Instant/power leveling and Warhammer Online…

November 6, 2007 – 9:21 pm  

Power Levelling - When you just don't have the time to click around
Image source: http://llbbl.com/data/RPG-motivational/target237.html

This entry is inspired by an article about power leveling in MMORPGS I read over at MMO Crunch and one about the pros and cons of instant leveling at Massively.

With the recent Q2 2008 release date delay, it looks like we’ll have a lot more time to speculate on what kinds of features we’ll find in Warhammer Online. But that’s OK, because speculation is fun and can make for some interesting exchanges of opinion!

For anyone who has played Mythic’s original MMORPG, Dark Age of Camelot (DAOC), you’ll probably be familiar with two methods of improved leveling speed: power leveling and the “/level” command. Power leveling in DAOC means that you group your lowbie character with a group of top-level players who then proceed to smash waves upon waves of high level NPCs (non-player characters… or beasties). The result is that you leech the experience points from these high level kills, which drastically increases the speed at which you gain levels. The “/level” command will instantly grant up to 20 levels to any newly created character you make, providing you already have one level 50 character in your account.

You might ask, “Why would anyone do that?!” or “Why wouldn’t someone do that!?” and I urge you to read the articles at MMO Crunch and Massively for both sides of the argument. If you continue reading THIS post I’ll examine things from the perspective of one who has a very strong background in DAOC and is eagerly awaiting the release of WAR.

I feel there are four scenarios the WAR development team can take with the character advancement in their game, where players ultimately reach level 40 (tier 4):

  1. Advancement is relatively slow, but rich, interesting, and fun
  2. Advancement is relatively fast, rich, interesting, and fun
  3. Advancement is relatively slow and not rich, interesting, or fun
  4. Advancement is relatively fast but not rich, interesting, or fun

By relatively slow, I mean getting from level 1-40 in about 100 hours of game play for a beginner and 80 hours for an advanced player (an average 2 to 2.5 hours per level). Hardcore gamers can achieve this in about 1-1.5 weeks of solid gameplay, while casuals take longer, at 5-7 weeks.

By relatively fast, I mean getting from level 1-40 in about 40-60 hours depending on your skill level and familiarity with the race (an average of 1 to 1.5 hours per level). Most hardcore gamers can achieve this in about 4-6 days and casuals in about 3-4 weeks.

I’ve drawn these numbers out of the aether, however, they do give us something to work with, and they’re pretty standard when compared to how long it takes to level in games like the DAOC and World of Warcraft (WoW). Also, these numbers factor are based on one focusing on raising his or her level, not exploring new zones, crafting, or practicing their dance moves in the village square (while AFK). Finally, these numbers are reflective of how long it should take someone to reach the “end game” content regardless of new expansions and increased level caps (even if they’re not-so-cleverly disguised as “master levels” or “champion levels”).

If EA Mythic chooses to make character advancement in WAR slow (or fast), boring, and repetitive, I sure hope they include features that support power levelling and a “/level” command. Fortunately, from what I’m reading so far, this may be the opposite. Here are some Q&As from the official Warhammer Online grab bag to illustrate:

Q: What kind of downtime are we looking at for health and power (or whatever you’re calling magic’s energy source)? A: We are actively trying to minimize downtime, and have it for MOST circumstances be measured in seconds, not minutes. The actual times are not at all set, and won’t be until we’ve done lots of beta testing with real people.

Q: How different will the quests be for each class of an army? Will the Warrior Priest and the Witch Hunter have VERY different quests, or a few token class differences while maintaining identical core quests?

A: We have an entirely unique storyline and quest suite for each of our six armies at launch. In a way, we are offering six games in one with unmatched replay ability. There are no current plans to break these quests out further by class, so your Witch Hunter and your Warrior Priest friend will be able to complete both simple and epic quests together.

Obviously it isn’t in their best interest to make a game slow, boring, and repetitive because that will just scare away customers. They’ll have much bigger issues to deal with than power leveling and “/level” commands! A complete game overhaul perhaps?

If they decide to take the road of slow, but fun and interesting, then I don’t really see a need for power level or “/level” support. The same goes for fast, fun, and interesting. You may disagree with me if your view is that the “end game” is the be-all/end-all of any game, and that’s valid. I personally believe in character investment and attachment.

