On this week's show, H1Z1 drops a big patch and an April road map, Hearthstone's new adventure gets a review, and MOBAs apparently have more room to grow!...
Free To Play Weekly: Should There Be Level Caps In MMOs? Ep 165
Skyforge monetization is detailed, Nexon announces when Ghost In The Shell Online will be released, all that and more, this is Free-to-Play Weekly!
Free-To-Play Weekly with Zach Sharpes is your weekly web show about free to play multiplayer online games from MMOBomb.com. This show presents you with the most important news of the week about free-to-play online games and the latest releases, with a few jokes thrown in for good measure. Have fun and expect a new show next week!
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And thats it its challenging, interesting and involves end game of pve not just pvp.
For sake of argument I will give you all an example.
Imagine you reach max level got the best gear most powerful guild all thats left is too dominate pvp for your name too sink peoples mind but then guild members start too deviate too other games or simply become inactive because not every one likes pvp I for example find it boring
after couple matches and victories all you have left is repetitive and muddy feeling "I done this before", but with tower system developers can alway's come up with new monsters new challenges that will always keep you on your toes and does not requires extra purchase or 25 gigs of space.
Removing level cap means the developers have to spend awful lot of time purely focusing on content and challenges for higher levels in a very fast pace that leaves no time for any bug fixes or resolving issues. If they higher more coders. well, that will put a hole in their pocket and lose profit.
So, what else is there? PVP... seems any game I have come across that had no level cap always heavily leaned toward RvR/FvF/PvP. Why? Because the best challenge any high level player can get at current technological state (or lack of) is another player who can smack you around.
EVE Online has no levels, except skill level and that can get very boring in long run. Pretty much same with RF Online.
Now... question is... "Is EverQuest Next up to that challenge as they claim?" As they said, players don't level vertically but rather horizontally, meaning that there are NO levels per say like any standard MMO, but rather skill based and the challengers of getting those skills.
In my opinion overall. I think they should remove levels and level caps along with skill level bars. Let the player's skills in their character role determine if they do well in various situation (questing, PvE, Dungeon and Raids).
Not to say I think SKILL LEVEL should be watered down. I think a game should be easy to access, but hard to truly master. This is why I like Guild wars 2 and Heroes of the Storm. Everyone is equal, but it still has customization, which leads to someone learning the finer points and becoming even better.