Who here WANTS GW2 to have a level cap...
10 pages • Page 7
I find it odd that people who hear the words "level 100 level cap" instantly complain about the time needed to reach said cap! Why is everyone in such a hurry to gain max level? The point of a game with a high level cap is to take your time and enjoy each level. Not rush through it.
The gaming community has this problem in general, Beat the game fast, max level fast, gain the best items fast. Which translates into reality as "get bored fast".
I vote for a high level cap (100) and a medium progression time. No more instant gratification! Stop worrying about whats at the end of the road, and just enjoy the walk!
The gaming community has this problem in general, Beat the game fast, max level fast, gain the best items fast. Which translates into reality as "get bored fast".
I vote for a high level cap (100) and a medium progression time. No more instant gratification! Stop worrying about whats at the end of the road, and just enjoy the walk!

Quote:
|
Originally Posted by Xugumad
If all you seek from your entertainment is numbers going up, have you considered a digital calendar?
|
Its not the fact that we like High numbers, its the benefits that come with it.
Level 100 will be godly next to a level 1, At level 100 a character could have the base life of 1000-5000 life as a 1st level could have 50 life.
a level 100 could use weapons that would give 500 damage, next to a level 1 with a 1-6 damage weapon. Armor could go from 3 defense to 300 defense.
Skills could do awesome amounts of damage, conditions and hexes.
A level 20 mesmer could cast a hex powerful enough to drain 50 hp per second, a level 100 mes could cast a mass hex that could drain 200 hp per second from up to 12 monsters.
spells could have more targets, do more damage, gain greater range. Much like eq and fiesta we could cut down on the amount of skills and just upgrade existing ones. Say My warrior uses power attack, at level 10 i gain power attack level 2, which adds damage, reduces cool down, then level 3 power attack adds damage, reduces cool down even more and adds a condition.
level 4 power attack adds damage, reduces cool down, and its condition is more effective. there could be 5-10 levels per skills.
pets could become very powerful, a ranger could at level 1 gain a hatchling, at level 50 that hatchling is an adult dragon, and at level 100 that adult dragon is an ancient wyrm. Would make pets much stronger and hold more appeal to using them.
Lets also have some fun with a boss. lets make this an elite boss.
when you first enter battle with this boss its a level 40 warrior, it tanks, and does powerful melee attacks. Your party consists of level 80 players so you laugh at this silly little nothing of a boss in an elite areas. you are suprised at the damage it does but it dies quickly. then it transforms into a level 60 summoner which then calls forth a huge mob, lets say 20 monsters of around level 40. the boss uses buffs to make them even stronger. you manage to kill him, then he transforms yet again to a level 90 dragon or demon or whatever, showing its true form, uses unique magical attacks and dealing awesome melee and ranged damage with its breath weapon, steel like talons and 3 scorpion tails with poison.
You defeat the bosses final form and each player gets a unique item drop from the bosses (set item) each boss has a different set (yes like diablo) and these items are very powerful alone. But if you farm the boss and complete a set you gain bonus powers plus a cool visual effect for your character.
maybe the items themselves gain levels. they gain xp, when they level up they take on a new look, gain additional powers and their existing powers increase.
just some ideas about higher numbers and the benefits that can come with them.
Level 100 will be godly next to a level 1, At level 100 a character could have the base life of 1000-5000 life as a 1st level could have 50 life.
a level 100 could use weapons that would give 500 damage, next to a level 1 with a 1-6 damage weapon. Armor could go from 3 defense to 300 defense.
Skills could do awesome amounts of damage, conditions and hexes.
A level 20 mesmer could cast a hex powerful enough to drain 50 hp per second, a level 100 mes could cast a mass hex that could drain 200 hp per second from up to 12 monsters.
spells could have more targets, do more damage, gain greater range. Much like eq and fiesta we could cut down on the amount of skills and just upgrade existing ones. Say My warrior uses power attack, at level 10 i gain power attack level 2, which adds damage, reduces cool down, then level 3 power attack adds damage, reduces cool down even more and adds a condition.
level 4 power attack adds damage, reduces cool down, and its condition is more effective. there could be 5-10 levels per skills.
pets could become very powerful, a ranger could at level 1 gain a hatchling, at level 50 that hatchling is an adult dragon, and at level 100 that adult dragon is an ancient wyrm. Would make pets much stronger and hold more appeal to using them.
Lets also have some fun with a boss. lets make this an elite boss.
when you first enter battle with this boss its a level 40 warrior, it tanks, and does powerful melee attacks. Your party consists of level 80 players so you laugh at this silly little nothing of a boss in an elite areas. you are suprised at the damage it does but it dies quickly. then it transforms into a level 60 summoner which then calls forth a huge mob, lets say 20 monsters of around level 40. the boss uses buffs to make them even stronger. you manage to kill him, then he transforms yet again to a level 90 dragon or demon or whatever, showing its true form, uses unique magical attacks and dealing awesome melee and ranged damage with its breath weapon, steel like talons and 3 scorpion tails with poison.
You defeat the bosses final form and each player gets a unique item drop from the bosses (set item) each boss has a different set (yes like diablo) and these items are very powerful alone. But if you farm the boss and complete a set you gain bonus powers plus a cool visual effect for your character.
maybe the items themselves gain levels. they gain xp, when they level up they take on a new look, gain additional powers and their existing powers increase.
just some ideas about higher numbers and the benefits that can come with them.
Quote:
|
Originally Posted by Vaal 84
I voted lvl cap. It means that i can play 10 hours a week and still group with someone who plays 100 hours a week. afterall what is the mantra that guildwars lives by?... (aparently)
Skill > Time |
The problem with this is that guildwars has been Time>skill for a long time. And the only people who have a problem with spending time in a game are those in a hurry to get everything as soon as possible so hey can sit at the end game areas and wait for groups so they can farm.
