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could we try removing lvling and training?

could we try removing lvling and training? only reason i dont want to log in is because i dont really want to spend 2 weeks solo leveling/training.

While we're at it, we can take away RP and mandated PK, since we all just don't have the time or the energy to do it all.

Nearly all of my leveling of my current char was in groups.

Leveling and training exist to get people invested in their characters. Being able to just create a lvl 50 fully trained would result in a crapton of characters being made and lasting a matter of days - until a full loot, or a denied app, and then the char will vanish as the player decides to try something else. It is supposed to take time and effort to create a character so they aren't just throwaways.

could we try removing lvling and training? only reason i dont want to log in is because i dont really want to spend 2 weeks solo leveling/training.

You kidding me? Go play some CS.

You kidding me? Go play some CS.

not really, it's getting boring.

not really' date=' it's getting boring.[/quote']

Perhaps, but can you understand why we still have leveling and training, despite the shrunken pbase?

Some combos are significantly easier to solo-rank than others (paladins are fantastic at it, since they have good melee, sanc and curatives), and some combos are far more likely to get groups than others (neutral bmgs are everybody's friend once they get slow and haste, clerics once they get sanc, etc.). You may want to try something along these lines, if you aren't already.

Foxx, sarcasm and dismissiveness do not help.

I always try to help new characters (within RP limitations) when it comes to ranking. The way I see it, the more players we have at level 50, the more players we'll have interested and logging on to interact and enrich the lands.

I've gone as far as weakening mobs for low level characters who have been struggling to find groups. That said, removing leveling and training would essentially turn this into a first person shooter with RP. Sorry, but I don't support that.

I always try to help new characters (within RP limitations) when it comes to ranking. The way I see it' date=' the more players we have at level 50, the more players we'll have interested and logging on to interact and enrich the lands.[/quote']

Yeah, I have been doing this more and more recently as well. There are RP restrictions to an extent, and you could be empowering your enemy, but what fun is it at 50 with no one to challenge you? Good on you.

i see what you mean. that probably wouldnt be any more fun.

In all those replies, I just didnt see any pros to keeping lvling. Just rhetorical denials with no meat.

In all those replies' date=' I just didnt see any pros to keeping lvling. Just rhetorical denials with no meat.[/quote']

Leveling and training exist to get people invested in their characters. Being able to just create a lvl 50 fully trained would result in a crapton of characters being made and lasting a matter of days - until a full loot' date=' or a denied app, and then the char will vanish as the player decides to try something else. It is supposed to take time and effort to create a character so they aren't just throwaways.[/quote']

You clearly didn't read them all.

Edit: if you want another reason, character development. It makes little sense for very powerful beings to just pop up out of nowhere - leveling is your character gaining in strength as they change from a very weak, almost normal being into something exceptional.

As has been mentioned, training and leveling promote ties between player and his/her character to promote RP and live the game, rather than just play it.

Leveling also promotes a deeper sense of community, and provides a socially acceptable means by which characters can gather to develop relationships, further deepening the character.

Leveling helps to separate characters for use in fair PK.

Leveling and training allows the player time to learn his race/class combo instead of throwing him/her in to the thick of PK with no practical experience in skill order or use.

Leveling and training give slightly more options in how to build your character through the use of practice points and training points.

Leveling and training create a need to become involved, and force the player to weigh the dangers of leveling/training to gain strength against potential PK combat - which makes the game world feel more real.

The personal and relationship development earned through training and leveling with others opens avenues for RP, and the increased time the character must spend on gives them more opportunity to become involved in various RP plots.

The time required while leveling and training provide a period through which the staff can judge someone if they are interested in joining a cabal or having an application approved, as well as allowing the staff the time to learn about a character to better craft relevant tasks and/or plots for that particular character.

Leveling and training help players to learn the lands and equipment locations, since they're forced to get out there and check. This improves escape routes and re-equip times.

This post is not intended to shoot down the OP's idea. I wanted to provide solid, meaty reasons why leveling and training are important aspects of the game.

I'll be less likely to delete a char over a death if it took me a long time to level it.

As much as I hate leveling, writing descriptions, and logging 15+ hours just to get to pinnacle, it's there for a reason. I get attached to characters because I invest time into them.

Ah, I love Volg...

Volg - I admire your spirit and tolerance, Sir.

Leveling also promotes a deeper sense of community, and provides a socially acceptable means by which characters can gather to develop relationships, further deepening the character.

I cant agree with this one, leveling in FL currently is in a vacumn. I gain a few lvls solo, then start a questing regime. Most people I try to group with are wrapped up in their own agenda. Leveling creates no community, it actually just serves as a chore between me the player, and what I am after, the lvl 50 game.

Leveling helps to separate characters for use in fair PK.

Not sure what your implying here. Are you referring to the "spread" that is created, where we have at any given time 60% of the online players not in the end game experience because they need to level?

