Dythark

Half Mod

Total Posts: 402
Online Status: Online
Thu Jan 31 9:49:12 EST 2019

Quote from Maddox
Quote from Lord Symphony
I don't think you'd want the power gap to keep increasing as it has though. When you couple the ability to attack level 250 monsters and the fact that power hour is the most active event with currently 736 run-throughs, it's only going to get worse and worse. Especially when you consider that anyone who can actually reach those highest level monsters and win, is already an active 'attacker'. Just my thoughts on that.

I agree. So why not, instead of increasing EXP for monsters level 160+, have them drop more credits.

If we make credits have more value in this game other than equipment upgrades (which don't do much anyway and are over-priced), then using them rather than stock-piling them will be a gamechanger.

Examples could be purchasing temporary buffs for raids or being able to spend on guild upgrades, etc. If this was something of interest, I'm sure we could brainstorm many additional uses for credits.

I half agree with this. I do believe credits should be more valuable and that higher level npcs should drop a good bit more, however I don’t think keeping the level cap of npcs is the way to go here. I know this is like a riot ensuing statement around here, but I think that what we need to do is have a level cap on the players levels. Anyone above the cap should be nerfed to the level of the cap, however since they have already put in so much work they should be able to keep their current amount of xp, they just won’t be able to gain any more. Later on the cap can be raised and these ones that were nerfed could jump up in level based on how much exp they have, even if it means that they hit the new cap immediately. 

If we do this then we can shift the focus from leveling to obtaining stronger equipment. Whether through raiding or through crafting (something else that needs a major rework btw)


Edited 1 time(s). Last edited by Dythark @ Thu Jan 31 9:50:47 EST 2019

Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Thu Jan 31 14:27:56 EST 2019

Quote from Kuzachika
Quote from Maddox
Quote from Lord Symphony
I don't think you'd want the power gap to keep increasing as it has though. When you couple the ability to attack level 250 monsters and the fact that power hour is the most active event with currently 736 run-throughs, it's only going to get worse and worse. Especially when you consider that anyone who can actually reach those highest level monsters and win, is already an active 'attacker'. Just my thoughts on that.

I agree. So why not, instead of increasing EXP for monsters level 160+, have them drop more credits.

If we make credits have more value in this game other than equipment upgrades (which don't do much anyway and are over-priced), then using them rather than stock-piling them will be a gamechanger.

Examples could be purchasing temporary buffs for raids or being able to spend on guild upgrades, etc. If this was something of interest, I'm sure we could brainstorm many additional uses for credits.

I half agree with this. I do believe credits should be more valuable and that higher level npcs should drop a good bit more, however I don’t think keeping the level cap of npcs is the way to go here. I know this is like a riot ensuing statement around here, but I think that what we need to do is have a level cap on the players levels. Anyone above the cap should be nerfed to the level of the cap, however since they have already put in so much work they should be able to keep their current amount of xp, they just won’t be able to gain any more. Later on the cap can be raised and these ones that were nerfed could jump up in level based on how much exp they have, even if it means that they hit the new cap immediately. 

If we do this then we can shift the focus from leveling to obtaining stronger equipment. Whether through raiding or through crafting (something else that needs a major rework btw)

Interesting. What about a re-birth process whereby once you hit a certain level you can "reset" your char to level 1, but have access to armor/weapons/privileges that are only available at that rebirth stage. That way you are incrementally stronger than people who are rebirths lower than you, but at the same time not SO overpowered that it's ridiculous.

It'd give players motivation to keep grinding, but won't discourage lower experienced players too too much. 



Symphony

Half Mod

Total Posts: 1,073
Online Status: Online
Thu Jan 31 15:53:38 EST 2019

There was 2 threads that came to mind (among others but I'll omit those) that talk about this...

Level cap and reset back in 2012
and Kuza's Mining/Smithing <- Mostly 'cus you brought up the crafting



Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Thu Jan 31 16:52:30 EST 2019

Quote from Lord Symphony
There was 2 threads that came to mind (among others but I'll omit those) that talk about this...

Level cap and reset back in 2012
and Kuza's Mining/Smithing <- Mostly 'cus you brought up the crafting

Good finds! Can't believe those were so long ago... Doesn't feel like it's been 6+ years.



DemonicJ

Member

Total Posts: 155
Online Status: Online
Thu Jan 31 18:31:49 EST 2019

Power hour is still crap for those of us in different parts of the world!