Quests to 105.
Mizuryu - Harshlands
Posts: 154 Arc User
I was just wondering if doing every quest will take you to 105?
It would be AMAZING if it did.
I feel like it should.
It would be AMAZING if it did.
I feel like it should.
[SIGPIC][/SIGPIC]
Post edited by Mizuryu - Harshlands on
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Comments
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Level 101-105 is squished XP Via the old cap 150 we used to have, they squished down 50 levels worth into 101-105. Good luck on years worth of quests to get to 105 via quests.0
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Chigenkaiona - Dreamweaver wrote: »Level 101-105 is squished XP Via the old cap 150 we used to have, they squished down 50 levels worth into 101-105. Good luck on years worth of quests to get to 105 via quests.
I think they should fix that.[SIGPIC][/SIGPIC]0 -
Mizuryu - Harshlands wrote: »I think they should fix that.
I don't know the reason for the 150 to 105 change, so I cannot say if it was a stupid reason or a legit reason, but I'd say bring 150 back cause those extra points per level makes any class able to duo-build into other things. Such as my 5aps veno, if I had the extra points at 150, I could also give her magic decent enough to spell cast with a G16 weapon+good damage, and 5aps(G15 revenge claws that heal) when I'm fighting something that can possibly kill me in AA armor, as I'd switch to HA then.
Reason for this: Cause I find duo-build more fun then pure 1-way builds. Wouldn't care if people said I'd 1 shot everything with 700+ magic, I hate 1 shotting or being too OP, makes an game boring.0 -
Chigenkaiona - Dreamweaver wrote: »I don't know the reason for the 150 to 105 change, so I cannot say if it was a stupid reason or a legit reason, but I'd say bring 150 back cause those extra points per level makes any class able to duo-build into other things. Such as my 5aps veno, if I had the extra points at 150, I could also give her magic decent enough to spell cast with a G16 weapon+good damage, and 5aps(G15 revenge claws that heal) when I'm fighting something that can possibly kill me in AA armor, as I'd switch to HA then.
Reason for this: Cause I find duo-build more fun then pure 1-way builds. Wouldn't care if people said I'd 1 shot everything with 700+ magic, I hate 1 shotting or being too OP, makes an game boring.
So rather than spending time and money completing this project, they simply compressed the upper 50 levels worth of experience into 5 levels. They also adjusted the skill and cultivation levels to match that.
Thanks to this act, they now can no longer expand the level cap. Not only is the client not designed to handle a larger integer for the experience table, but reverting the exp table would irrecoverably break the account data for every character above level 100; making that character, and possibly that account, completely unplayable.[SIGPIC][/SIGPIC]0 -
SylenThunder - Sanctuary wrote: »When Wanmei purchased the game from Archosaur Group, it wasn't completed. The level cap was set to 150, but no game design had been done past 130, and no quests or cultivation had been done past level 119.
So rather than spending time and money completing this project, they simply compressed the upper 50 levels worth of experience into 5 levels. They also adjusted the skill and cultivation levels to match that.
Thanks to this act, they now can no longer expand the level cap. Not only is the client not designed to handle a larger integer for the experience table, but reverting the exp table would irrecoverably break the account data for every character above level 100; making that character, and possibly that account, completely unplayable.
Where'd you get this info from?[SIGPIC][/SIGPIC]0 -
Mizuryu - Harshlands wrote: »Where'd you get this info from?
When you've been around this community, company, and game for years like Sylen and myself, it's just basic knowledge we gained over the years.
The original game was created around 2003-2004 by Archosaur Studios. The original intention was to have one starter city for each element (fire, water, etc). Unfortunately, they were bought out by Wanmei, and most of the original developers moved on, left, or were laid off of the project. Wanmei began creating the game how they saw fit, by adding genies, auto-pathing, new classes, OP gear, and what not. They don't generally fix bugs because the developers are crunched on time and don't fully know the game's code prior to any content released after Age of Spirits.
The game's engine is called Angelica. It is quite old/outdated, and doesn't support much of what you would expect modern games to have (multi-threading, most in-game graphics are rendered via CPU instead of GPU).I host an Ecatomb mirror here: ecatomb.gdevtalk.net
I've been actively playing since late 2008.
Youtube: youtube.com/user/thecryotonic0 -
bluestuffzzz wrote: »When you've been around this community, company, and game for years like Sylen and myself, it's just basic knowledge we gained over the years.
The original game was created around 2003-2004 by Archosaur Studios. The original intention was to have one starter city for each element (fire, water, etc). Unfortunately, they were bought out by Wanmei, and most of the original developers moved on, left, or were laid off of the project. Wanmei began creating the game how they saw fit, by adding genies, auto-pathing, new classes, OP gear, and what not. They don't generally fix bugs because the developers are crunched on time and don't fully know the game's code prior to any content released after Age of Spirits.
