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3/27/2013 1:29:22 AM
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It depends on how the level system works. If levels provide utility rather than power then all worlds could be fair in terms of monster level. This would open the way to have content for anyone anywhere. It's not a perfect solution but it's the best I could think of
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  • Could you explain (or perhaps give an example) of what you're talking about regarding levels providing utility as opposed to power? Also do you mean levels as in character levels or zones? For me, utility means something along the lines of "more abilities" (whereas power would be something like a linear / multiplicative increase to stat weights) but having a more expansive choice of abilities is akin to having greater power. If you mean utility as access to, say, cosmetic options or unlocking some sort of functionality within this website (or whatever other external tool(s) that will be tied into the game) that's something, while not novel, that's still infrequent (and depending on how original the offerings are could work). Regardless, utility in whatever sense you're using it is still something finite; something that can be obtained. What, then, would keep people coming back to those zones once they've gained the said "utility" from them?

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  • Look at the perks provided in the modern online shooters(cod, h4, you get it). As you "level up", you gain more abilities and it does increase your killing capabilities but it's more like you are more customized in how you kill rather than gained more power to kill(i.e. a level 1 in h4 can still easily kill a level 120). Does that make sense? I don't want a system exactly like that but I would I think further customized ways to fight as you progress would be an answer to planet re-usability, because you never actually "out level" anything

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