Level Cap still 250?

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truce1
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Re: Level Cap still 250?

Post by truce1 »

danlufan wrote:and not as easy to implement. At least the cap is ALOT easier to alter, as they have the ability to.

I think that given that the cap is dependant on the skills in game and balanced (as in scaling) for a reason, that in order to raise the cap, more skills need to be added.

But i agree, if your worried about keeping up with the joneses, then raising the cap is nothing but a slow burn. It wont make a diffrance.
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grimjim
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Re: Level Cap still 250?

Post by grimjim »

danlufan wrote:and not as easy to implement. At least the cap is ALOT easier to alter, as they have the ability to.
It's unnecessary and only increases 'grind' potential, not anything else in the game. Breadth and depth are better long term solutions. Level cap increase would be shortsighted.
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rothimar
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Re: Level Cap still 250?

Post by rothimar »

grimjim wrote:It's unnecessary and only increases 'grind' potential, not anything else in the game. Breadth and depth are better long term solutions. Level cap increase would be shortsighted.

I agree completely... it's a common mistake in many MMO's. Quantity over quality... *shudder* :)
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xolghost
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Re: Level Cap still 250?

Post by xolghost »

I'm next... :D
danlufan wrote:and not as easy to implement. At least the cap is ALOT easier to alter, as they have the ability to.
Really?

Raising the cap has been discussed a few times already... You'd have to look at it in a more global way.
Everything is tied to the current level cap being at 250.

Max harvest quality is 250, max at crafted items is 250, max constitution upgrade is tied to 250 (OK, 245 really...), and so forth...
By raising it to 300 (as an example), there needed to be implemented more actions, stanzas and upgrades being tied to 300 and being based on the existing ones. Even new 300ish regions needed to be implemented.
Would we be happy with upgraded actions only? Simple answer: no...
As an additional fact, it'd also widen the gap between new and established players - but that really doesn't matter much as it'd be only "some more levels to go".
Also, the whole balancing had to be tested really carefully. 10 more constitution upgrades and 50 levels worth of inherent armor boost do make a difference.
Raising the cap "only" would be more work since actions are tied to it.

Implementing really new stanzas isn't that easy as well...
It might be easiest to bring about new craft plans for new items or different looking ones.
New harvesting actions? Errrhmm... even more range, perhaps? *blinks out*
New magic users actions/stanzas? Higher sap or HP credit? A new PR atysian missile? Focus heal?
New melee actions? Focus credit? Aim-at-humanoid-crutch?
It seems I'm not in the most creative mood now as I can't really think of any completely new actions or stanzas that would fit into Atys without being imbalanced.

New skill trees might be the answer, as have been annouced already, and being not really combat related (not sure about that with the Taming tree...). But then again, new skill trees are new impact and require new actions without messing up the existing ones too much. As I mentioned above.. I'm not in a creative mood now ;)
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acridiel
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Re: Level Cap still 250?

Post by acridiel »

Not to speak of the Titles...
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"God of..."?

Michael Flatley? :D

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rothimar
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Re: Level Cap still 250?

Post by rothimar »

Artist Formerly Known As...
acridiel wrote:Not to speak of the Titles...
What comes after "Master of...", "Avatar of..."...

"God of..."?

Michael Flatley? :D

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danlufan
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Re: Level Cap still 250?

Post by danlufan »

it would actually give the economy a boost, people cant craft all the weapons needed, and giving players who have maxed alot of skills something to actually do.

As with areas, arent they bringing the kitin lair into place.

Obviously new actions would need to be put in place, but look at some stanzas already they have... in use with weapon upto q 275 or something along those lines. So some stanzas already fit the bill.
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calel
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Re: Level Cap still 250?

Post by calel »

Boost the economy how exactly? I fail to see what you mean. Giving Master jewelers and Master armourers yet another painstakingly 300 extra levels to grind to keep up with demand of those who long to get to lvl 300 in fight, magic or forage. And then what? After 3 to 6 months we'd be on the same boat again.
The only thing I see it bringing is grinding or racing to the new cap. It may be good short-term, but it becomes old fast.

But what if you made something where those now maxed out skills are still usefull, rewarding? The temple event of Episode 2 showed us why being able to craft ql 250 ain't the same as having a craftinglevel of 250. That foraging at 250 can bring great rewards. There ought to be things like that for combatskills as well no?

I say rather than raising the cap, open up new interesting skills perhaps, new craft paths, new lands to forage in, more diversity and usefullness rather than more of the same mold.
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katriell
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Re: Level Cap still 250?

Post by katriell »

danlufan wrote:and not as easy to implement. At least the cap is ALOT easier to alter, as they have the ability to.
Surely it's not that easy. It's not just about raising a few numbers. They'd be raising the caps on all branches, yes? So that includes crafting...need to implement higher quality plans in every craft branch. Foraging...need higher-quality material nexuses in higher-level regions, and higher actions and stanzas. Combat, obviously need higher-level regions, and several higher-level mobs, and actions/stanzas... Then to keep all this balanced.
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rothimar
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Re: Level Cap still 250?

Post by rothimar »

And additionally, where exactly will the higher level mobs be? new regions would need to be added for the higher level content to avoid unbalancing of existing content.

Increasing the level cap means lots of development time.
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