I was just thinking about it. If the level cap is raised to 100 or more and it is more substantial than an extra skill point to gain a level, wouldn't this mean a ton more work for the devs not only to provide ample content for every level and to make sure it's all balanced, but also require them to provide a similar amount of high-end content (think 20+ in the current GW) to keep everyone that gets to 100 entertained?
If you think about it, if the game has only 1 quest per level, there's a minimum of 100 quests right there. And that's not counting all the random or evolving ones as well.
So in a practical manner, how are the devs going to be able to support a game that has content for 100 levels and still not have a monthly fee to make up for all that extra work?
Also wouldn't 100 levels discrouge people from trying out more than 1 class? If it's canthan leveling time fives it'd be managable (but pointless). But if it's like trying to get to 20 in prophecies times five in order to finish the game, that would be grueling to some of us. My best time for completing the first game so far was about a month. I don't see myself playing 2 hours a day for 5 months before finishing a game for one PC, let alone 5-6. Nor do I see myself trying out a lot of new classes when the expansions/new chapters come along for GW2.
So in short, how is 100 levels going to work without turning off the existing fan base that likes the quick leveling this game has to offer (it was a big draw to me for example), provide enough content for everyone, and not causing so much work for the devs that GW2 will either cost 80 dollars or have a monthly fee.
Won't 100 levels mean more work for the devs?
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What I am hoping is that the difficulty of the monsters somehow depends on the party members. That way, maybe people wouldnt automatically want level 1000 people in their parties, because then it would significantly make it harder. It couldn't just be an average, though, because higher level people could just have level 1s tag along, for easy farming.
Zorg, oblivion only had about 20 levels of monsters, not 100. And if the cap is raised to 100, you can guess that monsters will get up to level 120 or so. 140 or so for some of the bosses.
NoChance, if that's the case, why not cap it at 20 like the first game and add a title for all those extra XP you farmed? Or add a title based on skill points earned instead of skills bought. I think that's one of the things I don't get about it, I'm looking at the game from a practical standpoint where the only numbers that mean anything are the percentages.
Kuma, that's a big fear of mine, the only reason for extra level will be to reward people who work for extra levels... ie the people least affected by a new cap.
NoChance, if that's the case, why not cap it at 20 like the first game and add a title for all those extra XP you farmed? Or add a title based on skill points earned instead of skills bought. I think that's one of the things I don't get about it, I'm looking at the game from a practical standpoint where the only numbers that mean anything are the percentages.
Kuma, that's a big fear of mine, the only reason for extra level will be to reward people who work for extra levels... ie the people least affected by a new cap.
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Originally Posted by Winterclaw
if that's the case, why not cap it at 20 like the first game and add a title for all those extra XP you farmed?
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in the end, we dont know! why should we speculate about something that wont even happen for over a year, and that we have no way of knowing whats going to happen.
sit back, grab a soda, and wait a year. might wanna grab a couple of sodas...
*** DON'T PANIC ***
There are a few things of note that strongly imply that the level cap increase is for the most part cosmetic. First: the thoughts that they might make it unlimited. It should be obvious that for the sake of balance you cannot gain health, energy and attribute points forever. Therefore, it can be safely implied that at some point additional levels do not increase these attributes. Second: the Hall will allow you to bring things from GW1 into GW2 for characters linked to the GW1 character. This includes equipment… weapons, armors maybe. Weapons brought in have max values… bows are 15-28 for example. If you could gain tremendous power through massive leveling… why allow you to bring in a bow that does 15-28 if Joe Elemental at level 100 has a 4000 point Flare spell? Third: consider Skills. They are all based at level 20 and would require significant changes should attribute levels be allowed to go higher than they currently are.
What appears to be the most likely affect is that you still stop gaining attributes at
Level 20, as is currently in place and working wonderfully. You will still level with experience, however. I would expect increased levels to have different effects. For example… a certain skin of weapon would have a minimum level attribute on top of minimum requirement (or in lieu of?). Armor skins may only be available to higher levels as a reward for aging. This nicely takes care of the promise of allowing character development beyond level 20 without changing the soul of Guild Wars.
Now, my friends, is the time to consider what to pass on to your legacy. What weapons will your grandkids wield in battle as they remember stories of your heroism? What minipets will their children play with? Which animal companions will your grandkids fight along side of?
The future begins now. If I’m right… it’s going to be a good one.
There are a few things of note that strongly imply that the level cap increase is for the most part cosmetic. First: the thoughts that they might make it unlimited. It should be obvious that for the sake of balance you cannot gain health, energy and attribute points forever. Therefore, it can be safely implied that at some point additional levels do not increase these attributes. Second: the Hall will allow you to bring things from GW1 into GW2 for characters linked to the GW1 character. This includes equipment… weapons, armors maybe. Weapons brought in have max values… bows are 15-28 for example. If you could gain tremendous power through massive leveling… why allow you to bring in a bow that does 15-28 if Joe Elemental at level 100 has a 4000 point Flare spell? Third: consider Skills. They are all based at level 20 and would require significant changes should attribute levels be allowed to go higher than they currently are.
