My suggestion is allowing high level players to de-level their characters to the level of the player they wish to play with, but going further than that of what EQ2 did (which was overpowered and less attentive) and making the character in pretty much EVERY WAY the same level and ability of the lower level player they wish to play with. That is really the only solution.
I think this has been tried before, but it tends to have....well, problems. It's not trivial to simply downscale a high-level character, as growth is often nonlinear, often wildly so. STO tries this: You deal damage equivalent to a low-level character and your hitpoints are correspondingly reduced. But...you still have a lot more abilities, and this is where most of your firepower actually comes from, so you still completely wreck the place in comparison. And if you happen to be a BADLY EQUIPPED high-level character, which happens to have the same gear as your lower-level counterpart, you actually perform WORSE. The opposite is also done: Low-level characters can match the level of a higher-level one instead, and his HP/damage will be upscaled...but he's still got maybe 3 abilities to use, and can only wield a small handful of guns compared to the 7-8 of the high-level character, so low-level characters are typically unwelcome in mixed-level content where this is used. Hilarity ensues when you take a low-level character that is highly twinked out, and he actually upscales into a god of war as a result. Now if you just start removing abilities...or granting them, WHICH ones do you remove or grant? Are all my high-level abilities just locked off? What if I actually built my character around a low-level abilities pumped up with many points? Do I lose points in them? Which points do I lose? If the opposite occurs, what abilities does the low-level character gain? How many points will he have in those abilities? Are those abilities suddenly granted even useful or synergistic, or are they just random crap that doesn't constitute a build and therefore is garbage?
The idea that you have to destroy all lower content because some impatient little kid needs to get up to his friends fast is MAINSTREAM thought. It is what led us to the stupid systems we have today. Look, I understand your "friend" is high level, that you aren't, but that isn't a valid argument to piss off the lower play of the game. In fact, if you do, you will be a piss poor player who everyone complains about because you don't know your head from your ass when it comes to playing the character, which... will lead to you pissing and moaning about how the game is too hard and eventually we end up with WoW all over again. Sorry... we have been there. done that.
Yup, that's precisely what happens. Progression is so fast, so watered down, that you reach endgame without the foggiest idea how to play the game. That's what typically did and does happen in STO. I reached the level cap quickly, within a few days of mere clueless fumbling and my only source of information I had encountered to that point on how to play the game was Vaarna, who didn't actually know how to play the game either (despite having been there for years), and the less listened to his advice, the better I did.
Do you know how disappointing it is to go to a game that pisses away lower content? My friends and I have gone to different games, decided we would group together and take on the content up, but... the game had already pissed all over proper progression and all the lower content ended up being was a solo fest to fucking end game. No thanks, sorry, those games can piss off. It is an insult to not only the player, but the developer to disregard all the work done in lower game so some fucking impatient piece of casual shit can "get up to their friends faster". Sorry, but they are the reason gaming is in decline. Understand the meaning of proper long term development or go play a fucking mobile or console game.
o be fair, this is not a new concept. In fact, this concept is almost as oldschool as it gets. In the good old days, back when MMOs were called "MUDs", one of the traditional things to do was to take your high-level character and group with your low-level friends, then head to an area of moderate difficulty and proceed to whoop ass while your little friends followed you around. You'd get maybe a third of XP you'd get for a typical kill, but to your little friends, that was basically a METRIC FUCKTON, and it was not unheard of to gain 4 or 5 levels a kill, while doing nothing. Suffice it to say, power-leveling is very, very oldschool. An interesting thing about this is that it was a highly social thing. It was not something that a newbie could pull off in a vacuum, he had to have, or make, some friends.
And friends are what keeps people in the game after the fun wears off.
Maybe the company focuses more on the high level game, so neglects the low/mid levels. Maybe the only respect one can get in the game is to be in the high levels, thus you have to slog through mountains of low/mid level content.
It's not a maybe, it's a hard fact. Pretty much every "new and cool thing" added, "PLAY THIS!", immediately comes with "You must be at least as tall as my beefy arm to ride". Where "this tall" tends to be "max level". If you're not, you're persona non grata.
