Leveling up gives you a sense of accomplishment and fills you with desire for more. Starting a player at a high level is only going to discourage them due to the extreme amounts of experience required for the next level.
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Leveling up gives you a sense of accomplishment and fills you with desire for more. Starting a player at a high level is only going to discourage them due to the extreme amounts of experience required for the next level.
The gist I'm getting is higher level players assisting lower level players in supplies to level up buildings; if that's that case the process will get old fast. I have played other games on-line and have seen people with deep pockets to fund their game - finish their game much sooner than those who don't put real money. My point is, if the player reaches the goal sooner by making it easier for them to reach it, the game will grow stale really quick.
As how I understand the process of this game, the player has to earn his level through gaining experience points, he/she has to figure out how to acquire materials to train troops or upgrade buildings, or by luck be in a guild (like SHACK in Zeus by Frodo69) that makes you warm and fuzzy cuz you get stuff from a lottery and help your game. Secondly, I checked your island (Gazza1's) and noticed that Expedition Water Castle level isn't high; that's another aspect of figuring out what's going in that area of the game. Thirdly, there's that huge pimple mountain below sector 3, makes you wonder what these gamers are up for the players, perhaps another mountain to climb, or whatever rubs the players to make their head itchy and figure it out and put effort to crack it.
I was gone for a good moment, and got back and new level ceiling is level 75 with lots of new islands surrounding the main. One thing I noticed about this game is also patience - wait to see what the developers have in store. There is more to this game than the level you have, PvP is another, and I want to believe there is this new aspect too that regards to that Mountain in the corner that deals more than leveling and probably more than PvP leveling as well.
I agree completely with the higher level players helping too much. What I have seen is many of these 'newer' players get so much help that they literally waltz their way to level 50 and at that point they have no clue about the basics of the game outside of how to read an adventure guide. Their islands have no (or inefficient) production, then many become bored and abandon the game, some much before level 50.
Herein lies the problem, imho. I agree with Gazza1's assertion that we need to attract and retain more 'noobs' as it were, but I find it kind of a strange paradox, Catch-22 even. Level's 1-21 are pretty much 1-2 days worth of playing at most to any player with any gaming experience out there; after that, it is in the next 10-20 levels that these players seem to lose interest for a multiplicity of reasons stated by other posts in this thread (too much help making it too easy to progress, and the fact that the experienced players are so far ahead, it seems futile to persist playing). BB has made some great additions to the game recently, but they are mostly for the 50+ crowd, so... idk what the balance would be.
Regarding the Mountain in Sector 3... sb interesting, we shall see. :D
I would agree that there is the potential to help way too much alright, but looking back, when I had the time/motivation/energy to play TSO, or more specific still enjoyed running adventures, my issue then became waiting for enough resources to actually do them, hell, not even the resources per se, training those troops. I remember Outlaws took me around 650R to do with every block and a Vet, no MMA at that time nor Major to help reduce losses. Getting a Barracks to L4 can be achieved obviously, but 5k coins at that stage was more of an investment for me than pocket change that it has become today. Let's not speak of the L5 upgrade after that and the 7 days downtime following that journey. I currently don't remember the availability of Drill Plans (Skunks also werent a thing yet) but I also rarely used those due to population limits and wasted buffs (personal issue though).
Not to mention this game doesn't even have a competitive aspect to it (which noobs may not know just then alright), getting discouraged and throw the towel because there are high levels seems like a painfully stupid reason at any rate, I've never started a game and was _ever_ one of the first and ahead of the game.
I like this idea KingHomer has presented about ranking players. Maybe instead of displaying players of the same level by alphabetical order, they could arrange it so that they are shown by xp? So if there are four level 73 players, we see them arranged by xp rather than first letter of name. It still doesn't give away exactly how much xp they need to level, but it might encourage more competition.
I see a lot of players give up when they get to levels between 37 and 47. Maybe there is something we can focus on there to keep interest to players, whether it is giving them the option to get MG, champions, MMA easier, making the main adventures in those levels easier to obtain, or altering the quests to keep hold of their interest. The other real drag is about 53-57 before you can effectively complete the ABs. Again, maybe some focus could be placed here to give incentive to hang in there.
The key event for me to keep going can be traced back to a high level player offering me stalks for my beans 1:1 so I could buy my first MG. I might have given up on that dream had he not been generous enough to offer that. I don't want to simply discourage high level players from being kind.
+1 - I always thought that not showing EXP publicly was silly, it is not even seen by FL or Guild members.
