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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. |
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28 | 41.18% |
| No. I do not believe in inhibiting my ability to progress at my own pace. |
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24 | 35.29% |
| Maybe. It would depend on the exact system implemented. |
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10 | 14.71% |
| I have no strong opinions on time-locked personal progression limits. |
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6 | 8.82% |
| Voters: 68. You may not vote on this poll | |||
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#21
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__________________
Phantom <Azrael>
Former good times with <Red Dawn><Neriak Chess Club><Vae Victus><Founding Fathers><Los Banditos><Blood Money> fighting the Zerg. ![]() | |||
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#22
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If you want to promote a server with a viable long-term population that isn't killed off in the early weeks by a poopsock guild getting a massive head start, then it's a good idea. The goal is to retain as many players as possible. Leveling caps help to do that. | |||
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#23
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I don't think you realize how loooooooong a week of /played time is. People would be bored shitless with this (no poopsock pun intended). I'm a purposely slow XPer, and after just 10 days /played I'm in my 30s. Even I would uninstall EQ with this.
Horrible idea. | ||
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Last edited by myriverse; 11-13-2013 at 05:33 PM..
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#24
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While I do not think a cap is the answer, I do think that one of the reasons people left red99 (including me) was that people were able to level fast just because they are able to sit in the basement 24/7 and grind. So you will always have a group of people high level and a huge gap, then people that are in their 20's.
Maybe a good idea is having something like rested xp so if you are someone who does not poopsock, you have a chance to keep up. Also encourages twinks to keep the newbie zones fresh for when new players come in. | ||
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#25
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It's in real time. So for the first 7 calendar days, no one can level past 20. From day 7-14, no one can level past 30. Etc... Let's be serious. That's really only going to affect the most hardcore players, who want to grind to max level as quickly as possible to bypass PvP while leveling. And remember, these level caps would be ONLY for the first few weeks of the server. After that they would never be a factor. | |||
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#26
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#27
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#28
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Glad to see Vexenu credited, I was only trying to draw Alecta's attention to it as the only idea I really saw missing from his list of topics.
Initially I was very against caps. Not because of any logical reason. Just that simple notion that as a human being I simply do not like being told "no" when I expect to have something. In this case, unlimited EverQuest. But then after I gave Vex's idea some real thought I realized this idea might actually work. As already mentioned, people understand this game far too much after all these years and have worked everything out to a science. But with level caps we can't just roll a necro/mage/enchanter, hardcore grind to 50, then solo farm the shit out of everything. You'll see people working together, camping items in groups with a purpose because it's better to do frenzy at 40 with some friends than wait another week. And where you have people grouping and leveling in desirable areas, you'll have enemies who are thinking the same thing. Sounds like a recipe for cooperation and PvP we don't see enough on either Red or Blue right now. And I'd like to see if that's how it pans out. | ||
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#29
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#30
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Is exp staying classic?
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