And to the above post above Vaals, the problem with No level cap at all is this. If I play the game 12 hours a day from day 1, in a year i could be level 1,000. and everyday i would gain more xp and levels. as players who start after me would have a very hard time catching up if they ever could. No level cap means gaining levels for ever! and that would reduce the benefits and the special feeling of gaining the higher level.
Also if I'm the only player at level 1,000 then people playing against me would just quit the battle in hopes of facing someone nearer their level. And the people playing with me in a group would get bored because I could run through the area slaughtering everything with 1 hit while they find nothing to do. even in the end game areas.
with a level cap, you can balance the game by level ranges. if there is no level cap, how many level ranges would there have to be? hundreds? thousands? How fast would level gain be achieved? first level requires 10 xp to level? level 1,000 requires 999,999,999,999,999,999 xp to gain a level?
what about level 2,000? what monsters would offer that much xp? how many areas are their in the game? how big is this game? how much HD space will it require? 500 gigs? LOL!
no level cap is bad, too high a level cap is bad, too low a level cap is bad.

R
O
I really cant decide. I have no real issues with the system as it is, it does focus more on skill than grind, you would much rather take a good monk than a bad one, whereas with an unlimited level you would probably rather take a bad lvl150 monk than a good lvl50 one.
However, the nerd inside me really wants to full potential for continuous advancement. It can feel quite restrictive when you reach lvl20, Id love to be able to advance further.
However, the nerd inside me really wants to full potential for continuous advancement. It can feel quite restrictive when you reach lvl20, Id love to be able to advance further.
Levelcap: Level 1
I want them to find better ways to show differences in power between players and mobs.
And for player vs player, level differences are only a hindrance anyways.
High level differences and gear differences are also major deterrents if you want to play WoW with a friend, I experienced it myself. Level 70 and crap gear is not really eligible for a high level raid with t5+ equipped guys.
Just an example: In Ultima Online you had 700 Skillpoints to divide up between various abilities. Worked fine, created diversity and did not need levels. And you did not level out of a zone that went "grey" to you e.g..
I want them to find better ways to show differences in power between players and mobs.
And for player vs player, level differences are only a hindrance anyways.
High level differences and gear differences are also major deterrents if you want to play WoW with a friend, I experienced it myself. Level 70 and crap gear is not really eligible for a high level raid with t5+ equipped guys.
Just an example: In Ultima Online you had 700 Skillpoints to divide up between various abilities. Worked fine, created diversity and did not need levels. And you did not level out of a zone that went "grey" to you e.g..
Quote:
|
Originally Posted by Kakumei
They haven't yet specified whether level will correlate at all with character strength. I can't imagine them turning it into a grindfest, but instead of creating yet another thread on this subject that will serve no purpose, why don't you just let it be until we get more information?
|
GW innovated many things and pulled them off remarkably (not perfectly, but almost imo), have faith that the no level cap idea - if added - will be implemented in similar win.
Quote:
|
Originally Posted by wilderness
GW innovated many things and pulled them off remarkably (not perfectly, but almost imo), have faith that the no level cap idea - if added - will be implemented in similar win.
|
If anet implements high-yet-achievable level cap that does not really give advantage, you know thing that people defending anet on this use as plausible win/win, it will pretty much anger everyone.
PUGs will discriminate on it.
Casuals will be still frustrated.
I-wanna-have-no-life people would still reach level cap too fast and complain about it as well as lack of seckil ability on acient wyrms.
Skill-players will still find it offputing.
loose/loose.
I would prefer a high level cap (i like 100
), assuming that:
a) Level increase will be linked with certain missions/quests that you'll have to accomplish in order to progress
b) It won't be possible to farm/kill the same stupid monsters 300times/day to lvl up.
c) Level 21+ players won't have an advantage vs lvl 20 players (hp, dmg, energy, everything will max at lvl 20 as in GW1)
So basically lvls 21-100 will serve the purpose of accessing extra content in the game, which will be good for players investing more time in game.
Casual players will get everything they need till lvl 20 as it is now, since the extra lvls will be optional and not affecting their game experience.
PVP would be unaffected too.
a) Level increase will be linked with certain missions/quests that you'll have to accomplish in order to progress
b) It won't be possible to farm/kill the same stupid monsters 300times/day to lvl up.
c) Level 21+ players won't have an advantage vs lvl 20 players (hp, dmg, energy, everything will max at lvl 20 as in GW1)
So basically lvls 21-100 will serve the purpose of accessing extra content in the game, which will be good for players investing more time in game.
Casual players will get everything they need till lvl 20 as it is now, since the extra lvls will be optional and not affecting their game experience.
PVP would be unaffected too.
Quote:
|
Originally Posted by zwei2stein
What win? It is pretty evident that certain people want to have no life and imba power.
If anet implements high-yet-achievable level cap that does not really give advantage, you know thing that people defending anet on this use as plausible win/win, it will pretty much anger everyone. PUGs will discriminate on it. Casuals will be still frustrated. I-wanna-have-no-life people would still reach level cap too fast and complain about it as well as lack of seckil ability on acient wyrms. Skill-players will still find it offputing. loose/loose. |
Quote:
|
in·no·vate (ĭn'ə-vāt') pronunciation v., -vat·ed, -vat·ing, -vates. v.tr. To begin or introduce (something new) for or as if for the first time. |
-
Added: I've faith such a system/idea wouldn't go against the GWs ethos of skill > time. You may argue that this game has strayed from that ideal, but you could also argue that GWs has become something of a beta test for future ideas - or even more simply: it's a learning curve.
I'm quite intrigued to discover what they have in mind.
