Dark-Avenger wrote:
Or do you want your no-effort-in-levelling no-effort-in-enchanting master level character to be equally strong as GMs?
Why should mere effort be rewarded? I can admire good tactical PK and good roleplaying: They take skill, and they make the gameworld more fun to be in. Hours grinding on the same NPCs or casting enchant spells aren't interesting in comparison. Even in the real world, unskilled labor is not well paid - and this is a game, where unfun activities should reap even fewer rewards.
Which isn't to say GMs shouldn't have significant advantages. GM is a great way to reward long-term characters. Also, some people like working to make their character better; GM gives them something to do. But something's wrong when people feel pushed into that sort of playstyle to participate in major plots.
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PS: SK's levels mean nothing compared to other games.
True - but those games generally have level-restricted PK, if they're at all serious about supporting PK. That effectively limits the pressure to level. We won't do this because it's wretched roleplay. Therefore, we have to worry more about parity between levels.
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If you take away the EQ quality(that is propably main reason to GM today) then you leave no real reason for most people to hit GM.
No, you've only argued that some particular classes would have little reason to GM. I think we could fix that by making certain melee skills more level-dependent.
If you'd like to suggest other ways to reduce the pressure to level, I'm sure people would be interested. However, it sounds more as if you hate the whole idea of not rewarding leveling so much. That's a legitimate value judgement, and I think the only sensible response is: Dulrik gets to decide what game he wants to make, and then we each have to decide if it's worth playing.