It's Saturday, but I'm working so I made #tea #MMORPG makers, giving players XP boosts is a trap, and a bad idea. It teaches your players that level == score and that prgoression is the goal. Both bad lessons.
It's Saturday, but I'm working so I made #tea #MMORPG makers, giving players XP boosts is a trap, and a bad idea. It teaches your players that level == score and that prgoression is the goal. Both bad lessons.
Basically all XP-based progression systems in MMOs have one of two outcomes: * players reach max level and get bored and leave or cause trouble * need for a constant escalation of power and content at the top end, which chases away new players
The second of those is what leads to thinking XP boosts are a good choice, because "It gives the new players a chance to catch up"
Which reinforces the idea that "IF you're out of level band you shouldn't play together" - which is more misinterpretation of gating and power-scale. It's an avelanch of misunderstandings that make for a wholly new game experience. and it sucks.
It has the added flaw that those new players getting the "catch-up" bonus end up skipping a lot of the existing content meant for new/low-level players. So then what's the point of having the low-level content?
I've lost count of the number of times I've stopped playing a MMO because my group of friends had different play hours/styles, so some would advance to the point they couldn't play with the others.
Seems like a flaw, right? Can you think of another hobby where mentorship isn't a thing, and new devotees can't at least learn, if not directly participate in the hobby with the more experienced hobbyists?