose gets it to level. Perhaps after that alt reaches max level, the next alt. That way it encourages players to experience the game.
What are your thoughts? Should designers implement catch up gameplay for newer players and/or alt play?
Comments
Catchup from the cash shop ? No.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
If you are only playing them as a time investment and you cant enjoy them without that aspect, that's your issue.
In my opinion, I think that a character's identity is very important to most players. (I think this is largely subconscious to most.)
That's where the good stuff lies. The memories, the progression, the accomplishments, even though these seem unimportant, they are.
There's a basic form of pride in that. It's not just a character, it's "My Character."
Catchup mechanics is a shortcut, and it cuts out a large part of that identity, the experience of building up said character is cut short. The accomplishments lose meaning. The gains feel cheated.
That's the result.
The cause should be obvious.
Once upon a time....
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Ten years in EVE helped me to understand one does not need to "catch up" to have fun, well assuming the game has a good balance of vertical and horizontal progression which no theme park ever has or likely will.
Someday, if you are lucky you too will learn to stop chasing rainbows.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I understand why the mechanic exists, and that is mainly because to keep MMO's and their player base active, there is this demand to keep adding more to the game. Often in the form of higher levels, bigger, badder boss mobs, and more ludicrous loot
This often take the name of "Power Creep"
The thing about this however, is that over time the players that were struggling to get that +1, now see a noob with a +50, after playing for literally nothing, makes them feel slighted.
Not going to lie, I feel that. That is in my mind the same as seeing someone walk into my job after I have been there for a year, getting paid as much if not more for the same position. No one likes that.
So I totally respect that feeling in gaming where these "catch-up" mechanics are not well received.
But like others, I realize that this is a result in a flaw in the design of the game itself, often a fault of the Old School systems and mindset
I personally burned out of EQ due to the continual increase of levels, so I will say, I am not a fan of that mechanic directly
A lot of more modren MMO's have been working out systems to remove this kind of flaw in it's entirety, and to that venture of course I am going to mention GW2
Anet took the stand they would not increase levels, the cap is 80, and to their credit, has remained such since launch
They have added power creep in the form of Specific Kinds of Gear, Elite Specs, Masteries, etc. But a lot of that is mostly horizontal.
It is currently so easy to make it to cap, that It's an ongoing joke in GW2 these days that making it to 80th the first time simply means you completed the tutorial, and now is when the real game starts.
Thus the player base was amazingly apathetic to the introduction of the 80th level boots you can buy in the store
Literally the most basic thing a player can do in GW2 is make level cap.
At this late in the game, players will have dozens of level 80th characters, some they leveled doing stuff, a lot they leveled in the bank. Not to mention, in GW2, every "Level" you earn past Cap (Which also includes masteries) rewards an item called a spirit shard, which are used in crafting, and even using them, and players will still have literally thousands upon thousands of these in their bank, as testament to how many levels they really have earned playing the game
The Down Leveling Mechanic in GW2, means that you don't need to rush your friends to catch up to you either, you can go run with them as they explore and learn the game. No need to make an alt, or any concession at all, they log in and you go meet them with your main, and you play together, it's that simple.
This IMHO, was a great move to eliminate any "catch-up" stress in the game
So MMO's devs have been looking into ways to eliminate this design flaw with MMO's
As for MMO's like WoW, where this is a prevalent problems, I really have no idea what to tell you, it's a problem caused by the inherent design and development of the game.
Truth be told, I think they are inherently bad, because rushing a player to the top, well first off, it rushes them up there, so they don't really get that time to learn the game, this also results in them bypassing a lot of content, that may or may not be really fun and enjoyable, it also puts them in a position where even if they are the same character level or gear score as those around them, they do not have that vastness of game knowledge that normally would come with those levels and that gear
While this might not be a problem for a serious hardcore player that has the skills to Rockstar the raids and whatever content that may come by skill and pure awesomesauce, this is a really bad place for a casual that needs all the help they can get but is met with resentment or animosity.
I do not have a solution for the games that painted themselves into this corner, but I am quite happy to see other game companies exploring solutions to this very problem.
