novercalis wrote: » Server starts and level 1-30 is unlocked for all players. In order to unlock level cap 31-40, you need X amount of Nodes 3 (let's pretend 20) in the server to exists. A World event occurs which unlocks players to go to level 40 cap. In order to unlock level cap 41-50, you need Y amount of Node 4 (let's pretend 10), another world event occurs and players can now level up to 50. In order to unlock level cap 51-55 or 51-59, you need Z amount of Node 5 (let's pretend 5 is needed on the server). Another story event happens. Then to unlock level 56-60 or 60, you need 1 node to hit level 6. So people can rush to "end game" but will be continuously hit with a wall when server starts. So instead of having 1-5%, this may allow 25%-50% of the population to catch up before there are sufficient nodes on the server for them to move to the next cap. Eventually - the final stretch level 56-60 or 60 should be approx 20-40% of the server population or even more hitting it together. Some benefits: * No lifing and playing 20-24-30-36-48 hours non stop isnt healthy. This should deter them from going all out, knowing it is pointless and enjoy the journey. * Prevent early monopolies and pvp establishments off the bat from gate keeping others off the bat. * Thus - there is more competition and pvp/friction to happen when most are in equal standing and not just a handful of players zooming on Meth and Ashes non-stop. * This is a one time event that only happens when a server starts it life cycle. * Showing appreciation and admiring the work that the devs and writers put into this game, instead of players zooming by. These nodes wont grow as fast vs the players who likes to race to end game. Enjoy the story, the world, the nooks and crannies, dungeons in each level range before we begin end game loop. Properly gear up and get those dungeon sets at lvl 20/30/40/50/55. Cons: honestly - I just cant think of any outside of selfishness and ego. The real con, allowing a power gamer / guild rush to end game, potentially sharing an account with a sibling taking turn to non stop grind, lock down an area for the guild. Or a singular guild dedicated no lifers ruining a server potentially because they were able to no life or find a way to play non-stop - ie Account sharing with guildies to get X amount of characters end game to secure dominance. I'd rather we fight it out, in-game friction - multiple races, that in the end - level 60 it isnt just a handful of players there for a week or two, but just for a couple of hours, up to 3-4 days before the rest of the herd arrives. That several thousands will be 60 within hours of each others - now posturing for dominance.
novercalis wrote: » * No lifing and playing 20-24-30-36-48 hours non stop isnt healthy. This should deter them from going all out, knowing it is pointless and enjoy the journey.
Depraved wrote: » why do people want to stop others from leveling fast so much? and wh do they say just enjoy the game...everybody enjoys the game in different ways. i enjoy it grinding mobs for 15 hours straight. thats fun and relaxing for me. you go explore and do quests and chop trees. how about we set a limit on how many trees you can cut a day, or items you can craft, or quests you can finish, or gold you can get? this prevents a few players from taking over if they decide to not focus on leveling and just make money early on. why we dont talk about that? also, this is how the game revelations online worked, but each level tier had "an endgame" so while no one could rush to max and had to wait until the next tier of levels activated after a global event where everyone contributed, players had an endgame loop at each level tier, however, the game was designed that way. i doubt ashes is doing that. and we all already have walls anyways, cant really level too much until nodes grow. doesnt matter if i play 15 hours a day but im getting 1 exp per hour waiting for nodes to level up. no lifing will work for alts or new players coming in. any characters leveling after there are metropolises in the game
Hillefuego wrote: » Actually, now we're on this topic: I'd actually prefer if there was no xp penalty killing higher level monsters. Sure you do less damage and miss more often etc, but if people find crafty ways of killing them anyway, devs should let them (unless its a bug exploit).
Mag7spy wrote: » NiKr Next thread on how to limit peoples experience on the game xD