Celtic Heroes

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

Re: Ever rising level caps

#21
I really do hope that the developers announce some sort of plan to address the level cap.

I love this game, and I've invested a ton of money into it now... If the levels just keep going up perpetually this game will quickly lose its luster for me personally.

It seems that almost every player here with the exception of one (so far that I've seen) is in favor of stopping the ever rising level caps. We may not all agree on HOW to end it but at least we almost all agree that it needs to end.
So please keep posting whether or not you want to see the level caps keep going up.

Re: Ever rising level caps

#22
Well, to edit my original statement, I feel that with the current state of the game, increasing level cap keeps me entertained, if there was lots of endgame content, and difficult bosses then a cap is fine with me, until we have that I want the increasing cap to give me something to strive for
pigman, with the fury of the pigs and the mind of a man
level 210+ rogue
Morrigan
Avalon
put your pants on, we're going out

Re: Ever rising level caps

#23
Most MMOs stop at level 80 or 90 to halt the grinding for levels aspect of the game and offer a different kind of end-game experience. Killing a level 140 1* at level 140 is pretty much like killing a level 100 1* at level 100, so killing a level 170 1* at level 170 will be the same experience and while it may be entertaining to some, it will simply get boring.

As others have previously mentioned, a high level cap would also deter newbies - what if the cap eventually becomes 240? It will not encourage/attract new players if they know they have to grind for 6-12 months to get to level 240 just so they can get the ultimate end-game experience.
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There are two types of people in this world: Those who crave closure

A business is more profitable if they don't gouge and piss off customers.

Re: Ever rising level caps

#24
Hi there, thanks for all the feedback.

The current plan is to release update 4 with more parallel levelling areas and a higher enemy level cap of around 180, but then for update 5 to be more focussed on adding lots of other things to do such as crafting, fishing etc.

Re: Ever rising level caps

#25
A few points.....

I am against a level cap, because some people like crafting, some like questing, and yes some like to grind and earn the top dog spot.

I believe it was mentioned that if and when it gets ported to Android then they will have seperate worlds and servers.

The reason the level cap gets raised every update is because all the game mechanics are already in place for that. Just add a new area and new mobs and assign levels and xp for everything. Crafting, AA systems, and mail systems are so much more complex to add and will all probably require total revamping of most of the games code.

Small dev team, small company, small changes.

However it ends up the focus should always be on the loot. Games like Diablo, Borderlands, etc have made millions not because their gameplay is so different but because everyone loves the loot.
Pre-Update 5
Deucaleon- 203
Brightblade- 201

Pre-Update 4
Deucaleon-Warrior level 161

Pre-update 3
Deucaleon-Warrior level 105
Drucaleon-Druid level 90
Brightblade-Rogue level 101
Deucalion-Ranger level 90
Ducaleon-Mage level 96

Re: Ever rising level caps

#26
A few points.....

I am against a level cap, because some people like crafting, some like questing, and yes some like to grind and earn the top dog spot.

I believe it was mentioned that if and when it gets ported to Android then they will have seperate worlds and servers.

The reason the level cap gets raised every update is because all the game mechanics are already in place for that. Just add a new area and new mobs and assign levels and xp for everything. Crafting, AA systems, and mail systems are so much more complex to add and will all probably require total revamping of most of the games code.

Small dev team, small company, small changes.

However it ends up the focus should always be on the loot. Games like Diablo, Borderlands, etc have made millions not because their gameplay is so different but because everyone loves the loot.
All the way bro i love borderlands because i love the drops and grafica
+1 for sure
Just Your Friendly Neighborhood Hated Neighbor!

Re: Ever rising level caps

#27
I admit I'm new to MMOs, so my understanding is colored by this. But it seems to me that there are 3 clear types of possible activities (at least in this game): things to DO, things to GET, things to BE.

Things to do are quests with a storyline. These would include the starter quest, the invasion quest, and the small one-activity quests like avenging the Maelcrum clan.

Things to get are activities that get you an item, including special armor (kill the appropriate mob enough times) or special fashion (pumpkin quest).

Things to be are activities that build your character--largely grinding to level, but also respeccing.

I prefer DOing and GETting to BEing, and I read the many other comments complaining about content as agreement with this desire. Once you get high enough, there isn't enough doing and getting and a hell of a lot of being, which gets old. I like the dailies and event activities because they give me a break from grinding to BE higher.
LongCool: 190+ mage
lcthief: 170+ rogue
lcwitchy: 85+ druid
World: Lugh
Proud General of Clan Aftermath

Re: Ever rising level caps

#28
I admit I'm new to MMOs, so my understanding is colored by this. But it seems to me that there are 3 clear types of possible activities (at least in this game): things to DO, things to GET, things to BE.

Things to do are quests with a storyline. These would include the starter quest, the invasion quest, and the small one-activity quests like avenging the Maelcrum clan.

Things to get are activities that get you an item, including special armor (kill the appropriate mob enough times) or special fashion (pumpkin quest).

Things to be are activities that build your character--largely grinding to level, but also respeccing.

I prefer DOing and GETting to BEing, and I read the many other comments complaining about content as agreement with this desire. Once you get high enough, there isn't enough doing and getting and a hell of a lot of being, which gets old. I like the dailies and event activities because they give me a break from grinding to BE higher.
That's a refreshing view of MMORPG games, and I agree with what you said. MMORPG games that are designed well would have levels should come naturally by DOING stuff, and not because you spent days and weeks grinding.
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There are two types of people in this world: Those who crave closure

A business is more profitable if they don't gouge and piss off customers.

Re: Ever rising level caps

#29
Admin, as you stated above:
In update 4 the mobs will go up to 180.
In update 5 we will be adding more things to do such as fishing crafting.

You have seen what happened when u fliped from update 2 to 3?
Everyone was around lvl 90 (talking about thr high players in good clans) and they all got to 140-150 very fast...
Now everyone is just waiting, checking bosses or train an alt some times...
The time between update 3 and 4 is way to long!
I dont hope everyone will be lvl 180 and have a few alts from lvl 100+ or even higher
And then just have to sit back and wait for update 5 when everyone will max the new abilitys fishing crafting and such in no time!
Then sit back and wait for update 6 and blahblah...

What would be good is a update which doesnt just bring new zones but gives some more things at once. Like a new cap of 160 WITH MORE THAN 5 MOBS TO TRAIN ON and a skill as fishing and the dragon armour

Do this and not everyone will be able to totally focus on one thing, everyone would want to lvl to 160 fast but they dont want to leave their fishing behind and they would also want to gain dragon armour..

IMO this game is way to one-sided
We need an update which brings kore than just leveling onr thing

*Kassoe
*Druid 212
*Resurgens
*Herne

Re: Ever rising level caps

#30
Tyrant this a FANTASTIC idea. This game needs more to do beside leveling. Maybe they will try Crafting or put in class specific quests (to encourage playing all classes) but this would be just as good.

They could implement small lots of these skills at a time also given their other Development priorities as long as the frame work was put in correctly first.
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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Landoril 221 Ranger
Denoril 170 Rogue
Hateril. Hat holder
Pageril...well you get the idea

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