Oblivion wrote:That other game gives double learning for x amount of points because it allows new players to get up to speed more quickly. That was, however, a post-release feature.
I do think that it is an idea which has merit. If everyone is gaining EP at the same rate nobody has an advantage. If the first 2 weeks or month or two months (or whatever) are double speed, then you have more ability to play around with your character(s) . . .
we realise there is still aways to go with the core game atm but i think a lot of people would like to see the early stages of the game by the time release comes around moved towards a better progression curve.
Great MMO's have a fairly rapid curve in the first 1-10 hours of gameplay, introducing players to a lot of new experiences and giving them a much larger sense of accomplishment than is currently awarded in the game as it is. I've played countless mmo's from release, a few from beta and a few from middle to late games stages. The mmo's that lost their playerbase a few months after release(more so than the normal continental drift of people who found it wasnt what they were looking for) did so because the early stages of the game became too time consuming to break through to the middle to late game stages.
None of us want an easy ride, i think that also ruins a game and more so attracts a certain type of player that tends to also ruin a games community. The balance between grindcore and easyride isnt easy obviously. But neither would any of us who have taken a great liking to the concept of this game want to see it be pushed back into the realms of obscurity come release because players have quit in frustration of feeling all there is to do is grind.
Sandbox is great but honestly when you try to take some things to too realistic a level it becomes too much like real life and quite frankly real life is one big grind and no one wants to leave RL just to do exactly the same RL style grind inside their escape from reality.
I Hope most of us keep pushing for a slight adjustment in the future to whats available to players in the beginning of this game because despite what those with a lot of free time or a propensity for mindless grind say, it does need that curve to be adjusted. Expanding the range and tiers of mechs prior to release and having their expansion requirements more closely staggered would be a quick and dirty method of giving the early game the visible progression people desire.
Reducing swarming on a few of the early level drone mobs while increasing the spawn size i think is something else that should be considered prior to release.
Maybe a community driven assignment system too, introducing the ability for players and corps to put up their own assignments for the rest of the playerbase to maybe compete to fulfill, like material orders, crafts, pvp objectives, bountys on other players heads with the players/corps putting up the NIC reward for such assignments. obviously this suggestion is merely a fancy but my previous points i think should be taken into consideration since there are quite a few players who feel this way.
All said i love the concept so far i think the possibilties are endless for sandbox games like these i just hope the balance can be struck to make it successful at release and keep players captivated by grabbing them and dragging them into the middle stages of the game before they've even realised that from now there will never be any other game for them, their on full auto and grinning like a berserk maniac raining fiery lead down upon those who would stand between him and his only route to redemption.