[MUD-Dev2] To Level or Not to Level
Jeffrey Kesselman
jeffpk at gmail.com
Wed Aug 19 22:24:40 CEST 2009
Alright, the thread title called for this...
To level or not to level,
this IS a question.
Whether to suffer the drudgery and boredom of outrageous grinding,
Or to make short your content and by the players end it.
To die, to Lose.
No more, and by a raise to say
we end permadeath and all consequences
of play that is crap.
Tis of the masses devoutly wished.
To die, to raise.
To raise perchance to retain.
Aye there's the rub.
For in this state of invulnerability,
what tension may come
when death hath lost all its sting.
On Wed, Aug 12, 2009 at 6:31 PM, cruise <cruise at casual-tempest.net> wrote:
> Interesting news snippet from CoH's lead dev:
> http://boards.cityofheroes.com/showthread.php?t=186099
>
> Basically, all players on a team are now automatically lowered or raised
> to match the mission they're playing. They're also removing almost all
> gating level-restricted content.
>
> Good or bad idea?
>
> Does making levels matter less remove a carrot that would keep people
> playing?
>
> Or does making levels almost irrelevant from a social and teaming aspect
> help to keep groups together?
>
> I've never been a fan of the level system, though I understand why it's
> considered necessary in a large scale POW - getting others' thoughts on
> it however is always useful.
>
> _______________________________________________
> MUD-Dev2 mailing list
> MUD-Dev2 at mud-dev.com
> http://my.binhost.com/lists/listinfo/mud-dev2
>
--
~~ Microsoft help desk says: reply hazy, ask again later. ~~
More information about the mud-dev2-archive
mailing list