Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: When Will It End! Establishing a Final Reachable lvl cap

#61
In reality lvling is not hard. I could stand around slapping mobs around all day if i wanted to.
but i don't want to I'm sure most of you don't want to

Lvling is not hard its a chore that never ends
chores are not fun at all
Otm needs to stop the vertical climb that adds to the mess of the game they made
or else we will have to keep cleaning up, which we cant do forever
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Re: When Will It End! Establishing a Final Reachable lvl cap

#62
I am lvl 189, have full comrak set, 1k sigils and 150 offhand dagger. I have alts that have offhands and share a heroic ammy. I have never payed a penny on this game tho at times I have wanted to. Tbh I think getting the gold to buy the required items and the hardness of lvling up is part of the fun of game. I think OTM should continue to raise the lvl cap tbh but adding horizontal content such as quests and even dungeons would be a nice addition :D
To the point that some others have already made in this thread, you may not have spent rl money on the game but 1k sigils is the equivalent of 200 USD. While you are able to get to endgame without spending money, someone else has for you. Take away the option to buy from others and there is no way to be self sufficient without spending rl money.

Plat items should be want vs. need instead of strictly need. Crafting and such can help eliminate this as need. A lvl cap will also help to reduce the need. Plat items will still be in demand and most of those items will be brought into the game through chests. Same as they currently are.
Beware the chickens, they are duplicitous.

Re: When Will It End! Establishing a Final Reachable lvl cap

#65
I'm interested to see where OTM will put the soft cap at next update. It seems like the level of mobs have roughly been going up in each update based on the skill level milestones:
U2 - level 95 mobs: level 90 = 25 pt skill cap
U3 - level 150 mobs: level 150 = 35 pt skill cap
U4 - level 200 mobs: level 180 = 40 pt skill cap

so the next logical step is:
U5 - level 230 mobs: level 210 = 45 pt skill cap

The only problem is that many people are already at 200+, so that means that the next update will probably be:
U5 - level 240 mobs: level 240 = 50 pt skill cap

Which means that the soft cap will be somewhere around 250-255

That's my prediction anyways.
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Re: When Will It End! Establishing a Final Reachable lvl cap

#66
I agree with a 210 cap. Stop the insanity and just give us more to do.

255 and then what? 300 because it's easier to create high level mobs than it is to come up with new content to keep the 200's busy? No thanks.

I hope they are thinking about other ways to generate funds from plat sales other than just selling xp elixirs for more mind numbing grinding.

Chests with fashion are already big sellers, little add on items for the new mounts and fishing gear from plat sales could and should surpass elixirs if done right.
Homeworld: Gwydion
Clan: Relentless

Re: When Will It End! Establishing a Final Reachable lvl cap

#67
I think the hard level cap should be set at 210.

That will be when Killain stops giving xp. We don't need another gladiator lol.

However i would like to see mobs up to level 210 so that even at the hard level cap at 210 it will be possible to still gain xp off mobs. The reason for this is my suggestion below.

Original Everquest had a system called Alternate Advancement. The basic premise of the system was that instead of xping for levels you gained xp to spend directly on skill or ability upgrades. The list of things we could spend points on in CH would be extensive. Ability boosts, resist boosts, haste, speed, regens, skill boosts, and the list can go on. Looking at the system that was in EQ there was some really neat things they did with the game.

With a system like this when all the horizontal content comes out we aren't at max level with only looking for better lewts to keep us playing. We will still have goals and accomplishments to achieve with our toons.
A n e x a n d e r
Ranger of Avalon
When you are dead, you don't know you are dead. It is difficult only for others. It is the same when you are stupid.

Re: When Will It End! Establishing a Final Reachable lvl cap

#69
I say cap at 250
What for? Grinding to 200 isnt enough?

Hard cap of 210 and no more mobs higher than 200.
Admin has already stated there is a new armor quest beyond dl. Also about levels and progression in the tower. It's basically guarenteed were going to 230-240 mobs with the new update.

What this will do is make many who spent 100s to 1000s of usd on lix and the hundreds to thousands of hours just to over level get really ****** off.

Just like the 160s from the last update the 200s aren't going to be happy when many 185s pass 200 in a few days and half the noobs on the server get past 200 in a few weeks. Going off memory many of the over level 150-162 people (OTMs best customers) went inactive or quit.
Member of Aeon - Taranis - 24 boxer
220+ toons
Ravenleaf druid - Silverstring ranger
Stormsong warrior - Nwerb Mage - Eventide Rogue

Toon histogram:
Level_____|200+|150-199|100-149|50-99|20-49|1-19|
# of toons|_5__|___16___|____3___|__11__|__21_|407|

Re: When Will It End! Establishing a Final Reachable lvl cap

#70
1k sigils is the equivalent of 200 USD.
Not exactly. Chests have made sigils a lot cheaper.

I have 1500+ health sigils and 2500+ energy sigils in my bag, all in unused boxes. By that logic I would have 800 USD in my bag, which isn't true.

Because of chests, using plat to directly buy sigils is about as bad of a decision as using plat to directly buy gold.

If I told you I had 1 mil gold (on an iOS server), no one would say that's equivalent to 200 USD anymore.

If I wanted to resell those sigils, each box of 5 sigils would sell for at most 5k. That's only 4 mil gold for all, which can be acquired on iOS servers by selling 200-300 USD worth of chests, depending on how early/late the event chests are sold.

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