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Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 5:08 pm
by acridiel
thlau wrote: Especially if the only mobs to gain xp from become limited to purple bosses.
Yeah, cool.
Bosses that no-one else would be able to kill anymore then, because they were "grind-fodder" for those who´d want to be 1337 all the time.
Not to speak of the "fight for killing rights" over those bosses, between the grinders that would like to squeeze the last few, meager XP from them.
Wonderful idea really. -.-

CU
Acridiel

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 6:17 pm
by ajsuk
I have the solution:

Scrap the idea & work on something else. :p

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 11:45 pm
by velogfx
ajsuk wrote:I have the solution:

Scrap the idea & work on something else. :p
no! Just do it right! :P

Re: Level Cap still 250?

Posted: Wed Jan 13, 2010 11:49 pm
by sidusar
Exactly! Do it right! Raising the level cap = ur doing it wrong :p

Re: Level Cap still 250?

Posted: Thu Jan 14, 2010 12:29 am
by kalindra
We want new skill branches, new skills to spend our overload of points on... not more levels of the old skills... New craft patterns, new abilities that make you LOOK kickass without necessarly being abusively overpowered.

you know 50 more levels in 63 branches multiplied by 10 SP each... too much SP and not enough points to spend them on.

Re: Level Cap still 250?

Posted: Thu Jan 14, 2010 2:08 am
by pre156kt
In other words, let me finally craft furniture and useless shinies for my apartment/guildhall. I am tired of sleeping on this bloody brick of a bed that Zoraï supply their apts with. >.<

Re: Level Cap still 250?

Posted: Thu Jan 14, 2010 10:01 pm
by thlau
acridiel wrote:Yeah, cool.
Bosses that no-one else would be able to kill anymore then, because they were "grind-fodder" for those who´d want to be 1337 all the time.
Not to speak of the "fight for killing rights" over those bosses, between the grinders that would like to squeeze the last few, meager XP from them.
Wonderful idea really. -.-

CU
Acridiel
That is really funny, in my humble opinion that is already the case. So you think that 1337 boss farmers fighting with the 1337 xp grinders over kill rights of bosses is a bad thing?
Yes in my opinion it is a wonderful idea.

Re: Level Cap still 250?

Posted: Thu Jan 14, 2010 10:57 pm
by kalindra
I smell irony... :rolleyes:

Re: Level Cap still 250?

Posted: Fri Jan 15, 2010 1:43 pm
by danolt
I have no objection to raising the level cap at all, I think one of the major strengths of the design of the game is the brick XP system. This allows for advancement without unbalancing the character classes. All that being said, I do think it is important to have reset points on occasion. I also think that was part of the original design of the game.

I think the original plan called for a time in the game when your character would have to be "retired" or live in a "Saga free" stagnant world (very similar to the last few years here). I think the plan for new worlds meant exactly that, new worlds, new characters, and a big 0 in the XP column for the descendant of the original Atys character. Now a descendant would get some bonuses that a brand new player would not get. The bonuses would not be so great that it would give to great an advantage over new players who must now be competitive with players years older. It would be imperative that a new player could/would contribute to the new story lines at about the same level as the existing player base.

All of this of course was tied into the ability to create new zones at low, low cost by using the R2 system. It was an amazing fantasy of mine to think that a few interns at minimum wage could crank out zones faster then I could get around to fully exploring them.

If the game is to ever going to be competitive in the marketplace, I think the ring and the ability to increase or add skills without unbalance amongst the player-base is the answer. The first thing I would use to test to see if my ring developed zones were game-worthy would be 300 level zones.