What appears to be the most likely affect is that you still stop gaining attributes at
Level 20, as is currently in place and working wonderfully. You will still level with experience, however. I would expect increased levels to have different effects. For example… a certain skin of weapon would have a minimum level attribute on top of minimum requirement (or in lieu of?). Armor skins may only be available to higher levels as a reward for aging. This nicely takes care of the promise of allowing character development beyond level 20 without changing the soul of Guild Wars.
Now, my friends, is the time to consider what to pass on to your legacy. What weapons will your grandkids wield in battle as they remember stories of your heroism? What minipets will their children play with? Which animal companions will your grandkids fight along side of?
The future begins now. If I’m right… it’s going to be a good one.
W
Or leveling could be made relatively easy, and while you might only need to be level 30 or so to beat the first part of the game, you could go on and get bonuses.
Also, they can easily make levels a lot less meaningful than they are now. Imagine if instead of gaining 5/10/15 points at levels until 20, you gained only 1 at every level. That would mean you would need to get to level 175 in GW2 to be equal to a level 20 player in GW1.
Not to mention they could make It really easy to get those first important dozen levels, and then make it slightly harder each level.
I mean, just beating the campaigns has allowed my necro to get almost 2 million xp, and that is at least level 100, if not more.
Levels are just a number, and they can be manipulated infinitely by the devs to make that number stand for what they want it to stand.
Also, they can easily make levels a lot less meaningful than they are now. Imagine if instead of gaining 5/10/15 points at levels until 20, you gained only 1 at every level. That would mean you would need to get to level 175 in GW2 to be equal to a level 20 player in GW1.
Not to mention they could make It really easy to get those first important dozen levels, and then make it slightly harder each level.
I mean, just beating the campaigns has allowed my necro to get almost 2 million xp, and that is at least level 100, if not more.
Levels are just a number, and they can be manipulated infinitely by the devs to make that number stand for what they want it to stand.
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Originally Posted by Lord-UWR
Who said the levels actually make you stronger, or give you more attribute or health or energy? It is merely a reperesentation of the time you have spent.
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It'll be level based, so that wammos who spent 3000 hours on one character will be leet when they slaughter mobs 50 levels beneath them. Apparently, that's lots of fun, and can't be done currently in GW.
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Originally Posted by Winterclaw
Zorg, oblivion only had about 20 levels of monsters, not 100. And if the cap is raised to 100, you can guess that monsters will get up to level 120 or so. 140 or so for some of the bosses.
NoChance, if that's the case, why not cap it at 20 like the first game and add a title for all those extra XP you farmed? |
Quote:
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Originally Posted by Winterclaw
NoChance, if that's the case, why not cap it at 20 like the first game and add a title for all those extra XP you farmed? Or add a title based on skill points earned instead of skills bought. I think that's one of the things I don't get about it, I'm looking at the game from a practical standpoint where the only numbers that mean anything are the percentages. Kuma, that's a big fear of mine, the only reason for extra level will be to reward people who work for extra levels... ie the people least affected by a new cap. |
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The leveling thing sounds very "turn the volume up to 11" to me. It's all always the same in the end. You spend most of your time battling foes that are at your level, or a bit under, or a bit over - anything else is either boring or futile. In that sense, the game is mostly the same from level 1 to level whatever-the-limit-is.
I'm really not in the demographic that the game is marketed to, so I can't say I would really want or expect it to cater to me, but I have to say I think extending levels will have to be either cosmetic (same process, different numbers! woo hoo!), or annoying (takes a lot longer to feel minimally competent! Woo hoo!).
As for the hall of monuments - consider the name of it. A monument isn't a locker or, say, in fantasy-appropriate terms, a legacy - something that can be transferred, exchanged, passed along. A monument is about memory - something that is over and done is identified in a plaque or sculpture or whatever, in hopes that anyone who encounters it will discover or remember the event/person.
If you really can transfer any kind of functional object to yourself through the hall of monuments, I'd be shocked. Because there are all kinds of monuments in the world, and the word has expanded to encompass all sorts of crazy things over hte last century, but the one unchanging and fundamental thing is that it's about memory, not utility. Past perfect, not imperfect.
I'm really not in the demographic that the game is marketed to, so I can't say I would really want or expect it to cater to me, but I have to say I think extending levels will have to be either cosmetic (same process, different numbers! woo hoo!), or annoying (takes a lot longer to feel minimally competent! Woo hoo!).
As for the hall of monuments - consider the name of it. A monument isn't a locker or, say, in fantasy-appropriate terms, a legacy - something that can be transferred, exchanged, passed along. A monument is about memory - something that is over and done is identified in a plaque or sculpture or whatever, in hopes that anyone who encounters it will discover or remember the event/person.
If you really can transfer any kind of functional object to yourself through the hall of monuments, I'd be shocked. Because there are all kinds of monuments in the world, and the word has expanded to encompass all sorts of crazy things over hte last century, but the one unchanging and fundamental thing is that it's about memory, not utility. Past perfect, not imperfect.
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