DW>Ant wrote:Level cap is now set at 200. Reasoning: one of the major issues we've been encountering during testing (offline and online and even during live play) is that the level gaps are becoming too great to make it an enjoyable experience for low levels. Low levels will have to wait a very long time while they watch a level 200+ character solo the map (even with the piercing factor included, it's still possible to solo rank III maps if all abilities and attributes were purchased).
Well this never was a problem on MM. When the high lvl players wanted to play impossible stuff like Absolute Hell or Deep Violet or Cheapshot's, they did. I can't understand the reasoning you mention here at all. High lvl players don't get any exp on all the low level maps, so they have to make new characters to be able to play these maps. They have no gain in playing their high char.
Now lets say there are enough high players to
win a vote of a hard map like nocturne (hard for low lvls), why do all the high players now have to respect 1 or 2 low level players?
It is a majority vote. If most are low, they get a low lvl map, if most are high, they get a high lvl map. I don't see why you have to cap it for that reason.
I get if you say, you don't want all the builds to be equal, not all the protectives to have all the abilities maxed out. More variety in the builds is more fun to play on the server. And I also agree with the fact that a maxed out protective doesn't need a berserker to kill the enemy. (He needs ammo though and if he wants magic weapons he will need a berserker). But yes he only has to grab some ammo every now and then and only needs the magic weapon once, this won't bind team play at all.
If I look at the stuff Franky wrote, and at myself who send his lvl 200 into retirement because there is no gain in using it anymore, I can't agree with a lvl cap being the right solution.
I see 2 things that would get rid of any of the problems mentioned in an instant. Both of them aren't easy to put in a considerably amount of programming work.
1. Stricter recommended lvl for all the maps:
And I don't only mean exp wise. Nothing is keeping a rank 4 to rape a map like forgotten fane or colluseum right now. I mean something like a HP reduction if you are too high.
For example: a lvl 150 enteres a lvl 50 map = 50/150 of his usual base hp. Same can be used for adrenaline, support without adren = no rank 4 pets on low lvl maps, protective with no adrden = no big spirits or life cord on low lvl maps, berserker on low lvl map = no sacrifice, upgrading to +3 weapons on low lvl maps.
If they want to play a low lvl map, make them feel like a low lvl. As bonus you can leave at least a bit of the exp (25%) even for high lvls on the maps. I couldn't even play half the maps at the end.
And of course every map need reconsidering the recommended lvl for this idea.
2. Forced builds:
Include more forced builds into the game, like you did with the trigger happy/ life siphon. If you only cap the lvl you will never see some of the abilities, or like franky said, 800 ammo on a berserker, or any ammo on a support, or 800 adren on a support.
Don't cap the amount of points you can gain, with a lvl cap, but the amount of abilities you can buy together. You are actually only reducing the variety of builds with your lvl cap.
Some possibilities:
you can only buy the last 2 lvls of either ammo dump, or nrg transfer
you can only buy the last 100 hp on a berserker if you have max life siphon
you can only buy the last 300 hp on a protective if you have high metabolism
you can only buy high metabolism if your average resistances aren't over 40%
you can either buy high meta or life cord.
you can only buy the last 400 adrenaline if you have a rank4 pet
you can only buy vehicle skills if you have no mayor pet (mantas are ok)
you can only buy more than 0 ammo bonus if your hp bonus is less than 500 (protectives)
the possibilities are endless...