I’m confused about what we’re arguing about @RMGnoob with the ‘over 1 hour levelling’ thing.
If any player takes that long to level, either they’re doing something they enjoy - maybe subconsciously, or they clearly aren’t yet experienced enough to know how to shortcut levelling.
I hadn’t even considered the xp boosters when mentioning any timings, (I don’t use em cause I don’t mind levelling) - don’t they halve the time to more like 5 to 10 minutes with 1x UDL or abyss or puppet theatre call, clear it and you’re lev 20? I always use UDL so not expert on the xp from the others.
Anyway, we’re probs getting too mired in that.
My overall point is that players who don’t like levelling have several ways to minimise its impact (pay for the lev 20 insta pot, prepare for a death by saving an XP booster, use some stored pots to cancel a bad roll). And as a % of playing time, levelling is 2% of your time if you get 8 hours alive out of a character vs 10 min level up.
So any reason to scrap or alter levelling should be driven by the needs of the players who spend a large % of their playtime in the die->level->die cycle, as for anyone in this loop levelling is the core of Rotmg. Cut it away and they’re now pushed into fighting alongside all the 0/8 lev 20 players instead of having their own little world of undead hobbits and shambling sludges.
For ‘endgame’ players, levelling or whatever replaces it could never be interesting, because by definition they want to get back to the endgame content as fast as possible. So only something endgame in the level process would interest them but that would be weird/out of place (like trying to raise interest in pcave by putting a good white bag in there). I think we have to accept that for endgamers by definition the early game phases hold no interest. It’s just the same as how people leech dungeons because clearing them is no interest/no reward in comparison to the boss.
But okay what about this for a radical idea: you could choose whether to level up like normal (same as now), or spawn in at level 20 with fixed stats every time BUT the fixed stats are slightly worse overall than the RNG average. So you have the option of going through the time+effort spent to level and undergo RNG to choose all your stats, or skip levelling at the cost of overall it will be a bit worse, but you know what you’ll be starting with and can go straight into the maxing.
That wouldn’t be game breaking, would give a shortcut choice for leveller-haters. It could even be for fame cost to spawn in on fixed stats, to give it a ‘cost’. Or free I don’t care as I wouldn’t use it.
Better map use/more interesting features, sure bring it on! But I’d want that independent of anything to do with levelling, like how quests are keyed off your level, but you still have quests at level 20.