Judging by the gear available in the store, i think it is safe to assume that the final level cap (if there is one) will be at least level 50. The problem i foresee with this high of a level cap is that virtually every skill will be maxed, causing every build to essentially be the same cookie cutter build from a skills perspective. Personally, this detracts from the beauty of an mmo game. So, with that in mind, i would like to offer up a few thoughts in regards to end game content.
Level cap
First off, let me begin by advocating a permanent level cap. Make it 50. 50 is good. One of the goals of an mmo is not to simply level up, but what you do once you hit that cap. While the leveling process itself should be a fun one, it should not be the goal in and of itself. The question, "What ar we leveling up FOR?" needs to be answered. The answer is in the content available to fully leveled up players. (which, btw, is also the push for newer players to acquire the leveling expansions in order to even hit this end game content)
Of course, we still have to deal with the issue of skillset customization. There are a few options here. One is to add more skills. Then, we have more choices to focus the purpose of our character. The other is to allot more points per skill. Feasible, but then the skills that boost 10% dodge (or whatever) per skill point are going to be... 100%? Hmmmm....). The other option, and my personal favorite, is to allow the skills and skill points to stay as is, but limit the number of skills available to you in combat. Allow a skill bar that we can assign say, 5 or so skills to, and allow ONLY those skills to be accessed during play. Maybe you can switch out skills via the menu in an instance, maybe not... But you certainly are forced to identify your characters purpose, and then apply the skills accordingly. Now, we have customization, and not everyone is going to be doing the same thing...
PVE Content
End level dungeons should be a profound challenge in and of themselves. Not something you can pick up a pug and burn through... Rather something that forces you to really work as a team. This is where guilds, whether official game supported guilds or external forum operated guilds, really shine. Furthermore, these should be instances that have a very real possibility of failure. Completing them should be an accomplishment that carries bragging rights. And the rewards should be something worth bragging about as well.
The rewards, therefore, should be something far greater than xp. Perhaps it is gear, or additional player customization (take out the croc's lair? Why not have a crocs totem, or head, or whatever tied to your belt?). Maybe it is in titles you can earn and show off in town. Or an emote you learn. Something tangible, aka gear, and something to show off with bragging rights. A sense if accomplishment.
PVP Content
This can go a million ways, and something that i would be very excited about. Leaderboards, titles, maybe even earn blood points that can be cashed in at some gladiator vendor in town for gear or player customization.
PVP and PVE Content
This might be a blending of the two. Say, for example, you have an arena filled with mobs and two teams are dumped into it with a goal to kill the big boss mob. The team that gets the kill gets the rewards, and only the team that lands the kill shot. Tough mobs. Mobs that have to hold our attention. And then, in the midst of that, we also have to watch out for the other team, who wants to kill us and take the kill shot for themselves. Mayhem ensues.
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These are just my thoughts, feel free to pick away at them as you wish. I just like the idea of having a reason for leveling up, rather than just leveling up so i have another level. And, in terms of money making expansions,i think expanding end game content maps would be just as effective, if not moreso, than just level increasing expansions.
Just my 2c...
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