Level Cap still 250?

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blaah
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Re: Level Cap still 250?

Post by blaah »

gillest wrote:Cap at 300 could be good as well after new areas are created if and only if it takes VERY LONG time to reach 300 for fighting trees and maybe shorter time for crafting trees..
a year ? 2 year ? 3 ?

assuming they raise skill to lvl 300 and make it 300k xp for lvl 300, it would only be around 6mil xp for those 50 lvl's.
using 600k for lvl 300, would give 20mil more xp to grind (currently there is 18mil or so for 0-250)... then what ?
also dont forget crafters. crafting around 2k boots just to 1 lvl is not fun (and that with cats.. wait, no lvl 300 cats ;-)

let the skill lvl be like it is. just make lvl 300 zone. who says that player needs to be same lvl as max zone ? and who tells that player needs to dig q300 mats from lvl 300 zone ?
i would be surprise if kitin lair would be that place. probably lvl 200+ with 100+ kitins jumping on you at once to make it look harder.
sidusar
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Re: Level Cap still 250?

Post by sidusar »

certago wrote:Get that old thrilling feeling again, the feeling we had back in the days when we trekked at level 60 in groups about 40 fearless homins around atys.
If it's that old thrill you seek, introducing level 300 areas and raising the level cap to 300 will only accomplish that for a month before we start getting level 300 players again.

Personally I want to see level 300 areas introduced while still keeping the skill cap at 250. Give all us arrogant level 250 homins something to fear again ;)

As for raising the level cap, I believe it's high enough. I can understand that the players who've had a dozen master titles for a year now feel that the cap should be higher, but not everyone levels so fast. I myself have finally gotten one fight and one forage skill to 250 after a year and a half of playing. If it's raised to 300, it's probably going to take me another year to get there. I'd rather spent that time getting some other skills to 250 than doing more of the same skills. In a game where there are dozens of different skills to master, it shouldn't take months just to master one of those skills.

The reason I like the Ryzom skill system is because a more casual player can choose to focus on one skill only and get that one to 250 in relatively little time. They can then participate in outpost battles and kitin invasions without being totally outlevelled by the powergamers or the kitin that were designed to be challenging to those. Meanwhile the powergamers can level a dozen skills to 250 in the same time, giving them far more flexibility and options than the casual gamer who only has one skill mastered, but not so much more power that they can effortlessly swap the later aside.

A higher level cap only ensures that the players who dislike grinding are forced to do even more of it before they can play along with the highlevels. So I'd much rather see more skills to choose than a higher cap on the skills we have.

In fact, if the problem is that there's not enough to train, I'd rather see them split the magic trees (seperate skill for every spell after level 150) and the forage trees (seperate skill for every mat after level 150) than to raise the level cap. They'd match the fight and craft skills better that way. Not that I'd be happy with that, but for a short-term emergency solution, I think it's better than raising the cap to 300.
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certago
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Re: Level Cap still 250?

Post by certago »

sidusar wrote:If it's that old thrill you seek, introducing level 300 areas and raising the level cap to 300 will only accomplish that for a month before we start getting level 300 players again.

Personally I want to see level 300 areas introduced while still keeping the skill cap at 250. Give all us arrogant level 250 homins something to fear again ;)
Well thats about exactly what I ment :) I don't want to be level 300, I want to fight level 300 mobs. ;)
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gillest
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Re: Level Cap still 250?

Post by gillest »

sidusar wrote:Personally I want to see level 300 areas introduced while still keeping the skill cap at 250. Give all us arrogant level 250 homins something to fear again ;)

A higher level cap only ensures that the players who dislike grinding are forced to do even more of it before they can play along with the highlevels. So I'd much rather see more skills to choose than a higher cap on the skills we have.
+1 on that one :)
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norvic
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Re: Level Cap still 250?

Post by norvic »

If we got a 300 cap how long before people start asking for a 350 cap etc. World has been shaped for 250, atm in somthing like EP2 a lvl 50 could contribute with the lvl 250s but if the region was designed with lvl 300's in place the divide would be great.

Would be nice for some new challenges for sure, or trees, lets see what the Kitin lair brings us to start but a cap increase would be a slippery slope to an unbalanced world imo.

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borg9
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Re: Level Cap still 250?

Post by borg9 »

norvic wrote: Who knows somwhere down the line, remember Atys "1", maybe just maybe the next step...................

The Saga of Ryzom is no longer a Saga ... its been rebranded as..... Ryzom

I am suprised the 1 is still featured on the loading screen.
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sidusar
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Re: Level Cap still 250?

Post by sidusar »

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.
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karmelit
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Re: Level Cap still 250?

Post by karmelit »

I am happy with the cap at 250 and agree that it would not make sense to raise it higher for the reasons already mentioned.

That said, craft skills could be added to as was the addition of OP mats. But why only give us OP weaponry? Let's get some more variation in the way armor look. Not asking for any special stats though hehe
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ajsuk
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Re: Level Cap still 250?

Post by ajsuk »

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.
^^ Agree.

Anyone who knows me knows how much it hurts when I have to agree w/ this guy, so I figure it's probably the best way for me to express how bad I think the idea really is.

This thread is very old but the points raised in it are still valid so it's worth unearthing and repeating. I urge the devs to abandon their planned increase in level cap as announced here, it's a cheap alternative to actual content and I for one think the resources could be far better utilized elsewhere. Get a grip people!
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sx4rlet
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Re: Level Cap still 250?

Post by sx4rlet »

ajsuk wrote:^^ Agree.

Anyone who knows me knows how much it hurts when I have to agree w/ this guy, so I figure it's probably the best way for me to express how bad I think the idea really is.
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