Level Up Tokens


CodeJunkie

 

Posted

After talking with many people who have returned to Co* to try out MA, the thing I seemed to get out of everyone I asked what they liked about MA, it was being able to level up quickly. I personally don't see any reason to level a character up quickly unless it's specifically for PvP since I enjoy the mid level content, and teaming with and meeting new people, but many people do. This suggestion is to get those targetted people back into this game with minimal effect on everyone else.

On all new accounts being created, give each person one level up token. This effectivly doubles a person xp gained for one toon. This will allow the new person to gain levels quickly to achieve level 50, and is a one time use item. Once used it's gone. If the character is erased, they don't get it back. If they are an altoholic, they are out of luck.

For every new player, there is a learning curve. We've all been there, and with all the new options added since we were all newbs, it's even harder for the new player. My first toon was a blaster, and I never took stamina. Nobody ever said anything to me until I was in my 40's "Hey, if you take stamina you won't have so much endurance problems." I was hesitant to try it, but evenutally did, and they were right. If you see a player who's level 40, and says "What's Fulcrum Shift?" don't laugh at them. I didn't know what Fulcrum Shift was until I was on my 3rd toon, so leveling up quicker will expose them to more of the game quicker, and help with the learning curve.

Yeah, it sucks to get stuck with someone who doesn't know what they are doing on their team, but it would be really nice if more people started playing CoH, and helping new people get to level 50 quick seems to be a fad with alot of new people who started playing. We have a great player base now where I think if the player base doubled in size, we'd be ok.


 

Posted

Leveling in this game is ridiculously easy already.

Plenty of people are coming on to this game, and not because of the farming being done before the recent MA issues.

With a learning curve, it would be *far* worse to have "free levels" given out. They need that valuable play time to learn how to PLAY.

We have respecs. We have access to great helpful builders, and the paragonwiki.

We have teams. I see nothing here that warrants more quick leveling when it's easy as pie.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

Posted

[ QUOTE ]

With a learning curve, it would be *far* worse to have "free levels" given out. They need that valuable play time to learn how to PLAY.


[/ QUOTE ]
This would be no different than double xp weekend, where they advertise it to get new players back anyways. This would essentially make double xp weekend for one toon up to 50. I really see no difference other than that. It may keep a subscriber on. I've learned, personally, once I get a max character on an MMO, I have a hard time leaving a game.

[ QUOTE ]

We have access to great helpful builders, and the paragonwiki


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They won't help keep subscribers, and that is the goal of a level up token.


 

Posted

Yes, they do. Having easy access to a friendly, reasonably easy to navigate information source has been of great help to a lot of the newcomers up in the Player Questions area. I fail to see how leveling up faster will help anyone stick around - when they suddenly realize, just like the farmers and the powerlevelers, that there's no REASON to get to some other level, because there's no end game.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

Posted

/NO

To make leveling up:
- Easier
- Faster

Why? Because it's already so very, very simple to level in that you no longer need to leave Atlas Park.



 

Posted

All they have to do is make two characters. Play one for a few days, play the other for a few days... Oh, look, the first one now gets XP faster for a while!

/unsigned.

Levelling is already incredibly easy, even before XP smoothing, debt reduction, half debt in missions, and everything else that's been done. Why rush people to the end of the game when there's *nothing there?* ESPECIALLY new people?


 

Posted

[ QUOTE ]
This would be no different than double xp weekend, where they advertise it to get new players back anyways.

[/ QUOTE ]

this is the statement that you shot yourslef in the foot with. if they are new players, they haven't even played the game yet. and i am /unsigned to the idea. there is no need for this in game at all. leveling is easy enough.


 

Posted

I'm disagreeing as well, but I kind of like the idea.

I disagree because the free-50 player is unsustainable. They want a rapid sense of advancement; they'll quickly tire of the game when it fails to provide this, as it inevitably must. People like that won't hold onto the game for more than a few months... at most.

The point I like is that returning players sometimes want to speed to 50 on a particular character or two... maybe they're trying to fill out something their SG lacks for TFs, or what-have-you. I can think of plenty of legitimate reasons to do this, and it wasn't ever experienced players PLing an alt or two (or, hey, even one on each server -- something I considered myself) to 50 in the MA that bothered me. They're not sabotaging anyone's play experience with that exploit, so long as they're only PLing themselves.

I think the tacit permission of PLable farms via contacts that we've recieved is likely to be the most we're going to get in this area. But I would not at all mind, say, an in-game L45+ Trial that, when completed, awarded your account with a 'XP+ token' that gave one character on the account full patrol xp or something similar. It would add high level content and provide a means for experienced players to quickly level up an alt they wanted.

Now would be an atrocious time to do this. I mean, truly abysmal. But I'm generally in favor of letting experienced players level at whatever speed they want for whatever character they want. If you want to hit 50 in a day so you can Oro back and do the badge arcs you missed -- hey, more power to ya'. And I can see wanting to do that, too, if your SG has a MSTF planned for the weekend and no Stone Tank.


 

Posted

I disagree. Though I do think we need a server, that is isolated from the rest of the shards (separate market/etc), but that allows players to purchase as a micro transaction certain levels or recipes.

This would be the twink/pvp server. Its a better option then trying to introduce something like this into the wilds of an existing server culture. Low level salvage already spikes on the market. I don't see letting people blow through the lowbie levels helping that.


 

Posted

It's trivially easy to generate as much low level salvage as you could want these days.


 

Posted

[ QUOTE ]
[ QUOTE ]
This would be no different than double xp weekend, where they advertise it to get new players back anyways.

[/ QUOTE ]

this is the statement that you shot yourslef in the foot with. if they are new players, they haven't even played the game yet. and i am /unsigned to the idea. there is no need for this in game at all. leveling is easy enough.

[/ QUOTE ]

Giving level up tokens to the new players to the game who haven't even tried the game yet is the whole idea. I'm basing this idea on the reasons I've been given by people who came back to try MA, and what they enjoyed the most in their time back. I asked quite a few people to, and it was the leveling potential on the first few weeks of MA.

If that's what they want, and it stops them from cancelling their subscription, give it to them once. It does no harm to the community other than increasing our player base.


 

Posted

/unsigned.

This is not needed and is a solution in search of a problem.


~ Infinity Heroes ~
Dark Voltage - 50 NRG/NRG/EM Blaster
Shure Shot - 50 Arch/NRG/MM Blaster
Silent Shadow Blade - 50 Katana/SR/BM Scrapper
Uphir - 50 Fire/Fire/Fire Blaster

 

Posted

Here are some issues with this idea:
<ul type="square">[*]Some people play to "beat the game". Halving the play time to fifty will send them and their subscription dollars off in search of something else to beat in half the time. [*]The idea that exposing players to more of the game more quickly will somehow help the learning curve is counter intuitive. Giving them more stuff to learn in less time seems like it would make things harder on a new player, not easier.[*]After getting to 50 with this first, super-special, one-time-only toon, leveling every subsequent toon will seem glacially slow by comparison, discouraging resubscriptions. [*]It would create a new reason to complain, whinge at, and badger the devs, the GMs, and customer support. What if you accidently apply the token to the wrong toon? What if you tried it on one toon for a few levels but want to move it to another? Etc.[/list]All in all, it seems like this would create more problems than it would solve.


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