I’d never knock someone for buying a top-notch character on eBay because they may have little hobby time but lots of disposable income. Heck, I’ve even sold characters on eBay once I was finished with an MMORPG… I do believe, however, that you don’t really feel much attachment to the character you bought, nor do you know all the nuances of the class (if it is unfamiliar to you). You just get something extra out of taking a character from slaying little bunnies all the way up to nine-headed, gargantuan demon spawns. Maybe that’s just me…

Anyway, I’ll be curious to see what EA Mythic decides to do with character advancement in WAR. They’re no strangers to supporting power leveling and “/level” features in their MMORPGs, so don’t be surprised if you see either (or both) of them show up one day…

What are your thoughts? Leave your “battle cry” (comment) below!

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  1. 10 Responses to “Instant/power leveling and Warhammer Online…”

  2. Wow I never know DOAoC had that level feature. I wonder why other games haven’t implemented that. Sounds like a great compromise.

    By MMOCrunch on Nov 7, 2007

  3. It’s definitely a nice feature for players who’ve already hit max level with their mains, however, it has a nasty side effect of turning the newbie zones into a wasteland…

    By Snafzg on Nov 17, 2007

  4. A few of my friends have been totally against the /level command ever since it’s appearance in DAoC. You should earn that place in the high levels, not just use some command.

    By Zaekman on Nov 24, 2007

  5. I personally do not mind the /level command in this sense. While many people have “Alt Fever” many other people do not want to do the same starter quests over and over and over and thus they either get tired of their main and quit the game, or they start only logging on when the guild is doing something. If they want to do it in WAR give us level 10 or 15 I say.

    Note: I invest a ton of time into games and have 0 problems making alts.

    By Arkane on Nov 25, 2007

  6. The /level command doesn’t seem to be a horrible concept but personally I enjoy working up from the beginning to get a better sense of the class’s mechanics and to enjoy the beginning areas.

    By Vasagi on Nov 25, 2007

  7. /level would be a good concept if it was unlockable only for alts once your first character reaches a certain level (maybe 40, maybe only 20) and if it only allowed you to skip the first few hours of content as Arkane suggests.

    /level to max level really doesn’t give you a chance to master a classes abilities, and really would make most of the low level areas and RvR spots ghost-towns, ruining it for anyone who joins the game a year after launch or wants to normally level an alt, so I would be against that.

    By Knash on Nov 25, 2007

  8. I haven’t played DAOC in a while but the last time I did, you could only “/level” to a maximum of 20 (unless it was 30?) out of 50 total levels.

    And that was only if you already had a level 50 in your account.

    DAOC has been bleeding players for years now and I highly doubt they attract many (if any?) new signups per month to keep things buoyant, so maybe that’s the reason for the barren starter zones. I don’t think adding the “/level” feature helped either, but hey, if you don’t have many newbies to group with in the lower levels, it can get pretty frustrating, so perhaps adding the “/level” command wasn’t so bad afterall.

    I really don’t think a healthy game like WoW should do it though. The starter zones are healthy enough with new players and old player alts. No reason to add “/level” IMO.

    By Snafzg on Nov 26, 2007

  9. I dont think ”/level” command is any good idea.
    I love to work on my character and be proud of it.

    By Kirill Ludviksen on Nov 27, 2007

  10. I thought the /level command wasvonly for certain realms on certain servers to help populate them. This was because at level 50 and doing RvR some realms (Mainly Hibernia and Midgard) were so outnumbered they had no chance.

    I don’t think /level would work for WAR because the tiers are interconnected, aren’t they? Losing in Tier 1 could push the other side to an advantage.

    What may be cool is a slight exp boost for those will a max level character? Either all the way through, or from level 1-30 or so you have a exp boost.

    -Travis

    By Travis on Jan 27, 2008

  11. I think it would be best to have that command only for characters of the same race as your main. That way it will help only the people who don’t want to repeat the same quests that their race has.It should unlock an alt mode from the Tome of Knowledge.
    The above should guide you through a number of educating high experience quests, both solo and group, that will show you all aspects of your class’s capabilities (Crafting,RvR,PvP and PvE).

    By eleftherios on Jun 4, 2008

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