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Old Nov 29, 2008, 07:21 AM // 07:21   #41
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Originally Posted by MercenaryKnight View Post
I also believe they said you wouldn't get an insane party boost if they were too high of a level than your own, so it'd still be balanced. Couldn't go get a level 100 to power level a level 1-50 and what not.

I think they said it'd probably be like a 20 level difference or whatever as to how people would get their boost.

Ok thanks for that I hadn't read about how the boost effect might work, I just assumed from their hero game that it would put you a couple of levels below the lead character.
It was also stated that Xp would be reduced so you wouldn't get to get an easy increase in level by hanging out with high level companions.

I do have real doubts of the value of increasing the level past 50 though I do like to have something decent to show for my commitment to the game, that's why I like the Luxon/Kurzic - Lightbringer and EON Skills, they work quite well as soon as you get them and if you work at it you can improve them.
Maybe all game skills should work in this way.

Whatever the level cap I will buy gw2 and try it out I am not going to give up on it without seeing what they have created.
Reviews are all very well but at the end of the day they are just another individuals opinion and I prefer to judge for myself.
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Old Nov 29, 2008, 09:53 AM // 09:53   #42
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Instead using xp points as way of leveling, I'd use the xp as way of honing the skill you use to kill the baddies. So lets say you kill 500 Charr using Illusion about 90% of your kills, Your Illusion attribute would go up a point or two.

It sorta reflects training and combat experience, the more you use the skill the more talented you become. You can also switch 25% of the attribute points you gained in Illusion to any other attribute your character has. This allows for growth in other areas.

I would also get rid of professions/class and just allow us to pick 7 attributes and 1 primary attribute, this allow more flexibility. Allow all non-elite skills available from the beginning, but have attribute point requisites each spell. I would also allow anyone to wear any armor as long as they have the right attribute and meet the requisites. Lets say you have a character who has the following attributes:

Swordmanship
Beast Mastery
Healing Prayers
Fire Magic
Curses
Illusion Magic
Earth prayers

Leadership

You're character would be able to wear armor associated with Fire Magic like Flameforged. Carry a shield and spear associated with Leadership. Of course you'd have to meet the prerequisites of armor's attribute. There can be armors that are related to other attributes I listed. This allows more flexibility in that you're not stuck in a particular class/profession.

I'd also allow changing attribute skill but at a cost of losing 25% of attribute points previous gained and 50% loss for changing your primary attribute skill. So if you wanna wear Warrior's armor you can switch say Curses for Tactics.
I rather like that idea, but I do worry that if they follow that route it would be very easy for them to mess it up. For example The Elder Scrolls series does something very similar to this but it just ends up being grind to raise your attributes (the most effecient way to increase many magic attributes is to make a cheap otherwise useless "trainer" spell to cast constantly to raise your xp with that att.)

If done right and like your suggestion I could see it as a great way to elminate both traditional "classess" as well as levels. But again I'll still be very skeptical of a game that follows this until I see it for myself.

All that being said I don't want them to change it too much, really in the end I want the game to still feel a bit like GW1 not just some other game set in the same universe. I want the game to remember it's roots more or less.
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Old Nov 29, 2008, 07:12 PM // 19:12   #43
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i agree with shadowmere, elder scrolls games tried to this and it just became doing a small energy intensive thing and trying to boost it up, maybe you get more exp with begger, more energy intensive spells? even in a game like san andreas in order to increase your weapon skills you do something cheap like shooting the tires which doesnt make the car explode but still gives you exp.
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Old Nov 29, 2008, 07:42 PM // 19:42   #44
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An infinite/high level caps largest problem would be level discrimination, look how much there is with titles and things like Rank, and that does not even give you any form of in game benefit.
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Old Nov 30, 2008, 07:39 PM // 19:39   #45
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My vote stays with level cap of 20. I wouldn't be against 50, but I might quit if there is no level cap...
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Old Nov 30, 2008, 07:52 PM // 19:52   #46
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There are really only two decent options for a level cap - 20 or 9001.
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Old Nov 30, 2008, 08:03 PM // 20:03   #47
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Originally Posted by zelgadissan View Post
There are really only two decent options for a level cap - 20 or 9001.
i c wut u did thar
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Old Nov 30, 2008, 08:23 PM // 20:23   #48
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Keep it at 20 I don't have the patience to grind for mindless hours.
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Old Nov 30, 2008, 08:47 PM // 20:47   #49
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I heard it was going to have diminishing returns on the level cap, up until a point where it's useless to go to a certain point, a "soft cap" if you will. I don't know what that would be, but I would like it around 50 myself.
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Old Nov 30, 2008, 10:17 PM // 22:17   #50
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I heard it was going to have diminishing returns on the level cap, up until a point where it's useless to go to a certain point, a "soft cap" if you will. I don't know what that would be, but I would like it around 50 myself.

Its a logical option and one that's in most Role playing games.
It lets you have an unlimited level without really having to worry about people getting anywhere near it.

If that's what they decide for GW2 It would be ok with me.
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Old Dec 01, 2008, 02:42 AM // 02:42   #51
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I just want that cap to stop somewhere so that I dont feel obliged to make my main character as high as OTHERS main characters...And thats sad, but thats how I would feel. lol...And everyone KNOWS that level discrimination would start without a lvl cap...You would THINK your character was good enough because it reached the "soft cap" but, their are always thhose "pro's" who have broken the cap by a long shot and wont let you in...

idk...I half-like the soft cap, but after a certain point I hope levels have a solid cap to them...
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Old Dec 01, 2008, 06:44 AM // 06:44   #52
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From what i've gathered from the idea of making the level cap higher, relates partly to the amount of total content in the PvE Area.

