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Old Oct 12, 2007, 05:22 AM // 05:22   #61
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Quote:
Originally Posted by nighthawk329
And players will naturally rather take a level 50 than a level 20 in a pug, even if there is no difference (assuming same build and profession). The level 50 has obviously spent more time in the game, so they "should" be more experienced (notice how i said SHOULD).
Fortunately, you have the option of grouping with people. You can group with people for missions, even though it isn't required.

Quote:
Originally Posted by nighthawk329
I don't see how the game will benefit from an increased or nonexistent level cap. If you say it's so that players can feel like they are "progressing" all the time, they wont be, because they wouldn't get stronger anyway with logarithmic benefits. If you say its so that you feel the game has a purpose, then you need to go play WoW; GW isn't the game for you.
The only benefit I can see is higher replayability. People really do get suckered into bigger numbers.
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Old Oct 12, 2007, 05:51 AM // 05:51   #62
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The flaw I see is with their model.

A game like WoW with a high level cap grind etc is based off subscription fees therefore they will draw people who want to play continously (a more hardcore base). Ie: people who play 10 hrs a month will probably feel riped off playing WoW and not subscribe for long.
--> therefore make the game more hardcore oriented.

Guildwars on the other hand is casual player friendly, players will feel they are getting their moneys worth even if only paying 10 hrs a month because of the lack of subscription fee.
--> therefore make the game more casual oriented.

I can't see how a large level cap will help the game since it will alienate the main proportion of people who buy guild wars. If they can't keep competitive then they will be at a disadvantage.
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Old Oct 12, 2007, 05:56 AM // 05:56   #63
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They never were terribly competitive in the first place...
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Old Oct 12, 2007, 09:49 AM // 09:49   #64
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The sidekick idea could be a good way of mixing parties of different levels so would go for something like that.

Its true that levels where to help organising early rpgs and that computer games can get by without them.
Some players will however always judge other players so discrimination will continue to be a way of life for some.

Tle lvl cap of 20 doesn't prevent this I have seen discrimination based on emote level gained from pvp
Through Armor type to skill list and of those only skill list has any relevance and only that in certain areas of the game.
Lists of builds and methods of beating harder game missions has made this worse, to some people there is only one way to do anything in GW and that's what Guildwiki says.

Cap of 20 50 100 or more doesn't prevent discrimination it just gives the lower end player a complex when they see how far they have to go.
20 levels doesnt do that and by the time you reach 20 and realise its just the beginning it doesnt bother you because you know how the game works by then.

I would probably still play the game whatever is decided, as long as I find it interesting.
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Old Oct 12, 2007, 11:36 AM // 11:36   #65
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Quote:
Originally Posted by nighthawk329
The level cap should stay at 20.

Even if there is a difference of 0 hp between level 20 and level 100, there will always be idiot 10-year olds saying "haha I'm level 100 and you're level 30, I'm better than you".

And players will naturally rather take a level 50 than a level 20 in a pug, even if there is no difference (assuming same build and profession). The level 50 has obviously spent more time in the game, so they "should" be more experienced (notice how i said SHOULD).

I don't see how the game will benefit from an increased or nonexistent level cap. If you say it's so that players can feel like they are "progressing" all the time, they wont be, because they wouldn't get stronger anyway with logarithmic benefits. If you say its so that you feel the game has a purpose, then you need to go play WoW; GW isn't the game for you.

in GW1, the leveling from 1-20 is just a tutorial, easing you into the game and getting you ready for the real fun (at least in factions/NF). After that, it's as if level doesn't exist.
As a beta veteran myself I'm totally with you there...

However, ANet is going where the money is, and unfortunately, teh money is with the 10yr old kids who want to have that high lvl number next to their name

My only wish is that GW2 keeps its fun feeling, because I'll be sticking with playing with my guild still and not PuGing

Quote:
Originally Posted by LuckyGiant
I can't see how a large level cap will help the game since it will alienate the main proportion of people who buy guild wars. If they can't keep competitive then they will be at a disadvantage.
And you still can't see the point after everything thats been said about GW2?

It will still be casual friendly simply because it will have no monthly fee... The large numbers are for those that like to grind for them, the game, however, won't need you to hit those large numbers to play it through fully... And looking at my currently necro, with all the experience he's racked up in his 2 year lifespan, he would currently be over lvl 300 in GW (going by 15k Exp per level), and thats playing him very casually

Last edited by Lonesamurai; Oct 12, 2007 at 11:39 AM // 11:39..
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Old May 10, 2008, 04:49 PM // 16:49   #66
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You should get 480HP, 20 energy and 200 attribute points at level 20.
Then 10Health, 0.1 Energy, 0.2 armor, 10 skill points and 1 attribute point per level.
Then add race and equipment bonuses.

But it would be even better if you earned Exp points and you could use them directly for whatever you want. 5000 points to buy HP, 15000 to buy a point of energy, 30000 to get another attribute point, 15000 to get an skill point, etc.

When joining others, the level would be 'averaged'. So there won't be problems about a level 20 joining a bunch of level 200.

Separately, en PvP, players would have fixed values regardless of level. Depending only in profession. Not even in race. Why? Because PvP would take palce in the Mysts, and there you'll fight in 'soul form', not in corporeal form.
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Old May 10, 2008, 06:59 PM // 18:59   #67
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Quote:
Originally Posted by Aeon221
After 20, it should just be vanity.
Well you can kiss that wish goodbye because they've already said things like a level 100 will be much more powerful vs a level 50 than a level 150 vs the level 100. So, it looks like the power creep slows down to a crawl at around level 100 and then to 150 there will be very little difference or change (probably just hit points at that point). But, I like the OP's calculations I'd be happy with that first one. With max hp at a level 200 cap. I'd rather see no cap to levels and you just show all your experience in your level power. Those that play a lot will be like level 500's or 1000's just something to show for their TIME played no advantage of course.

Some things some of you whinners are forgetting is the buddy system that's going to be in GW2. So even if you are only level 59 and I'm level 150, if you group with me you'll be level 150 also. It will all fall back to what skills everyone must bring in a group I bet you that much. Levels won't mean a thing with the buddy system that much. The descrimination will come from skills and MY BUILD OR THE HIGHWAY type of players just like we got now in GW1.

Quote:
You should get 480HP, 20 energy and 200 attribute points at level 20.
Lmao this is going to be GW2 not a remake of GW1.
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Old May 10, 2008, 07:34 PM // 19:34   #68
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i'd be fine with with a cap of 50, and maybe cosmetic after that. This curve you presented looks like it works fine, ran some of my old calculations after busting out the old TI-84 (gawd i hate math), but i was hoping it would flatten out faster.
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Old Jun 12, 2008, 09:46 AM // 09:46   #69
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How about if after a level - let's say 50 - instead of raising your primary attributes / stats you raised your effectiveness against monster types while keeping your effectiveness against players steady?

This effect should be permanent ( not able to redistribute it )

Example : let's say there are 3 monster types : Plants, Lizards, Corsairs.
At lvl70 a player would have 20 additional levels assigned to monster effectiveness :
Plants +5 ( gives a 5% bonus to damage/defence against plants - or something like that )
Lizards + 8 ( 8% )
Corsairs +7 ( 7% )

This way PvP is not affected in any way from lvl difference
and at the same time a PvE can reach god-like mode against creatures.

If we wanted more challenge these effects could be related ... ex:
Each plant lvl gives a +2% against plants and a -2% against lizards ...
this way players could specialize in a type of monster making cooperation more challenging.
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