He is the guy that grinds what developers think are insane barriers to players, that nobody with a life would attempt.
This is why I don't have a life, because HAVING A LIFE IS AN OBSTACLE TO SUCCESS. After all, how can you kill that which has no life?
I think this evolution of using mudlfation to solve the separation problem has led to MMO's which're more solo-oriented. By making them solo-oriented the game won't be population dependent. This means if the game grows older and incoming population drops, it won't have a serious impact on the ability of new players to progress. HOwever, the possible drawback of this is many players DO want a social connection.
Yeah, a funny thing about oldschool MUD power-leveling. It usually was an interaction between XP per level curves and the fact that the power of a group was generally defined by its strongest component. Losing a third of your XP when you aren't doing anything with it anyway doesn't mean anything, but to a low-level friend or two, that XP is several orders of magnitude above anything he could naturally receive. When a typical kill gives you 100 XP and you're getting 10K with each swing of the high-level guy's sword, now you're cooking with gas.
Fundamentally, the progression mountain which separates players has to be transparent or porous. It has to allow transport of meaningful things in both directions from the low end to the high end. This strengthens t community which keeps players playing.
You know, in the good old days, there actually was an extremely useful purpose to having low-level characters around in the group. This was an era when people had gotten tired of the dynamic where "high level character camps newbie starting area and slays everyone for hours at a time". A little thing called "PK Ranges" had just been invented. This, of course, led to a certain natural symbiosis that I had a hand in pioneering: The luggage-bearer. My hunting party, like the hunting party of a monocled gentleman, naturally consisted of myself, and a collection of low-level accomplices that would carry my supplies and my kills, not to mention retrieve my stuff if things went pear-shaped, by virtue of being protected from my enemies by the system. In short, those people were USEFUL. They participated meaningfully in the game's activities. I would never have been as successful in my endeavours if I did not have a little friend tagging along with me passing me a strength-25 carry-weight's worth of scrolls and potions on demand. I would never have caused the utter devastation I did upon my enemies if I did not have an unladen strength-25 luggage-bearer waiting to strip the corpse of my kill, enabling me to haul away everything instead of only the things I could carry off in my overloaded inventory because my combat supplies were taking up the bulk of my inventory space. With my little friends, I would slaughter entire groups and take absolutely everything, even the corpses themselves. A grand time was had by all that mattered (read: us). I still have contact with some of those friends.
There are many ways to help progression as such, but encourage lower level play. Here is a thought, how about allowing high level players to play lower lever characters for benefits to their own? These characters could not be used unless someone was a new character (there are ways to check for abuse). This way, players can get benefits who are already at the max level, but will still be playing with lower level characters. This works because these players can help the lower levels learn to play the game. Its a win win.
STO is trying that, right now. This is probably going to backfire heavily. Operation Additional Pylons is ready to go.
This idea that you need to be able to jump to your "friend" at the higher levels quickly is pure impatient mainstream thought. It is people who aren't interested in gaming, but interested in social gaming.
No, it's not. This kind of thinking is actually seriously oldschool. Mainstream has actually largely outlawed this. See above. In the good old days, back when leveling was a LENGTHY EXPERIENCE, I was doing this to powerlevel friends to within my range in hours while the typical time to cap was weeks. In mainstream, popamolized games, this kind of thing is now actually forbidden!
That is a very important point. The example of the "friend at high level and the lower who is left without" is an excuse argument. I played many games, had many times where friends came in at different times and I played alts with them while they caught up.
Yeah, but there's a few problems with this:
1. You typically discover that your friend exists at all, or meet him, when he is probably low-mid-level. If you create an alt just to play with him, it is level 1, and now the opposite problem exists where he is too high level for YOU!
2. You typically have a finite number of character slots, and ALL OF MINE TEND TO BE FULL.
3. Your friends are slackers. Even if they were level 1, you HAPPENED to have just received a free new character slot as some kind of promotional dealy that brought him there in the first place (possibly *FOR* bringing him there), by tomorrow, you are max level again and he is still level 10, because he is a slacker and a scenery chewer, and you are a jaded veteran.