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What's next..........
After reading several of the posts in here (mostly about leveling gripes) here's a simple question:
What happens (or should happen) to the game when a significant number of people begin maxing out their license levels?? Are there any drawing board ideas?
What happens (or should happen) to the game when a significant number of people begin maxing out their license levels?? Are there any drawing board ideas?
This is typically called "endgame content." I think this is a much bigger deal for other MMOGs than it is for VO, because VO is not strongly level based. Pilots can begin participating effectively in endgame activities like Capture the Cargo at about level 4 or 5, right alongside -- and against -- level 12 pilots. And since all the endgame content in VO is very likely to be PvP, that's probably always going to be the case.
there really is not much endgaming you can do in VO because we never know what the devs will put into the game and what levels it will require.
Who knows, Capital ships may need level 20 or some future addon may need higher levels then anything currently.
But the levels in this game are not so important since many things come from faction standings as much as levels, and no weapon is too insanely overpowering.
Who knows, Capital ships may need level 20 or some future addon may need higher levels then anything currently.
But the levels in this game are not so important since many things come from faction standings as much as levels, and no weapon is too insanely overpowering.
yea, this isn't too big an issue. Some missions could be made for higher level charactors, but I think that players will create their own pvp competiotons if they are bord. And i think we can expect cap. ships to require levels no lower than 8/8/8/8/0.
Actually, moving more missions to higher levels would be interesting. Take fex. the (imo, horrendous) Assassination mission that you get at level 8.
or the Valent marauder that has caused -so many- traders to strive obsessively for the 13th level, just because they want the thing thats bigger than your thing.
(admitted, trade 13 is less RSI than Combat 13... ;)
however, pushing more content and branchings up towards the medium-high levels is probably a good idea, as the game currently swamps out at level 5, where you become overwhelmed by items. ;)
Preferrably, I'd love to see more "learn the game" missions on the way there. ( find a station that sells Foo item ...) ( "congratulations, you have reached combat 4, now find a station in initros that can sell you mkII neutron blasters. " ) as the players who reach levels don't really "know" the universe, but only the sandbox.
Also, current players "max out" at around combat 8-9 depending on style and preference, there is little reason to go higher, and little joy to be had. This isn't even 1/3'd of the points for the "endgame" so there is a Lot to be added further on. ;)
However, for content, I like the dynamic approach the developers make. ie. tie things to your actions in the game more than to scripted events. (See Bounties and badges as two good examples) Theese give a greater flexibility, although at the beginning it seems.. emptier.
Why do I suspect there are a lot of such things to be given, that we have yet to discover? has anyone done 100 centaur kills to see if you get a battle-centaur badge? ;)
or the Valent marauder that has caused -so many- traders to strive obsessively for the 13th level, just because they want the thing thats bigger than your thing.
(admitted, trade 13 is less RSI than Combat 13... ;)
however, pushing more content and branchings up towards the medium-high levels is probably a good idea, as the game currently swamps out at level 5, where you become overwhelmed by items. ;)
Preferrably, I'd love to see more "learn the game" missions on the way there. ( find a station that sells Foo item ...) ( "congratulations, you have reached combat 4, now find a station in initros that can sell you mkII neutron blasters. " ) as the players who reach levels don't really "know" the universe, but only the sandbox.
Also, current players "max out" at around combat 8-9 depending on style and preference, there is little reason to go higher, and little joy to be had. This isn't even 1/3'd of the points for the "endgame" so there is a Lot to be added further on. ;)
However, for content, I like the dynamic approach the developers make. ie. tie things to your actions in the game more than to scripted events. (See Bounties and badges as two good examples) Theese give a greater flexibility, although at the beginning it seems.. emptier.
Why do I suspect there are a lot of such things to be given, that we have yet to discover? has anyone done 100 centaur kills to see if you get a battle-centaur badge? ;)
"just because they want the thing thats bigger than your thing."
no way! thats not it at all. .. i uhh.. .. yeah. i deny that categorically. no way i would ever envy someone elses big thing. nope. i mine the biggest roids in the biggest ship with a big long beam. i shoot big guns with big flaming balls that shoot out. why should i care just because someone else has a bigger load than me? its less than 10% or so anyways.
no way! thats not it at all. .. i uhh.. .. yeah. i deny that categorically. no way i would ever envy someone elses big thing. nope. i mine the biggest roids in the biggest ship with a big long beam. i shoot big guns with big flaming balls that shoot out. why should i care just because someone else has a bigger load than me? its less than 10% or so anyways.