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Poll

The current level capacity should be:

left as it is
- 29 (44.6%)
I don't care
- 0 (0%)
extended
- 30 (46.2%)
removed completely
- 6 (9.2%)

Total Members Voted: 65


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Author Topic: Level capacity - why are we so limited? ;-)  (Read 6283 times)

Level capacity - why are we so limited? ;-)
« on: April 08, 2010, 08:03:10 pm »

Yeah, I know there were a lot of topics about it already, but as far as I remember none of them was a poll and I’m pretty much interested in what the overall response to this idea is. Removing a maximum level would obviously require reworking some of the current game mechanics not to allow players to become overpowered, such as f.e. making a life giver perk give one-time bonus to hp instead of an amount per level, or removing sniper/slayer perks. To be honest I never like that kind of arbitral limitations in any game and I would be glad to know if there is any chance that a current level capacity ever gets removed or at least extended.

Since I’m not kind of a humanist type, I’ll just simply enumerate pros that I see:


- Less alts lagging the server,

- Less pointless cruelty – most of people start to PK when they hit the levelcap and become bored. Opportunity of further exping would keep them busy and make the wasteland a little better place for newbies.

- The characters would be able to become a bit more universal at some level – f.e. you could develop 2 weapon skills – with the current 21 levelcap such a build would truly suck.
 
- The game would become generally longer for lone players – face that at this point of development the game actually ends after reaching a levelcap. Then it’s either you join a gang and play counterstrike with others or stop playing.. or start building another alt.

- Much bigger variety of characters, not just 2-3 standard builds for sniper and 2-3 standard builds for biggunner. It’s quite funny right now how easy it is to guess almost all the statistics of a player just on the basis of his hp and carried weapon because of so little possibilities.

- Building a character would become more elastic which means less frustration whenever you put a point into a wrong place or choose a wrong perk, which in most cases results in having to start a game anew in the current situation.

- A psychological phenomenon  :P – how people minmax all the stats in order to become ultimate killers after hitting 21’th level – would be no more, because even a pure crafter would be able to become one after long enough time of playing.

Last but not least: We test this game, right? So why to limit us that badly? In the sake of a testing process we should be able to experience more aspects of the game with one character, not just one build ONLY for PvE.. or one main + 30 narrowly specialized 1 CHA alts which you need in order simply not to suck PvP. Let a single character be a bit more universal – the game will certainly not be hurt by it.
« Last Edit: April 08, 2010, 08:09:34 pm by Elmehdi »
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avv

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Re: Level capacity - why are we so limited? ;-)
« Reply #1 on: April 08, 2010, 08:21:27 pm »

I'm all for little more universality and alt reduction. You can create good all-rounder char who can do many things, but still has distinct specialities. They are just outmatched by powerbuilds in pvp. If level cap was raised, the gap between adventure chars and combat only chars would widen even more.

Expanding the level cap won't help because eventually everyone will be at max level and then we see the same what always happens -> boredom, madness and alts or just new chars. Higher level cap cannot be the ultimate answer to character development. It is very desperate feeling when you know you cannot achieve anything anymore once you reach the top level. You just start thinking what went wrong in character development and start planning making a new one.
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vedaras

  • King of the wasteland
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Re: Level capacity - why are we so limited? ;-)
« Reply #2 on: April 08, 2010, 08:24:44 pm »

gifted trait would solve all this :D

And i dont see how level cap limit extending could solve problems, it would just delay them.
Re: Level capacity - why are we so limited? ;-)
« Reply #3 on: April 08, 2010, 08:35:42 pm »

If level cap was raised, the gap between adventure chars and combat only chars would widen even more.

Well, increasing a weapon skill over 240 seems rather pointless, so even pure PvP builds would have to scatter the skill points after reaching f.e a level 25.
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Re: Level capacity - why are we so limited? ;-)
« Reply #4 on: April 08, 2010, 08:51:18 pm »

WHINNING MODE ON
just implement leveldowns
WHINNING MODE OFF
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Re: Level capacity - why are we so limited? ;-)
« Reply #5 on: April 08, 2010, 08:51:24 pm »

high your skill more critical you get? yes im sure of this?
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▐ Nïghtkin▐

avv

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Re: Level capacity - why are we so limited? ;-)
« Reply #6 on: April 08, 2010, 08:53:07 pm »

Well, increasing a weapon skill over 240 seems rather pointless, so even pure PvP builds would have to scatter the skill points after reaching f.e a level 25.

