Celtic Heroes

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Ever rising level caps

#1
Most of us have seen the level caps rise with all the updates over the last year and a half. In regards to the recent statements made by admin in Aileron's post listed here:
8. More alternative xp spots in OW for level 140+
Not in OW but lots of new mobs in the new zones up to 180+ and lots of parallel levelling areas overlapping current areas so this isn't needed
I was just curious how the community feels about the ever rising level caps?
If you could please leave your opinion on the subject here I would greatly appreciate it.

Re: Ever rising level caps

#3
In Everquest, before they increased the max level from 50 to 60, they had established a lot of end-game bosses and quite good content for level 50s to not get bored until they released the expansion a couple years later.

I think that should've been OTM's primary focus.

The soft cap before was 80-90. There was one end-game boss - Falgren. They introduced the meteoric bosses which was good for awhile, but there was nothing to do with the meteoric upgrade when you're done with it.

Now we have the same dilemma. There's one end-game boss - Aggragoth. There's nothing to do once we get our Frozen gear. The King was great (if only he'd show up), but the fact that we're in a continuous cycle of grinding to get to the highest level to kill one boss isn't good.

I hope with Update 5, the cap stays at 180 with more focus on a lot more end-game content.
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Re: Ever rising level caps

#4
I'm leaving my opinion here in the second post in the event that my first post is quoted by other responders.

For me, I've thouroughly enjoyed having the level caps become ever higher; however, I can't imagine this system able to be sustained in the long run.
From 20~30, 50~60, to 85~95 and now 150~155... The upcoming update with bring forth 185~190 or so I presume based on the admin saying new areas will be 180+

I can't see this being able to keep going up and up and still having an enjoyable game.
Personally, I favor a system like that in EverQuest. In EQ1, the level caps were raised gradually over time to a reasonable level and then something called "Alternate Advancement points" (AA points) came out.

There is far too much to describe about AA points and how they worked. This website does the best job of it and gives detailed descriptions of each of the many AAs. To me, they were amazing and totally revolutionized the game.

http://everquest.allakhazam.com/wiki/eq:AA

In Everquest, before they increased the max level from 50 to 60, they had established a lot of end-game bosses and quite good content for level 50s to not get bored until they released the expansion a couple years later.

I think that should've been OTM's primary focus.

The soft cap before was 80-90. There was one end-game boss - Falgren. They introduced the meteoric bosses which was good for awhile, but there was nothing to do with the meteoric upgrade when you're done with it.

Now we have the same dilemma. There's one end-game boss - Aggragoth. There's nothing to do once we get our Frozen gear. The King was great (if only he'd show up), but the fact that we're in a continuous cycle of grinding to get to the highest level to kill one boss isn't good.

I hope with Update 5, the cap stays at 180 with more focus on a lot more end-game content.
I completely agree. It also seems like I didn't make the second post =\ you two were too fast!
I hope that a system similiar to EQ1 AAs are adopted to this game. Yet, EQ2 tried to incorporate a similiar system but completely screwed it up and led to mine and many others complete dissatisfaction of the game.
If a system like AAs were to be introduced it would need to be very well designed.
Last edited by Tyrant on Tue Nov 27, 2012 10:56 pm, edited 2 times in total.

Re: Ever rising level caps

#6
my view of ever rising level caps?

Please no!

Do I think it would hurt player acquisition and retention?

yes.

Who wants to start playing a game where players are lvl 180 already which would take several thousands of hours without massive plat spending to catch up?
Nerfed Mage ~140
Why play a class where skills cost more than other classes for same damage?
Why play a class with no auto attack?
Why play a class with 1/3 the armor?
Why play a caster?

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Re: Ever rising level caps

#7
in truth, i like the raising cap alot, it gives me something to achieve, i started the game last halloween, and reached soft cap level (85) by the update, this update, i am in soft cap range at 143, i like the stretch of leveling, and being able to level more, indefinately
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Re: Ever rising level caps

#8
My opinion on it -

Will it be overpowered? Level 120+ already run around soloing 'legit' bosses such as goretusk, stonefang etc.

Same with quest bosses, some higher players like to reject people in stonevale who actually need the quest, so that they get all the gold and drops for themselves. People already camp falgren with their 3 ipads and then sell drags for like 50k each. Im not sure if too high of a level is good

Re: Ever rising level caps

#9
I am completely against an ever rising lvl cap. I don't know how other worlds are, but in arawn, we have lost a lot of great players who are already sick of grinding. We aren't even aiming at 180 yet...only 150. A good portion of the people still grinding are alts of players who already have 1 or more 150ish toons. If one thumbs goal is to make money, then an ever rising cap is a great idea, because a few big spenders can keep the company running while lvling up all their alts. However, if one thumb wants to make the best game possible, they should make the game grow outwards and stop the upward growth.
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Arawn

Re: Ever rising level caps

#10
in truth, i like the raising cap alot, it gives me something to achieve, i started the game last halloween, and reached soft cap level (85) by the update, this update, i am in soft cap range at 143, i like the stretch of leveling, and being able to level more, indefinately
I believe there are better approaches to allowing character growth than just raising the level caps with every update.
I mean... In two-three years are we going to be grinding to level 650? I certainly hope not.
An example of continual growth without increasing level range would be the alternate advancement points of EQ1.
The nice thing about AA's was that characters could continue getting better and better but the advancement was significantly slower. This is important when considering new players just joining the game (think about the eventual introduction to android market)
When that mass of players joins all of us, they will be behind... Waaaaayyyyyyy behind. If they join the game and all of us are level 180, 200, 220 or whatever the cap happens to be at that time... they will be extremely discouraged from staying with the game. Catching up to us will seem nearly impossible. They won't be already committed to the game and therefor will not likely spend rl money on elixers to make it a less daunting task.
With AAs we will still be way higher level than them (because the level caps have already been drastically raised too many times) but not ridiculously so. Each time we earn AAs we get stronger but not as strong as we would become by earning a level (no stat increases, no skill points)
AAs increase character effectiveness in very unique ways such as:

Making characters run faster
Increasing innate resistances (poison, ice, armor, and such)
Increasing rangers weapon range
Allowing warriors to stun without shields
Increasing innate regeneration in or out of combat
So on and so forth... Basically, you can make the list endless and it's only limited by the imaginations of the developers. However, these AAs take as much time as your current level to earn and must be spent to earn these traits. Characters are then able to be specialized to certain tasks. Such as a warrior specializing in tanking abilities or DPS abilities.

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