Greneth wrote:Im just curious though wouldnt making the game more challenging for all be more benficial then the solo everything we have now? More PvP, more challenging NPC due to everyone being smaller. I guess what i just fail to understand is this want of unlimited growth.
Fair question. for me the answer is: I'd like to have the option to grow , and I'd like my growth to mean something. In other words, if I have put forth the time to grow, why shouldn't I enjoy the benefits of my labor? If I've put in that time and effort, and I'm bigger than someone in a fight, why is that a problem?
The problem with unlimited growth, as it has been pointed out, is content and player interaction. There comes a point where the available content is simply too weak for a character. Also, when a character is, say 600 days old, has beaten every quest, maxed every skill and has a temper, it's hard to stay in the same room with them. It's analogous to a biker walking into a bar full of sissies. They run.
Honestly, the only way I can see to handle this problem is a tiered PvP system. I think I mentioned it before.. This could perhaps be combined with "Breakable Hard Caps" Let me explain. Lets say the first cap is at (for example's sake..) level 10. A character levels everything up to ten and then it stops. The character can still fight level 1-10 players. However, the character can choose to break past level ten. Now the cap is at level 20. Now the only players he can fight are level 11-20. It's a reasonable system. To me at least. I'm sure others will argue against it with a passion.
As for the content problem, there are two solutions that I can see.
One, keep adding newer, stronger content. Not really a long term solution, but it is appealing.
Two, mix it in with the above mentioned tier system. Each mob would have a minimum level. Once the character surpasses that level, they should be able, theoretically, to defeat that mob. When they tier up, so does the mob. If it could be done, this would make things a lot more appealing at the higher levels.
There would be a lot of problems coding it though.. It could make initiating a battle very laggy.. And if someone attacks a mob, the mob mirrors their level, then they leave, a smaller player could waltz in and get one shotted by a (normally) easy mob. Perhaps a timer on their stats? As soon as the attacker leaves, they reset? As soon as battle ends, if there are others fighting it? All very complex.
Neither of these are grand solutions, but I'm sure something could be done..
Greneth wrote:But whats there to enjoy is where I get confused. Ive never heard a Myth say, I love how easy it is to grind now that I can solo the whole game. Or, the PvP is really intense as I run around killing RH-Champs.
If Kilrayne was a super huge Myth right now. What would you do for fun? Grind to get even bigger? Ignore the majority of the population as you grind and grind for bigger stats? Have a script running while you work or watch tv? You can already obtain any item, solo any killing grounds, kill 80% of the population without relying on PvP tools with just your size alone.
At what point does a part of you stop to say... maybe battling for the highest stats really isnt as fun as having to form a group to kill Qualinesti Elves. Id like to prove that I have PvP skills which show off my knowledge of in game items rather then ive just got huge stats. And it would be fun to see a group of Heros stand up against a bigger foe they have a chance against.
Personally, I don't mind being able to walk through a game, casually slaughtering every enemy with ease. It allows me to focus on the story. Similarly, in Genesis, characters that can go anywhere with impunity have massive RP opportunities. The fact that (okay, accusation maybe?) certain people "pretend RP" just to abuse it is just a matter of that person's play style. That's not to say it's right, but there's nothing you can do short of banning them.
The point is, once a character reaches a size where they don't have to worry about mobs, they can focus more on RP.