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Re: Level Cap still 250?

Posted: Thu Jan 07, 2010 2:38 pm
by deadelf
iceaxe68 wrote: So, I don't really care whether they raise the cap or not. I just wish they'd advertise and get more people in the game.
Interesting thing I saw on the german part of the forums....
http://forums.ryzom.com/showthread.php?t=34660

Seems they at least have flyers to give away and put up.
We need something similar.

Re: Level Cap still 250?

Posted: Thu Jan 07, 2010 6:33 pm
by ajsuk
Now I'm totally wicked envious. :p OK, maybe not...

As much as I'd like to see some advertising and some new blood I still think it's too soon to pump any actual cash in to. Nothing they have done so far says to me: Ryzom is much less likely to re-fail now.

Re: Level Cap still 250?

Posted: Thu Jan 07, 2010 7:16 pm
by kalindra
They're still doing better than Gameforge... but Gameforge wasn't very hard to beat... :rolleyes:

And anyone with Adobe Acrobat or even OpenOffice could have made those flyers... you only need the fonts and a bit of knowledge on Photoshop and you're done...

Re: Level Cap still 250?

Posted: Thu Jan 07, 2010 8:12 pm
by ajsuk
Yeah, I generally go by the rule: If I could of done it, it's pretty poor. :p

Re: Level Cap still 250?

Posted: Fri Jan 08, 2010 3:06 pm
by kalindra
Well maybe they expect us to do just that and make one.

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 7:31 am
by thlau
Once a month I reevaluate the pros and cons about returning to Ryzom or not.

The So I can imagine several different approaches to raise the level cap beyond 250.
The first one and most likely - because in my humble opinion most stupid one - is to raise the cap by another 50 level to level 300 and to add new level 300 regions with a similar composure of creature we all know from the previous 250 level. Reuse of the old PvP maps comes to my mind there. That would be something Winchagate could promote as 'new content' but it actually won't be, it just will be the same content just in a bigger box.

More intriguing to me would be just to drop the cap, so that you still can gain xp and level after the 250 is reached. Best would it be if in the same move the super herbies would be reverted to their original state, that way the max level would be less definable, and less final, because character development is never at an end.

Trini

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 10:41 am
by acridiel
thlau wrote:... that way the max level would be less definable, and less final, because character development is never at an end.

Trini
Also, called "Hardcore-Grinders-Hell" ;) :p

CU
Acridiel

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 2:04 pm
by katriell
Yeeeaah...

Another flaw in Thlau's idea is that it would give grinders a potentially insurmountable advantage over casual players and those who simply prefer not to focus on levelling.

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 2:07 pm
by velogfx
katriell wrote:Yeeeaah...

Another flaw in Thlau's idea is that it would give grinders a potentially insurmountable advantage over casual players and those who simply prefer not to focus on levelling.
hmm as it is now? ;) ryzom is all about grind. you grind level, you grind fame, you grind everything. of course you can just step in and live on atys but still you need to grind if you dont want to end as a noob. thats the fact. so it doesn't matter if you grind 250 or 300 (although raising lvl cap without appropriate content doesnt make sense imo)

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 4:26 pm
by thlau
katriell wrote:Yeeeaah...

Another flaw in Thlau's idea is that it would give grinders a potentially insurmountable advantage over casual players and those who simply prefer not to focus on levelling.
I know that my approach is very pragmatic, but I don't believe that the advantage of the grinder over the casual player would really be that noticeable. I vividly remember the old starter islands that were designed to allow a character to reach level 20 in a controlled environment, getting harvesting beyond level 20 became painfully slow with only level 20 raw materials available, fighting was the same with only level 23 Kipee available. So sure an unmodifed dodge value of 260 might be nice, but is it really so much better than 250? Especially if the only mobs to gain xp from become limited to purple bosses.