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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

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  #31  
Old 11-14-2013, 08:46 AM
Kelsar Kelsar is offline
Sarnak

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Posts: 229
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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  
Old 11-14-2013, 08:48 AM
Tassador Tassador is offline
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Join Date: Oct 2011
Posts: 3,903
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How do you level so quick kelsar I got 12 hours on my human necro and I am level7 with the exp bonus
  #33  
Old 11-14-2013, 08:50 AM
Kelsar Kelsar is offline
Sarnak

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PM me. You're doing it wrong!
  #34  
Old 11-14-2013, 02:30 PM
Vexenu Vexenu is offline
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Posts: 1,213
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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  
Old 11-14-2013, 09:06 PM
Milkshake Milkshake is offline
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Join Date: Jan 2012
Posts: 10
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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  
Old 11-14-2013, 09:17 PM
Eslade Eslade is offline
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Join Date: Aug 2013
Location: The Lab
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As a casual player, I think this idea is up there with putting nipples on the bat suit.
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  #37  
Old 11-14-2013, 09:44 PM
Vexenu Vexenu is offline
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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.
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