I haven’t played any games since I gave up on ArcheAge, so I’ve had some time to think. To ponder the intricacies of the game’s failings. One of the main reasons that it failed for me was the brutal patch that turned back the clock and made me start levelling again. For no good reason at all apart from the fact that Trion apparently thought that their players needed to be occupied.
The thing is, we were occupied. We were occupied with what was supposedly a sandbox PvP game. We were occupied with sailing the oceans and stealing packs, killing reds wherever we could find them, raiding the pirate’s stronghold island fortress, disrupting and griefing the red’s daily honor events, playing political games and maneuverings with our own faction, hunting out suitable players for our guild, and crafting and tending to our land.
Most of this ground to an immediate halt with the release of the patch that raised the level limit from 50 to 55. Here are the rough xp requirements for the levels.
50-51: 3 million
51-52: 8 million
52-53: 18 million
53-54: 30 million
54-55: 38 million
To put that into some context, farming a mob by yourself in the end game dungeon called the Library grants around 2500 xp. You do the math. Also, it originally took 3 million xp to get from 1-50.
This is crazy for a PvE game, but for a game that is explicitly geared towards PvP this is out of this world I’m licking the windows of the crazy bus crazy. And it has had the effect of literally pausing the game. For about a month now.
But I want to look at this from a more general context. Why are we still using levels in PvP centric games? Levels orginated in old school D&D back in 1974 or something like that. They were used so you could scale yourself against your adversaries. And they worked fine, although they did create the somewhat unrealistic situation of always being able to pit yourself against a suitably equal foe. But in PvP we are battling each other, not monsters or npcs. So why are we still leveling? The thing is, in pvp games, leveling is something that you do while you’re waiting to play the actual game. For a new player to ArcheAge, (when it was still a level 50 cap), they had to plow through the level grind while we played around them. You saw them in the guild window; one week they were level 18, the next they had managed to claw their way up to 31, and so on. When the finally hit the level cap then we could welcome them to the game. Because before that they were just puny cannon fodder in a PvP world.
The crucial elements are your character’s skills, abilities, and gear. A new character should be able to start working on these while still having some chance to be competitive. In other words, make them level 50 from the start and let them get on with it. Or in other other words, just make everyone level 1.
The level grind barely made any sense before, but it makes no sense now.