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> Isn't MMORPGs taking time very much a design issue? This is what I liked in the original Guild Wars, because quickly enough you were reaching the level 20 ca
by lloeki 10y ago
> Isn't MMORPGs taking time very much a design issue?
This is what I liked in the original Guild Wars, because quickly enough you were reaching the level 20 cap, and then while you can acquire more loot and skills, this basically just increase your abilities through player skill by increasing possible tactical possibilities, not through a monotonic increase of avatar power basically based on play time, so you could readily rejoin friends even after a month without playing.
- Already__Taken 10y agoThe first design of global agenda has a similar system. Everyone had 40(?) equip slots, that's it. Each item is level 1-4 of power. It's your choice to rock a top level shield but lowest weapons because you can't fit both. I can't remember what levels affected in that, maybe playzone access. It's nice because your skills as a player were you not the hours in the character. They ripped that system out for a traditional system.