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In terms of competitive gameplay, the original solutions were AP and "Sainthood" (100 AP). In spars, the tradition was to make equal the number of hits each player has to make in order to win. In terms of guilds/PKing, you weren't generally accepted due to inexperience unless you had completed many quests, and there were no problems with that. In fact, the reverse situation's kind of an issue now, where any guild will accept you if you're helping them tower, and not take into account skill or experience. Then you get kicked once you're no longer useful. That hurts the gameplay experience.
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I was by no means tying to "talk down" to the original, or its way of doing things. I was talking about my persective of what classic is going for.
We can argue which is better between "high barrier to entry" and "no barrier to entry" all day, they both have their own set of pro's and con's. It depends what the game you're designing is going for.
While I see/respect your reasoning for why the no barrier to entry system has problems, there were problems with the high barrier to entry as well, from a player friendly perspective.