Feedback talk:User/Volfen/"The Brick Wall"
I think the problem of people wanting to bypass early areas is not cured by character levels, but is in fact caused by them. Why waste time in an area where you get low level, worthless items when you can pay a runner to get you to a place where you can get the best armor and weapons, level up quickly, and not have to worry about being weak through 95% of the game? The simplest solution is to eliminate character levels entirely and to disassociate towns with progression in the storyline. Suddenly, there is no barrier to going outside of your proper zone, but there is no incentive, either. Character advancement is still fulfilling without levels, as GW1 after level 20 showed - you will be accumulating traits, utility skills and weapon/armor skins instead of levels. For the farming-minded player, high-risk areas will still provide high-rewards, although this will come in the form of rare weapon skins, etc. --Silverdawn 02:51, 27 January 2011 (UTC)
I agree completely with your assessment, but I believe it is ArenaNet's intention to veer back towards tradition levels, abandoning the revolutionary qualities of level-less advancement found in GW1. It really boils down to money, and how to chain the player to a system that will require regular micro transactions.
There is a way to make globs of cash, and still use the innovations realized in GW1, see my other feedback suggestions. --Volfen 14:08, 27 January 2011 (UTC)