Quote:
Originally Posted by Cwall 146.0
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level caps are only good if your interest is to play the server for 3 weeks before it dies
best long term formula is slow exp and no level caps + incentives to keep progressing 1 character with something like pvp point vendors with decent gear on them (see devnoob/image pvp vendors but without the stupid shit they'd add after like 1 week)
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Keep in mind this is coming from someone that was in a guild that from day1 on red had people who were doing 8hour shifts on a single character to level faster than everyone else. They also had a cleric parked at the entrance of guk to kill anyone that tried to enter to level by training them with a bunch of mobs. That sort of thing.
Unless he wants to extrapolate more than this i dont see why anyone should take this seriously. I would even be careful if i was a dev not to get baited again by these types.
When red launched, on one side you had holocaust telling devs on forums everything was fine because their fun was to stomp casuals into the ground with xp loss so they quit the server as a form of entertainement. Other side had nihilum chokeholding the PVE stuff by numbers also telling devs everything was fine. Both were akin to chopping your own nuts in the end because it predictably led to a dead server.
Level cap time increments is a good mechanic to stop the no lifers from doing a repeat session of what happened to red during its first weeks. Especially if we are going full retard and doing a teams xp loss server.