Yes, level 36 is the last great weapon of choice (Crossbow) and no further advance of weapon until lvl48 (Cannon); while availability of adventures are pretty much mandatory for cannons (running even Epics with XB would be Pyrrhic at best). In my days, I just ran Surprise Attacks for days... Boring after a while, but works. The level 53-57 thing is similar, as with AB, only WC is really semi-worthwhile before Besiegers.
Agreed; only speaking for myself and my initial post, I also attained success through the generosity of other, usually higher level players, whether it was resources, pop buildings or just information on how/what to do. What I was referring to, that happens a lot now, is new players are being served with a silver platter, and as such, they do not appreciate (or learn) some of the basics with aspects of the game outside of running adventures and reading guides.
Good points.
as with most of what im reading... i have to say that it is better that there is a challenge for new p[layers... i have been on for about 8 months, and for me part of the appeal has been to catch up with some of the older players... i must point out , that i was playing for several months before i realized that i literally wont catch up to a level 70 player , but at that point people arent playing in an effort to get more... they already have pretty much everything... so i feel that the only rule change i would like, is to make a few more buildings tradeable... and maybe have a few more additions to gameplay, so that the game still has something new to do after you play for a year
I have found that many players are already leveling way faster than they really should be, some getting to like lvl 60 and have bare islands, next to no population to efficiently do any adv's worth doing. Too many are seriously concerned with leveling and somehow gaining high levels and have no idea how to sustain themselves nor be able to build the troops required to do a VLT or any other decent adv without waiting for new troops to cook and sending new waves of reinforcements to the adv's.
Players do not have to compete with other players, so there is no need to rapidly gain levels, to do so is just ridiculous and hurts more than helps. I suggest, take your time, build your island, gain the levels WITHOUT the help of others and you will enjoy the game far more than having to rely on others to accomplish even the simplest of tasks.
I have just returned after several years of not playing. I have to admit, I myself have zero desire to "catch up" to those who have played non stop all these years. However, when I quiit playing years ago, was because leveling up was such an absolute dreadful pain in the ***. I literally had no desire to reach 50, due to the fact that I knew I would be grinding 100 nords, or whatever the "best" exp adventure is/was. Upon returning. I am finding there to be a LOT more styles of adventures, and loots. However, again, I am having issues, and quickly falling back into the "Why do I want to grind 100 of the exact same adventure, just to do it again at 48, and 49.
Is not waiting for all the resources and buffing, and "searching" for new deposits, not in and of itself, a "Foced Limit" on how fast anyone can progress?
I just quit FF14 about 3 months ago, due to the weekly lock outs, limiting someone to taking a full month to gear just ONE class of their toon, even if they wanted to "no life" for a weekend, they are still forced to slow/stop progression. Settlers online is absolutely no different. We are FORCED to only be able to make X amount of any resource, like gold, iron, copper. Due to the time it takes to search, and process the limited nodes.
I made a suggestion several years ago before i quit, and again in the last few days, here on the forums. To allow people to send out troops and a general on a "quest" that rewards EXP. A set it and forget it, kind of quest. Much like the explorers, and geologists, etc.
Catching up is not what I think people will want, so much as not taking as long to do it. I am not trying to preach that we should be able to max level in a week and "beat" the game. All games have/need their grind. I just never found the adventure grinding here, to be very fun.
Can't quite agree here. While in MMOs you ought to be playing around 2-3 characters, especially when there are things like raid lock out timers, TSO certainly does not fall into this category whatsoever. The only slowdown you experience is the ability to pump out the required amount of troops needed for a "no life" weekend. Everything else can be achieved through trade to off set your own limited production, while that may not be your cup of tea, that is not is not a limiting factor to TSO.Quote:
I just quit FF14 about 3 months ago, due to the weekly lock outs, limiting someone to taking a full month to gear just ONE class of their toon, even if they wanted to "no life" for a weekend, they are still forced to slow/stop progression. Settlers online is absolutely no different. We are FORCED to only be able to make X amount of any resource, like gold, iron, copper. Due to the time it takes to search, and process the limited nodes.
That wouldn't solve the underlying problem of needing to grind 100s of adventure to the next level, it gets much worse after 50 to begin with...those 50 some BKs would be welcomed nowadays lol. Not that it would be much different to MMOs, seeing as you state your progress being slowed down by getting locked out, in the end you are just grinding the same dungeon again to get a piece of better gear, which may only be marginally better depending how many tiers of raid gear etc there is, the grind is the same, the rewards are just slightly different....and the gaming experience of course hehe