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View Full Version : Lvl 75?


Larsbohnstedt
10-26-2005, 09:02 PM
<P>Heard a rumor that SOE's planning an expansion for next march which will raise the level cap to 75, just wanted to check if anyone had heard the same.. sorry if it's not a warden post per se.</P> <P> </P>

Faithes
10-27-2005, 05:23 AM
I surely hope they do not raise it that high, at least so quickly.  15 levels in 1 expansion is alot =/. <p></p>

Shakko
10-27-2005, 07:24 AM
I'd have to say that this is highly unlikely.  The basic mechancis of the level system is set up in teirs, and you can't just stop in the middle of one.  And stuff. <p></p>

Rorack
10-27-2005, 07:51 AM
I heard they weren't planning on raising the cap in this one.  If thats true I hope they bring in some kind of alternate advancement *looks out for flying tomatos* <p></p>

Kyralis
10-27-2005, 07:16 PM
I really hope they don't raise the cap again so quickly, and especially not so high. One of the things this game is missing badly is end-game progression, something that we're never going to get if the cap just keeps going up. Those of you who played eq1 will remember that, when luclin came out, there were suddenly *three* expansions worth of level 60 content available: Kunark, Vellious, and Luclin. It allowed for an intelligent progression for raiding and gearing up and made the high end far more interesting than "ooh, more instances tonight!". I'd be content with them leaving the cap at 60 for some time. <p></p>

Chepi
10-27-2005, 09:03 PM
<span><blockquote><hr>Caerwyn wrote:I really hope they don't raise the cap again so quickly, and especially not so high. One of the things this game is missing badly is end-game progression, something that we're never going to get if the cap just keeps going up. Those of you who played eq1 will remember that, when luclin came out, there were suddenly *three* expansions worth of level 60 content available: Kunark, Vellious, and Luclin. It allowed for an intelligent progression for raiding and gearing up and made the high end far more interesting than "ooh, more instances tonight!". I'd be content with them leaving the cap at 60 for some time. <p></p><hr></blockquote>I hope they dont raise the cap so quickly again either. I would rather see some more high end game mobs im getting bored with killing the same giants in pof night after night and with the same ole drops. I would love to see more zones added and alternate advancement to improve our character. What I liked about one was I could advance my character to land higher nukes or do exceptional heals that would be awesome!!! I would like to see some more buffs added for wardens though and more group buffs that either scale or use alternate advancement scales to become stronger.</span><p></p>

Faithes
10-28-2005, 02:22 AM
I liked the AA system in EQ1 as well.  Not only did it give the high end gamers something to do, it allowed you to make your character more unique.  Instead of all us wardens having all Adept III's and Master spells and be all the same, we could do something like in EQ1 where one warden might have picked something to make him nuker better then other wardens and another might heal better.  It would be totally up to you in what order you pick them =). <p></p>

Arielle Nightshade
10-28-2005, 03:51 AM
<P>I'd kind of like them to fix this one before they consider raising it higher...'Broken' seems to me that it would only be exponential....</P>

Pinepal
10-28-2005, 04:30 AM
This sounds possible to me.  The reason is all of our spells are based on an upgrade every 14 levels.  If they did not increase the level limit by 15 priests would only get 1 heal (54 special heal would be upgraded at 6<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.  If it goes by 15 levels you would get an upgrade to all of your spells with every expansion.  Pine <p></p>

Tild
10-28-2005, 07:56 PM
<BR> <BLOCKQUOTE> <HR> Faithes wrote:<BR>I liked the AA system in EQ1 as well.  Not only did it give the high end gamers something to do, it allowed you to make your character more unique.  Instead of all us wardens having all Adept III's and Master spells and be all the same, we could do something like in EQ1 where one warden might have picked something to make him nuker better then other wardens and another might heal better.  It would be totally up to you in what order you pick them =).<BR> <P></P><BR> <HR> </BLOCKQUOTE> <P><BR>There was nothing "unique" about chars in the AA system.  You had to have certain AA abilitys or you were worthless in the raids that were balanced for them.  In the end everyone took more or less the same AAs.  No Warden in their right mind would take AAs that made them nuke better over ones that made them heal better, as its not our primary function in a raid or in a grp.  So sooner or later, a template for the most efficient and effective AA route would come out, and those that didn't stick to it would be ostricized.  Having to have over 1000 AAs to be "high end" as in EQ1 is not a good solution to the problem of running out of things to do, it just widens the gap between the casual and hard core gamers, and places even more tedious grinding between a guild and raid content.  The same people who hit 60 2 weeks into the expansion would have a massive amount of AAs before most players even hit the level cap.  </P> <P>It also makes it extremely difficult for new players to enter the game.  Could you imagine what it would be like for a new player to pick up EQ1 and try and play it?  Every alt in the game is twinked out of their mind, and having to grind out 75 levels of EQ1, along with finding the spell drops in PoP, pickup grps at the high levels without any AAs all but makes it impossible for someone new to try and get into the game.  EQ2 shouldn't move in that direction, alientating new players is not a very good buisness strategy when you consider that you will always be loseing players to other games.  EQ2 needs the newbies and the younger players to continue to thrive and grow.  Without them, you get a bunch of high levels crowding all the new AA balanced content, grinding away non stop, to reach the new raid, and the old content just sits there unused.  The smaller guilds have no one to expand their roster, as everyone by level 50 is guilded, and stagnation sets in.</P> <P>I'm not saying the hard core crowd shouldn't get there first, but making it so they get there first and have it to themselves for months or years while the rest of the crowd sits in a dungeon for their x amount of hours a day to be "useful" isn't the soloution.  If they made it so you had to pick a branching path, with say 20 or so choices that you had to complete x amount of experience to move along, or had to complete quests to move along, that would be fine, as long as AAs did what they were supposed to do, actually differentiate players from another, and not just create a massive gap between average and "uber".</P> <p>Message Edited by Tildin on <span class=date_text>10-28-2005</span> <span class=time_text>09:02 AM</span>

pedigr
11-03-2005, 02:57 PM
It would certainly keep Lockeye in a job for a while.  Maybe if they do progress with this rumoured expansion, Lockeye might look at his changes a little closer. <div></div>

Feltrak
11-06-2005, 01:06 AM
<DIV>I think you were reading an EQ1 article <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>The game is engineered for 200 levels, they said that before they released it. However, the way Sony is going on MMORPG'S in general, I don't see the game lasting long enough for that.</DIV>

Faithes
11-06-2005, 01:21 PM
<div></div>200 levels in any game = the most lame thing I've ever heard EDIT:  Had to put lame because the word I used got bleeped..Whoops! =) <div></div><p>Message Edited by Faithes on <span class=date_text>11-06-2005</span> <span class=time_text>12:22 AM</span>

Badd Boy
11-06-2005, 09:08 PM
Personally, I want them to not release anymore expansions. Work out the kinks in combat arts and spells and make the game more atractive to new players. If they raise the cap it will make it less attractive to new players.<div></div>

Naithik
11-06-2005, 09:18 PM
the problem is, the content so far is limited. For those who raided in t5 for 5+ months, t6 won't last until next expansion. If soe fixes the bugs and don't release anything new, you will see a lot of hardcore gamers leave. Sure that will encourage newbies, but considering that few newbies actually sticks to the game (heck, my guild recruited around 20 newbies, only 3 made it to lvl 40 without quitting), it's not worth it. So even if I'd like the bugs an issues to be fixed as much as the next guy, I'd say yay for new content <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Spag
11-07-2005, 03:31 AM
The 200 levels is supposed to be 100 adv and 100 crafting.