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Old Feb 07, 2009, 01:52 AM // 01:52   #521
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Originally Posted by Bryant Again View Post
See why this doesn't go anywhere?

You see what ANet has presented to us in their game and see it in one fixture. I look at what ANet has given us and see another.

There's not a single thing that's going to change that. Anything you say I can say the exact same time. "HOW CAN YOU BELIEVE THAT!?" Well right back at you. Not a single thing is going to change that and not one thing will make either of us think otherwise, so there's 0 point in attempting to explain especially when everyone has lost interest in this thread.
To me you are misinterpretting the evidence. You have acknowledged that their direction has changed drastically, yet you claim that they learned from their mistakes. You know that many games with higher level caps have grind issues, yet you list the few that don't. I am playing percentages here, you are playing possibilities.
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Old Feb 07, 2009, 02:14 AM // 02:14   #522
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To me you are misinterpretting the evidence.
And to me, you're doing essentially the same thing. For the sake of this thread, and unless it goes in a more constructive direction, I'm gonna refrain for the sake of +1's.
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Old Feb 07, 2009, 02:27 AM // 02:27   #523
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Originally Posted by Bryant Again View Post
And to me, you're doing essentially the same thing. For the sake of this thread, and unless it goes in a more constructive direction, I'm gonna refrain for the sake of +1's.
I would ask you to explain yourself...but meh nevermind.
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Old Feb 07, 2009, 02:59 AM // 02:59   #524
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Characters in GW2 should be able to level indefinitely, as far as the number assigned to their experience gained can grow without limit. This number could be publicly viewable or not (as chosen by game design, not as a toggle), but would allow the user to have some way of recognizing the characters growth/usage/etc.

The gains you earn from growing levels (health, energy, etc.) should have a capping point. Prophecies was structured well for players to be playing through a large portion of the game without leveling to this point entirely, and still have some challenges to face after they were done. This should be considered in GW2 in the same way so that players spend ~70% of the initial playthrough leveling, and then have some other endgame areas open up post-completion of the campaign.

One other thing I almost forgot to mention is that where the point is that a person stops gaining benefits from leveling up should be the end of any further recognition of that character's level. This means, quite simply, no titles for level progression.

Last edited by Shayne Hawke; Feb 07, 2009 at 03:03 AM // 03:03..
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Old Feb 07, 2009, 07:52 AM // 07:52   #525
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Lost interest in this thread hell no guys we need something to keep us entertained its just one of these no win arguments no one will win no one will lose.

While id like a higher lvl i wouldin't be in the least put out if gw2 had the same feel to it that prophecies had with crafting and a far greater ability to develop my char.
One thing i am sure of tho guild wars started to go down the pan the day they put out those damed skill unlock packs .
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Old Feb 13, 2009, 11:10 PM // 23:10   #526
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It's silly to talk about what number the levels should be capped at, because no one knows how quickly a character levels up in Guild Wars 2. It could be capped at 200, and getting there could still be a breeze, or it could be capped at 10 and be a gigantic grindfest.

With that said, I would prefer they stick to their old system of not requiring a player to grind for long periods of time to be viable. In addition to a lot of people finding this boring, it also makes players want to try new classes, as that means rolling a new alt and grinding them up to the top all over again. I know that ArenaNet can make a game that stays fun for a long time without resorting to that.
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Old Feb 13, 2009, 11:47 PM // 23:47   #527
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I would like a level cap after playing Perfect World which doesn't seem to have one.I would suggest that there be higher XP points for quest rewards not like Prophecies oh 250 xp or 500 xp more like 2000xp and higher.
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Old Feb 14, 2009, 02:20 AM // 02:20   #528
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I would like a level cap after playing Perfect World which doesn't seem to have one.I would suggest that there be higher XP points for quest rewards not like Prophecies oh 250 xp or 500 xp more like 2000xp and higher.
This is what I was just talking about though, who is to say that 250 xp is low or 2000 xp is high in GW2? There are some games where you level up every 100 experience points and some where you need millions. Assigning arbitrary numbers like this is kinda meaningless when we don't know anything about it.
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Old Feb 14, 2009, 08:01 AM // 08:01   #529
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This is what I was just talking about though, who is to say that 250 xp is low or 2000 xp is high in GW2? There are some games where you level up every 100 experience points and some where you need millions. Assigning arbitrary numbers like this is kinda meaningless when we don't know anything about it.
You might want to think about how the Xp was in Factions as compared to Prophecies and how it didn't take long to get to lvl20.It was way higher even in Sing Jay Island.
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Old Feb 14, 2009, 10:04 PM // 22:04   #530
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Level 20 cap is fine. The amount of experience required for next level should go up greatly after each level so people don't get level 20 so easily as in GW1

I really don't understand the level cap thing. Why it is so important? When D&D were popular, level cap was something like level 8!

Sorry to bring WoW to this discussion but in there the only "benefit" about high level numbers like 60,70 or 80 was to mock newbie players. I have played the game a bit over 2 years and grinding all the way to the level 70 was not nice. It is like killing same boring creatures again and again so you can raise your level. New talents or skills can be added without raising level cap. Making a boring progress to get those skills via killing boring creatures is just boring.

Last edited by Zakarr; Feb 14, 2009 at 10:09 PM // 22:09..
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Old Feb 15, 2009, 12:59 AM // 00:59   #531
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You might want to think about how the Xp was in Factions as compared to Prophecies
Yeah, that's what I mean, the level cap is 20 in both cases, but it was much faster in one than the other.

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Originally Posted by Zakarr
Sorry to bring WoW to this discussion but in there the only "benefit" about high level numbers like 60,70 or 80 was to mock newbie players. I have played the game a bit over 2 years and grinding all the way to the level 70 was not nice. It is like killing same boring creatures again and again so you can raise your level. New talents or skills can be added without raising level cap. Making a boring progress to get those skills via killing boring creatures is just boring.
I agree, a grindy game doesn't give any benefit to the player. It just cuts them off from content until they go through things they may or may not want to go through. I like how in Guild Wars most of the game is challenging at max level, instead of making it so once you hit the top there are only a few places you can go and have the enemies put up a fight.
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Old Feb 15, 2009, 01:00 AM // 01:00   #532
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I don't mind them raising the cap, if you get majority of the levels when you beat the game.
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Old Feb 15, 2009, 03:31 AM // 03:31   #533
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I don't mind them raising the cap, if you get majority of the levels when you beat the game.
I'd like it to keep the Guild Wars 1 idea of having the player max out well before the ending of the game. It keeps most of the content playable and replayable for endgame players.
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