#22
by Gort
I love the suggestion for godly armor & think the OP of this idea should get a credit!
I also love the idea of stopping the quest line at godly. My idea (which I discussed many months ago or longer) is in the final tier of quest armor, to create gem sockets so it can be upgraded with further quests. Any Asheron's Call players? - in that game the top quest weapons of the day had a socket and you could venture into the fire temple (predominantly fire damage creatures), cold vault (predominantly skeltons and zombies with frost weapons and spells), the acid vault (bugs that spit acid), or the lightning place (golems and wisps that cast lightning and various lightning traps to avoid). At the end of these dungeons there was a stone (no trade) that endowed the quest weapon with elemental damage. We could have a similar kind of system and the armors could be equipped with stones as well for bonuses and weaknesses depending. That could be the final upgrade for the quest line.
I agree that level 200 seems like a good hard cap. What will we do after 200? Well at that point there are lots of possibilities:
*crafting - crafting can have levels all of its own within different sub categories and we can only take so many crafting skills per character
*between server pvp wars in a special zone where new titles are won and lost and the server with the dominance of the day or week gets a gold increase or some other benefit
*spin-off classes that are not necessarily better than the existing classes but are only open to 200 lvl classes - a reincarnation system if you will
*could make it so the gem upgrades for godly armor break when you change them so that way we will need to make it through the dungeon for new gems whenever we want to change a gem (can only hold one gem in backpack at a time) and gem choice could be important in cross-server pvp battles
*could get pets at the lvl cap to work on
*housing - housing could be something that is available only to chieftains (with lots of resource cost and quest cost) and individuals (at level 200 with considerable quest work and resource upkeep). Housing could either be limited throughout Lirs, or a brand new zone with houses and mansions (for clans) plus crafting and a trade hall
I believe even implementing some of these dynamics would improve non leveling content for all levels, but especially end-game. Of course every developer knows player attrition is unavoidable when a level cap is put in place; however, it is important for OTM to work with the community to determine which is the lesser of two evils:
1) endless level cap increases
2) max level established
Gort
CH Wiki Editor
Fix Druid OTM! http://www.celtic-heroes.com/forum/view ... 48&t=42033
Most Druids are dual-device.
I won't buy Plat until Druid issues are addressed.
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