You see, the issue that A-net would have had (this is all theory until theres is verification), was that at a rather early point in not so much Prophecies but in the Factions and Nightfall storyline, maximum level enemies became common.

By raising the player level cap, they can also scale monster level caps, so the game gradually gets harder as the player(s) progress, rather than going DoA-way (insane amount of enemies). This way, enemie can keep the typical group sizes, but with levels and attribute scaled in a way that the game doesnt become 'too easy'.

This is, in the end, both making the dev team's job more interesting and giving them more flexibility in the setup of a majority of the PvE world, but also helps to attract players who find higher level caps appealing.

No doubt, they will make it work in such a way that the grind doesnt take a toll on anyone mentally, but at the same time, have things to aim for continuously. We can all agree that A-net took an excellent move in the level 20 cap, with such a unique idea, i have no doubt that A-net will impress us again with a fantastic system like the one we have now.
Because no matter how many mistakes they might make every now and then, the fundamentals of the game are strong.
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Old Dec 01, 2008, 08:01 AM // 08:01   #53
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I don't mind 20 but if it has to incrase i would say something around 50-70. But after taht it would be cosmetic changes.
I don't want people going around saying "this lvl 70 is better than your lvl 57 cuz its a higher number". You know it will happen though
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Old Dec 01, 2008, 08:31 AM // 08:31   #54
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Since we DO KNOW that GWEN is a LEAD IN to GW2 I believe there will be GRIND and LOTS of it and the level cap will be at least 100 for skill power and unlimited for just numerical sakes to sort of show how much time the player has put into their character.
20 was just too low and too easy to aquire. People reached level cap within a day or two and that shouldn't happen or be that easy. I hope experience comes at a much slower pace in GW2 as reaching max level and very little content makes the game grow boring pretty fast. I played Everquest 5 years before I grew bored with it and it only took a couple of years with GW.
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Old Dec 01, 2008, 09:11 AM // 09:11   #55
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Originally Posted by Quaker View Post
"Levels" have been an integral part of RPGs as long as RPGs have been around.
Not necesarily, Betrayal at Krondor is prime example.

---

Anyhow, I don't want to play catch-up with more active guildies and friends.
Game that separates me from them is game that I might as well not play at all.

As stated, there is no difference between L1 guy dealing 10 damage to 100hp monster and L100 guy dealing 1000 damage to 10000hp monster. Thinking that later one is harder, more challenging or whatever is deluding yourself. Well, there is one difference: L1 guy is pigeonholed to one area. L100 guy is pigeonholed to other area. Likely, with exactly same mobs, but just bigger models (and numbers, ofc). What a epic stuff.

The fact that typical mending-grade-iq wammo can, and will become successful top raider (or whatever) if he can play enough is surely vet dream of many currently not-so-successful-yet-grind-able players who ran into DOA and thought that they deserve to win... not so much for other people.

It was always the case that getting to L20 was more like extended tutorial than real point of game. Nagging that someone can be max level in one day is just ... weird in context of how GW is built.
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Old Dec 01, 2008, 09:17 AM // 09:17   #56
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Originally Posted by Daft Shifty View Post
ewww... i hope they make it so boring grinding doesnt get too imba. cos that would seriously suck... people that grind all day shouldnt get any benefits over those that play the storyline/dungeons etc.
It is all about how much XP you get for Quests and missions. Getting 300XP for solo killing level 20 enemies, when you are level 20 yourself beats most quests and missions XP rewards in GW. Kill 60 Vaettirs on HM and it is 18000+ XP depending on your level.

Quote:
Originally Posted by Quaker View Post
.....

In other words, what difference does it make if you are "level 20" and do 800 damage to a level 20 foe, or you are "level 50" and do 800 damage to a level 50 foe? Or you are "pioneer" level and do 800 damage to a "pioneer" level foe?
....
I donĀ“t know a single game, that does it like that. It is more like this:
level 2 against level 2: 100 damage 2% of total
level 100 against level 100: 10000 damage 2% of total

The percentage of the total stays the same, but the number get higher against enemies your level. That shows you in every single fight, how strong your character got. Compare that to Guild Wars.
Level 2 against level 2: flare 30 damage
level 20 against level 20: flare 30 damage

Zzzzzzzzzzzzzzzzzzzzzzzzz.

Last edited by Kashrlyyk; Dec 01, 2008 at 09:47 AM // 09:47..
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Old Dec 01, 2008, 09:45 AM // 09:45   #57
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they should make an infinite lvl cap so that i have another reason i dont need to bother wit gw2.
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Old Dec 01, 2008, 10:00 AM // 10:00   #58
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isnt this a bit of a pointless thread, as havent they already stated that the lvl cap for GW2 will still be 20?
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Old Dec 01, 2008, 10:50 AM // 10:50   #59
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don't care actually, i only want all the necessary attribute points.
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Old Dec 01, 2008, 11:09 AM // 11:09   #60
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i don't mind if there is no lvl cap just as long as after a certain lvl (maybe 20/40) you don't do any more damage etc than someone at the 20/40 mark
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