Level Cap still 250?

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meryan
Posts: 252
Joined: Thu Feb 15, 2007 3:52 am

Re: Level Cap still 250?

Post by meryan »

ishark wrote:Please no increase in the level cap. And I really mean NO INCREASE.
The game is already too much of a grind, raising the level cap would only force new players to grind more to be able to participate in groups/events without being bystanders or almost-useless healers.
*scratches head and wonders where I have been spending most of the last 3 years*

Only have one master (Desert Dig) and if I log on for even 10 minutes I usually get a tell asking if I want to heal (Heal = 170) in a group.... then there are usually others that would not mind having my AWESOME lvl 131 nuking abilities around (probably so that I don't nerf their equally awesome lvl 131 pike etc).... but to say that homims are only usefull at lvl 250 is just wrong.
Moonlightmist et alia. :P
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petersk
Posts: 181
Joined: Sun Jan 28, 2007 1:38 pm

Re: Level Cap still 250?

Post by petersk »

meryan wrote:*scratches head and wonders where I have been spending most of the last 3 years*

Only have one master (Desert Dig) and if I log on for even 10 minutes I usually get a tell asking if I want to heal (Heal = 170) in a group.... then there are usually others that would not mind having my AWESOME lvl 131 nuking abilities around (probably so that I don't nerf their equally awesome lvl 131 pike etc).... but to say that homims are only usefull at lvl 250 is just wrong.
*agrees*

I wonder where the hardcore grinders would be without the "almost useless healers".... Calling for a rez most likely, or sitting and waiting to regen between soloing plants.

I don't think raising the level cap would be such a good idea without new skils/spells/melee abilities/forage abilities. More of the same is not a good thing. Sure, a level 7 or 8 electric spell would be nice, but is it really needed? I think not. What is needed, imo, is a deeper skill tree that allows the player to add personal touches to things (like apartments, armor, weapons, amps..) beyond the notes you can add to crafted items. Or, even better, a new zone(s) with new creatures, materials, tribes, fauna, so it will truly be a place no one has ever been to before and would allow new and old players to explore together, not just a well memorized trek that has been done dozens or hundreds of times to gather tp's.

How about a new part to the craft tree that allows crafters to combine raw materials to get new colors and stats : fiber to fiber, oil to oil, leathers to leathers, etc.? That system already exists to some extent (color dominance and stat nerfs/boosts to crafted items), why not just enhance and expand it?

Just a few thoughts....
Zyratuan


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iceaxe68
Posts: 611
Joined: Wed Jan 10, 2007 8:59 pm

Re: Level Cap still 250?

Post by iceaxe68 »

Any new, or any merely changed thing, will be used in a variety of ways by different people.

The "gotta catch 'em all" set will race willy-nilly to collect everything new trying to be "first".

The grindaholics will experiment and discover the most efficient way to do everything new in the least time.

The handful of immersionists and RPers will casually spend the next 6 years slowly enjoying the nuances and lore of the new.

Sasi will log in and chat while not actually digging.

And most people will still make a trial account, play a day or two on Silan, discover that it's hard, and leave.
Sasi
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acridiel
Posts: 6318
Joined: Mon Oct 04, 2004 3:18 pm

Re: Level Cap still 250?

Post by acridiel »

jwenting wrote:Yes, I know I'm useless for not having mastered all crafts and terrains yet, no need to rub it in, others do that all the time.



There were complaints earlier that Ryzom is too easy and should be made a lot harder so people level more slowly.
Complaints of course by old timers who've long since levelled all they're interested in and now don't want others to do the same thing.
Fascinating.
In the first quote I´m able to see a bit of sarcasm and I agree with it.
It´s not OK to "rub it in" and I resent this practice. Nobody is useless because of a few levels lower than you.
Some idiots just don´t learn that.
But not everyone is like that.

But the second is simply rubbish.
Because, interestingly enough, even non multimax players were complaining about it being too "easy".
And additionally I find you statement quite insulting to all older players.
This weird attitude of "old players are all @$$holes, out to keep their undeserved place." irates me to no end.

We´re extremely fortunate that Ryzoms community is at a polar opposite of many other typical MMO-communities out there, where many of the cliché attitudes aren´t existent.
Only that of the envious, depressive, Newbe it seems.

If you took the time to truly get to know the community, instead of insulting it at every turn, you might be amazed at what you find.

CU
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dmarxs
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Joined: Wed Jul 27, 2005 4:13 pm

Re: Level Cap still 250?

Post by dmarxs »

jwenting wrote:...Complaints of course by old timers who've long since levelled all they're interested in and now don't want others to do the same thing.
I think you will find the complaints from old timers has more to do with new people being fed cats all the time to a point where they feel they can't level without them, power their way to 250 and yet don't know how to play.
I've spoken to a few players who have played under a year have more masters than me yet have scant knowledge of the game. For example super sneaking skills seems to be a dying art.

Not all newer players for sure. But some who view leveling with cats and only cats as being the norm.
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