Leveling and training allows the player time to learn his race/class combo instead of throwing him/her in to the thick of PK with no practical experience in skill order or use.

This one I do believe with, but I wonder what other means could serve this same purpose but not create the mind numbing player chaseing away boredom that is leveling.

Leveling and training give slightly more options in how to build your character through the use of practice points and training points.

Options? I know you can not prac thing sup, and get a little more hp, but aside from this...what options? Every character given same class and same race, ends up exactly the same in the end. The only difference is time spent lvling. If you made the time invested the same, you end up with cookie cutters.

Leveling and training create a need to become involved, and force the player to weigh the dangers of leveling/training to gain strength against potential PK combat - which makes the game world feel more real.

I do agree that it makes you become more involved, but I do not agree with the supporting reasons you gave. The game environment does not provide in its current state the outside catylysts that you site in your example. You don tget pk'ed while lvling, I dont at least. What happens is you lvl all the way to the bottom of the lvl 50 pk range, then stop, sit and set up macros to train.

The greater involvment comes from the currency invested, time. Plain and simple, people feel ownership and the need to play their character because hey, they spent hours staring at train spam and dont want those hours to be wasted.

Leveling, especially lately takes place in a vacumn.

The personal and relationship development earned through training and leveling with others opens avenues for RP, and the increased time the character must spend on gives them more opportunity to become involved in various RP plots.

But there are no others! I run into people trying to AVOID rp and lvling more than I ever find anyone in my level range.

The time required while leveling and training provide a period through which the staff can judge someone if they are interested in joining a cabal or having an application approved, as well as allowing the staff the time to learn about a character to better craft relevant tasks and/or plots for that particular character.

This one I like, however I think the entire premise is just another barrier between players and what they want. Players want cabals, so we create an arbitrary decision process that they have no visibility of. I also, again, wonder where all this interaction comes from, since I rarely ever get to interact with anyone pre 50 pk range.

Leveling and training help players to learn the lands and equipment locations, since they're forced to get out there and check. This improves escape routes and re-equip times.

Now this one, I can support. It does do that, though leveling only teaches one or two specific areas. The quest system that is required to level, if you want any pace to it, teaches more than the actual habit of lvling. Training does involve finding some things, however, people who train do so because they have asked where to train, what to train, and how to train it.

I agree that character development is important, and in the past perhaps this did come from lvling. Being in a group of three everytime you logged in, or having pk experiences in the lower lvls was a very common thing.

Nowadays though, this just doesnt happen. FL is more like a single-player txt game, until you hit 50, it does have a chat option if you join a clan though.

The delay from work to reward is to great, it has been said many times that the reward is no where near the demand put on players. What is "casual" time invested in FL, is "hardcore" time invested in almost any other game on th market now, and FL doesnt have pretty graphics, and badass soundtracks to help soften the blow.

I suggest removing lvling as well, I think using class specific quests to advance players through the 1st 50 lvls would really make things more fun. Then you would have tiers where players can each fight with 50 being the top tier. This would still allow for training, but would cut the time down significantly., because nowadays, if you do not already know where everything is (so you can quest effectivly) your not going to have any easy time advancing.

One of my friends tried to play here, but was so bored he quit. If the game continues in its current direction, I just see more of that happening.

I like what Kyzarius put down, but I think it can be fixed by just upping the the experienced gained on a permanent basis.

I also get what others say, but one day you too may have a family and want to continue to keep this game as a hobby... only then will you understand how hard it is to compete and find the time to fit it all in.

One of my friends tried to play here' date=' but was so bored he quit. If the game continues in its current direction, I just see more of that happening.[/quote']

I am curious how your friend would have reacted if he had reached his pinnacle fast and had his face ripped off?

The people I bring here give up at description creation. If you ask me, that's the biggest newbie problem, but then, my opinion is biased, just as is yours.

Truth is people are used to levelling and when they approach an RPG they expect it. A new system means more confusion.

PS. I want my characters in diablo to go from 0 to 60 in no time too, but alas. And diablo is very popular.

I am curious how your friend would have reacted if he had reached his pinnacle fast and had his face ripped off?

The people I bring here give up at description creation. If you ask me, that's the biggest newbie problem, but then, my opinion is biased, just as is yours.

Truth is people are used to levelling and when they approach an RPG they expect it. A new system means more confusion.

PS. I want my characters in diablo to go from 0 to 60 in no time too, but alas. And diablo is very popular.

He never got that far, after a week of trying to lvl in game he was pretty distraught, then we he found out he had to train and what training was, he quit.

He never once had any pk, and only got some half-assed rp form someone who then told him they had to train and left him.

This mystical end game, never existed for him.

I imagine, had he been able to get to 50 quicly, and experience pk, EVEN if he lost, it would of lasted longer than it did.

comparing diablo to the mud, is like comparing painting while blind to painting with eyes. Diablo offers a TON of entertainment AS you lvl, a single story line, and solid grpahics coupled with epic battles. Where does the mud even come close to that? at 50.