It's the perks and stats that make the difference. Hitpoints received from EN10 and 2 lifegivers would give tremendous benefit if level cap was raised.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Level capacity - why are we so limited? ;-)
« Reply #7 on: April 08, 2010, 08:53:29 pm »

I don't like the gap in usefulness between mid-high level players as it is. Letting players have 500hp seems like a bad idea. Hell, letting them get near 200hp is a bad idea in my book.
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Re: Level capacity - why are we so limited? ;-)
« Reply #8 on: April 08, 2010, 08:59:39 pm »

I don't like the gap in usefulness between mid-high level players as it is. Letting players have 500hp seems like a bad idea. Hell, letting them get near 200hp is a bad idea in my book.
It's just the life giver perk. It was designed for OFFLINE crpg, in which you achieve 20th+ lvl not so long before the final scene. In FOnline 21th lvl is just a beginning of real game (and the real boredom), so the benefits of life giver are much higher. That also counts, for example, for... oh forgot... you know that "+5% to exp" perk - could be useful in original game, but totally useless here.

UPD
i mean, most perks are to be redesigned for MMO needs. There should be no perks that are almost useless at the levelcap, but "very useful" for low level characters. Because low level is temporary, levelcap is eternal (before the wipe lol). Or levelcap should be removed. Or yes, leveldowns implemented...
« Last Edit: April 08, 2010, 09:05:06 pm by tsagrippa »
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Re: Level capacity - why are we so limited? ;-)
« Reply #9 on: April 08, 2010, 09:03:23 pm »

high your skill more critical you get? yes im sure of this?

... There is a little truth in it - actually you get a slight bonus for critical chance (from 0 to 9%) depending on a chance to hit. But since after getting 240% in a gun skill, your cth is always 95%, further increasing the skill is still pointless  :P.

I don't like the gap in usefulness between mid-high level players as it is. Letting players have 500hp seems like a bad idea. Hell, letting them get near 200hp is a bad idea in my book.

It's the perks and stats that make the difference. Hitpoints received from EN10 and 2 lifegivers would give tremendous benefit if level cap was raised.

That's why I wrote that reworking a hp gain mechanics would be necesarry - players with 600 hp is something that I woulld never like to see either  ::).
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Kharaam

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Re: Level capacity - why are we so limited? ;-)
« Reply #10 on: April 08, 2010, 09:10:41 pm »

i am for but I think we should extend the cap to level 24, pheraphs 27... no more. And there should be only one lifegiver allowed OR after 21 lvl there would could no HP gain!
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Blubber we miss You!!!
Re: Level capacity - why are we so limited? ;-)
« Reply #11 on: April 08, 2010, 09:22:34 pm »

Quote
... There is a little truth in it - actually you get a slight bonus for critical chance (from 0 to 9%) depending on a chance to hit. But since after getting 240% in a gun skill, your cth is always 95%, further increasing the skill is still pointless 

Can you back that up at all? Afaik there is no relevance between chance to hit and crits.
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Kharaam

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Re: Level capacity - why are we so limited? ;-)
« Reply #12 on: April 08, 2010, 09:32:20 pm »

it seems that he meant aimed shots to the eyes with luck 10, finesse and 3x more criticals...
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Blubber we miss You!!!
Re: Level capacity - why are we so limited? ;-)
« Reply #13 on: April 08, 2010, 09:32:41 pm »

Can you back that up at all? Afaik there is no relevance between chance to hit and crits.

Here is the source:  http://fonlinedocs.netii.net/fo2calg.pdf

And here is some highlight:

Quote
The chance for a hit to be upgraded to a critical hit is then
(CRITCHANCE + Trunc ((TOHIT − RND)/10))%.

Edit: to be more clear - CRITCHANCE is a base critical chance  + aiming bonus + (optional) more criricals, TOHIT is a chance to hit, RND is a random roll from 1 to 100.
« Last Edit: April 08, 2010, 09:35:28 pm by Elmehdi »
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Re: Level capacity - why are we so limited? ;-)
« Reply #14 on: April 08, 2010, 11:01:39 pm »

The super high leveling reeks of munchkinism.

Roleplay some alternate builds, experiment.

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I wish there were bags, backpacks, etc. in Fonline.
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