This is regarding a culture of folks assisting newbies in Lusternia. I think it's a good thing, but not when we power-level true newbies before they acclimate to the game.
When we do, they don't get to figure out their character or take advantage of free lesson relearning before 60. Lusternia is a huge world to explore. A true newbie's sense of what this game offers may get skewed when they're instructed, implicitly or explicitly, that their goal is to level rather than engage with the orgs, the lore, the quests, the group activities (including combat), and other mechanical systems before grinding for demigod powers.
Comments
- The game wants you to get to demigod, that makes you want to get to demigod, levels are an impediment in the way of you getting to that carrot. But at the same time you're being given the carrot of levelling lessons and credits as you do it so it's kinda the most tangibly and immediately rewarding thing you can do. So powerlevelling can be the most effective activity.
- On the flip side, engaging with other stuff doesn't really provide nearly as much at all, orgs you can do org credit stuff which also covers conflict. But sitting around for a ritual or a chat... you could be grinding and getting actual rewards in that time.
- Grinding also tends to take you away and can make it difficult to just drop into things. Aetherbashing particularly.
I don't super see the value of the levelling experience personally other than the effort it would take to replace it. Something like milestone levelling seems neater but could be complicated. i.e levels become more analogous to guild ranks with tasks to level up.You start out as a novice and do things that get automatically marked off, maybe there's tasks to kill "x power level mobs" that is more like grinding up, but you could then also do other trackable things like quest, go up guild ranks or org ranks, participate in combat, etc. There'd be some other impacts but it'd mean you could progress level by engaging across the board and the reward for completing that is demigod.
Just to confirm, I'd think you'd have only a few "levels" in something like that. All of "novicehood" would be one level for example
Sadly there's not a *whole lot* you can do to meaningfully contribute at that point; like Saran says it's kind of a "yeah you're there now but you should be grinding to demi". And when the fun of being just another face in the (supposed) crowd wears off and you do strap down and get to grinding...well, it hurts to do past 70 or so (powerlevel ur'bashes notwithstanding).
I'm not sure what my point is or what I would propose to change this but that's my 2 cents.
If Chris sits around doing their guild tasks and taking on a position, their only real reward is satisfaction and guild ranks. At the same time, Andy could ignore all of that in favour of grinding, eventually they'd get demi and unlock the choices.
If they were Listeners, Andy would now be able to wander around visibly blessed by the Ancestors and teleporting through the Mists but might never have even set foot in the guild hall or even know what the mists are/mean.
Meanwhile Chris likely would have gone through a lot of guild ranking stuff, likely performed certain guild ritual things but doesn't get any nice flashy stuff as a reward.
Which also points at one change at least... shift the rewards. Customisation should be a reward for engaging with different things, if the "choice" powers were just a basic ability and the options could be unlocked in different ways, they become a reward.
i.e A guild leader might decide that their choice packs might be... 1 is unlocked at rank 3 as a reward for reaching that point, 2 requires the completion of certain quests, 3-7 are each locked to a different guild path with a minimum rank requirement, 8 might be for rank 10, etc.
It wouldn't change the world realistically, just a step.
But you'd then take other steps over time making other things more "worth the investment". Channel specific omniscience would be really useful for org/guild leaders to do their jobs, for example, and it'd be a nice reward for doing those jobs for the game. Should additional trades really be a demigod power or should they be earned through trading somehow.
One of the reasons "endgame" has so much is because people were finishing the grind, one way to address that is as was done by expanding the system but another way is to add/enhance diverse pursuits into the game that make people want to split their time between things which then makes the grind take longer because you're having fun with guilds/orders/etc.