certago wrote:Well thats about exactly what I ment
I don't want to be level 300, I want to fight level 300 mobs.
Ah sorry, I misunderstood then
riveit wrote:But, I wonder if the people arguing against it would have preferred that the devs had capped levels at 200 or 150?
Sorry Riveit, forgot you asked. No, I wouln't mind if the devs had capped the levels at 200. Though 150 would've been too easy. The idea with the Ryzom skill system is, in my opinion, to find a level cap so that every player can master one skill, but no player can master all skills.
We already have players with every skill at 150, so that's too low to accomplish the second part. But I'm afraid a cap at 300 would be too high to accomplish the first part. 250 seems a reasonable balance. 200 might've been as well, if we hadn't had outpost giving out experience catalyzers.
riveit wrote:More levels and more areas will give the game more depth.
Agreed that more areas will give the game more depth, but why would those new areas have to be higher level ones? And even if they are, why would the skill cap have to be raised with them?
Disagreed that more levels will give the game more depth. It would just give us increased damage 14, circular attack 10, fear 15, gentle speed 7 and crafting option for focus boost 26. Now more levels in new skill trees with new skills, that would give the game more depth.
riveit wrote:It also could allow the devs to remold the highest levels, rendering moot certain problems without nerfing anyone or anything already present.
True, but what kind of problems did you have in mind?
It's still a nerf really. How is raising the caps to 300 any different than taking 50 levels off everyone's skills? The netto effect is the same: 50 more levels to train until you've mastered the skill.
Unless they want to add some sort of specilisation system. Letting us choose one skill that we can train to 300, and keeping all the others capped at 250. In that case I can see raising the level cap having a purpose.