In these times most people would rather pay than play, that is for sure. Some people have alot of time, some have alot of money...The game companies are just trying to work both corners.
You can make your points without constantly sounding like a broken record and thereby diminishing much of the relevancy and coming across as a bitter player.
With that out of the way, I have stopped playing MMORPGs for raiding for years now. I just don't have the time any more to devote to raiding because it takes me away from other games and I enjoy the journey more than the end game. I still play Everquest 1 and 2 and I simply love slowly levelling and gaining power. It's the exploration and crafting in games that I enjoy. I also enjoy tackling content at my pace when the game allows it.
I am not interested in catch up since the end game is of no interest to me. I've also come to generally eschew large raids because of guild politics.
Yeah, just have your Snickers Potions handy.
https://www.youtube.com/watch?v=c4WorCP_D9s
Once upon a time....
Once upon a time....
Examples:
Players could teleport to the edge of a higher level, and it was fun to do that on Dungeon ledges so a mass of MOBs couldn't get at you. I used to rain Explosion Potions down on the MOBs just for the fun of it. (It didn't work well, because damaged MOBs would run away.)
Some "items on the ground" would block players and MOBs alike, so players would build barriers just inside of Dungeon entrances, leaving room for a good number of players to work from, and then draw Dragons up so we could all fire missile weapons, and some could teleport out to do hand-held damage, then pop back behind the barrier.
Gates were also used to get back and forth over the barrier.
But gamers complained, and they made it so that MOBs would destroy certain items used as barriers as soon as they walked into them.
(Side note: It would be nice if MOBs could somehow recognize such traps and stay out of range. That would be more challenging and maybe even be more fun. It would be great to hear a MOB yell out "Stay back! Walls!" to other MOBs. lol)
Once upon a time....
However, if you join a team, you are automatically set to one level below the leader. I regularly run pickup groups at level 50, and you can select up to +4 on top of that. So if I invited a level 40, they wouldn't be able to even hit the higher mobs and they would probably die in one shot by the mobs. But since they auto-level to 49 (one below me at 50), they can still contribute.
You don't gain any new powers, but all of the powers you do have are scaled, so even a level 1 can play on a level 50 team. The XP a lower level gets is huge in this case. I've gotten 23 levels in just an hour or two of play this way. So no need to "catch up" at all.
Plus, CoH doesn't have armor or weapons, so no need to worry about what level they might be, like in other games.
It works the other way too. As a level 50, you can still play on a lower level team, and you will be set to one level below the leader. In that case, you only get the powers that you had selected at that level. So even a maxed out character can play on a lower level team and be at their level without any higher level powers.
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2024: 47 years on the Net.
Truth be told, I think you have your own unsolvable problem, where you want more power, but don't think people should be allowed to take pride in their efforts obtain it
In no small sense of Irony, GW2/Anet boasts about having the most well adjusted and friendly population of MMO's, to the point that they are in fact renowned for this, so much so, that they had to ask, nay, beg, their players to allow those new players coming from Steam to play the game, and not just carry their asses to the end smiling the whole while they are doing it. LOL.
With all that said:
While I do agree with some of your points about MMO players being somewhat unhinged, no doubt, and those that base their personal self worth into the game, are again, without a doubt the worst of the worst of MMO players, not because they take pride in their efforts, but because they exist in a state where the only way they can be happy, is if others are forced to do without what they have. That need to be able to look down their nose at the second class players.
To that degree, I fully agree with you, and I also agree that the HCRaiders or whatever equal the game might have, are often the epitome of this kind of problematic behavior.
Being passionate about a hobby, Ergo, or having high emptions and opinions about changes, is very common for any and all hobbies, and often result in angry outbursts, rage, and feelings of being slighted, this is so very not unique to MMO's however, this does affect all hobbies.
Want to what a shit storm unleash, change the designation of a bird, and you will watch Bird Watchers the world over want to lynch you by your ballsack.
Just saying on that one.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
WTH is that about? Don't players care about their characters anymore? The what, the who, the identity, things that define their characters.
Quoting the 30th Level adventurer:
"When I went to Dungeon Z, as I was 49th Level, I could do things I couldn't do!"
Once upon a time....