![]() |
|
|||||||
| View Poll Results: Should Teams 99 have time-locked personal progression limits? | |||
| Yes. It will foster PvP and aid in casual player retention. |
|
28 | 41.18% |
| No. I do not believe in inhibiting my ability to progress at my own pace. |
|
24 | 35.29% |
| Maybe. It would depend on the exact system implemented. |
|
10 | 14.71% |
| I have no strong opinions on time-locked personal progression limits. |
|
6 | 8.82% |
| Voters: 68. You may not vote on this poll | |||
![]() |
|
|
Thread Tools | Display Modes |
|
#31
|
|||
|
This is by far the dumbest Ideal I've seen. It takes a whole 4 hours or less (with nothing) to hit 10. Play for four hours then go focus on ganking people struggling to level?
-- yeah that will keep the population high... | ||
|
|
|||
|
#32
|
|||
|
How do you level so quick kelsar I got 12 hours on my human necro and I am level7 with the exp bonus
| ||
|
|
|||
|
#33
|
|||
|
PM me. You're doing it wrong!
| ||
|
|
|||
|
#34
|
|||
|
There seems to be some confusion because Lowlife got my proposal a little wrong.
There would be no cap at level 10. The cap for the first week would be level 20. You have 7 days to level to 20. At day 7, the cap is raised to level 30. This means that even with level caps, by day 8 or 9 people would be rolling around at level 30. That is hardly unreasonable and most people wouldn't even be affected. | ||
|
|
|||
|
#35
|
|||
|
Are you guys serious?
If I wanted to have my hand held I'd be playing WoW. This is Everquest, stop with the casual shit. | ||
|
|
|||
|
#36
|
|||
|
As a casual player, I think this idea is up there with putting nipples on the bat suit.
__________________
Edalse Dwarf Cleric
Eslade Dwarf Paladin (Cazic Thule Server)#elfpals discord | ||
|
|
|||
|
#37
|
|||
|
I think a lot of people aren't understanding the purpose of this idea. It's not arbitrary or meant to punish hardcore players. It's a temporary measure designed to promote long-term balance between teams.
When SZ came out, an Evil guild called <Ruin> massively poopsocked during the first month of the server. The fact that this gave them a huge head start in PvE was imbalancing enough, but the real problem was the "brain drain" effect this had on the Good and Neutral teams. A lot of Good and Newt players, upon seeing how far ahead <Ruin> was, saw the writing on the wall, and re-rolled Evil. They thought Evil's early advantage would prove insurmountable, and so re-rolled to be on the winning team. As more and more people did this, it became a self-fulfilling prophecy. With level caps in place during the first few weeks, no one guild or team could race ahead the others by poopsocking 20 hours a day. This means that by the time the caps come off, each team should have a good number of level 40+ characters who would not be tempted to re-roll on a whim. When you're a level 10 Good playing on day 5 of the server's life and see there are already level 40 Evil players, the temptation to re-roll and join that side is understandable. Level caps during the first few weeks prevent situations like that from happening. This should go a long way toward ensuring that each team has good long-term prospects by keeping the losing teams from bleeding players early on. | ||
|
|
|||
![]() |
|
|