Original Post — Direct link
I think how AoC plans to have good content for all levels and not emphasize 'end game' is great but how counter-intuitive that is for MMOs at this point. I think most players will naturally struggle with this and their daily login goal will be to accrue as much xp as possible before logging out. I think one way to resolve this would be to just remove the xp bar. When you don't know the numerical values of xp gain from mobs, crafting, quests, dungeons etc you are less likely to be bogged down with optimizing and can focus on what you like without FOMO. Quest completion could provide some audio+visual feedback that could scale with the amount of xp you earn to make you feel the weight of a particularly important and rewarding quest. Otherwise, when fighting mobs for a quest or grinding, you gauge based on how difficult or easy it is if this is giving you good or mediocre xp for your level.

On the flip side, I actually was struggling to come up with reasons why removing the xp bar would be bad/detrimental to play. The only real reason I came up with (outside of being annoyed it isn't there if you expected it) is if you had to plan your level up with visiting some NPC for gaining your new skills (I don't even know if this is the case). Without fast travel, I'd be annoyed if I was a hair away from leveling without knowing it just to travel super far from the NPC I was right beside that would give me my new skills/augments. This can have easy solutions though, like if you visit your class trainer NPC (if there is such a thing) and talking to them would give you some idea 'you are still quite a ways away' (<50%) vs 'you're halfway there!' (~50%) vs 'you are close' (~25%) vs 'just a bit more' (<10%).

I wonder what other people think, would this enhance gameplay with AoC's goals in mind? Would it be annoying?
over 2 years ago - Vaknar - Direct link
Interesting discussion so far, everyone! ^_^

What are some creative ways you can think of to reimagine the XP bar?