The game's engine is called Angelica. It is quite old/outdated, and doesn't support much of what you would expect modern games to have (multi-threading, most in-game graphics are rendered via CPU instead of GPU).
That's pretty sad.[SIGPIC][/SIGPIC]0 -
SylenThunder - Sanctuary wrote: »When Wanmei purchased the game from Archosaur Group, it wasn't completed. The level cap was set to 150, but no game design had been done past 130, and no quests or cultivation had been done past level 119.
So rather than spending time and money completing this project, they simply compressed the upper 50 levels worth of experience into 5 levels. They also adjusted the skill and cultivation levels to match that.
Thanks to this act, they now can no longer expand the level cap. Not only is the client not designed to handle a larger integer for the experience table, but reverting the exp table would irrecoverably break the account data for every character above level 100; making that character, and possibly that account, completely unplayable.
So they keep trying to expand the super-endgame gear line into the design idea. Well that's progress. Brilliant. b:laugh But hey whatever keeps the children going. I heard incomparable aspects were a good way to fix broken game design. Ah we could have a gear and pack treadmill for that as well. Anyway back to Blacklight Retribution. b:pleased
Time won't wake/make you wiser, but it will definitely wound you.
b i t . l y /
I was a man of ideas and action, but at the same time a gentleman. -- S a Z T u R
Subtly is never my strong point, but I like to find the gaps in walls and the cracks in bricks.
Are you kind of seeing what I'm saying. b:bye0 -
bluestuffzzz wrote: »When you've been around this community, company, and game for years like Sylen and myself, it's just basic knowledge we gained over the years.
The original game was created around 2003-2004 by Archosaur Studios. The original intention was to have one starter city for each element (fire, water, etc). Unfortunately, they were bought out by Wanmei, and most of the original developers moved on, left, or were laid off of the project. Wanmei began creating the game how they saw fit, by adding genies, auto-pathing, new classes, OP gear, and what not. They don't generally fix bugs because the developers are crunched on time and don't fully know the game's code prior to any content released after Age of Spirits.
The game's engine is called Angelica. It is quite old/outdated, and doesn't support much of what you would expect modern games to have (multi-threading, most in-game graphics are rendered via CPU instead of GPU).
I've been doing this for a few years now with PWI, I've been playing and deeply involved since beta, and have even had the chance to do testing for future expansions on separate beta servers.[SIGPIC][/SIGPIC]0 -
SylenThunder - Sanctuary wrote: »Not only that, but I have delved quite deeply into the code for both the client and the server. To the point that I have, in the past, even sent code fixes for some of the existing bugs. In fact, if I bothered to put a couple of hours into it, I could revert FCC, add the experience version into it to create three modes, and additionally, cap the level on both entrance, and assign a different cap for the ability to hyper. All it takes is a bit of editing on the map, it's configuration script, and re-designing part of the quest system associated with it.
I've been doing this for a few years now with PWI, I've been playing and deeply involved since beta, and have even had the chance to do testing for future expansions on separate beta servers.
The sad part is that even if you were to offer to do this work for them for free, I doubt they'd take you up on your offer.[SIGPIC][/SIGPIC]0 -
SylenThunder - Sanctuary wrote: »Not only that, but I have delved quite deeply into the code for both the client and the server. To the point that I have, in the past, even sent code fixes for some of the existing bugs. In fact, if I bothered to put a couple of hours into it, I could revert FCC, add the experience version into it to create three modes, and additionally, cap the level on both entrance, and assign a different cap for the ability to hyper. All it takes is a bit of editing on the map, it's configuration script, and re-designing part of the quest system associated with it.
I've been doing this for a few years now with PWI, I've been playing and deeply involved since beta, and have even had the chance to do testing for future expansions on separate beta servers.
1- in what language is pwi written (i mean c++/java ect...)
2- how did u c the code lines they r precompiled how could u access them?0 -
Basically now, all they are doing is taking this giant pile of nothing that was never completed and trying to soak as much cash out of it as they can, but making it user friendly, and easy to play and hard to gain wealth in game with the ease of spending cash, but not getting much wealth for your cash spent. If they would of fixed/finished the original content and not decided to have went the route they did, you would have a super epic mmo, not a fail and dead, idiot proof and no fun, constantly repeating game as of now. b:bye b:shutupIt's a game and I'm proud to be a stupid fail demon barb!
My EPIC Fail Demon Barb has 40k/48k HP and my stat points are as follows:
VIT 552 STR 310 DEX 60! b:surrender0 -
SteelStar - Heavens Tear wrote: »Basically now, all they are doing is taking this giant pile of nothing that was never completed and trying to soak as much cash out of it as they can, but making it user friendly, and easy to play and hard to gain wealth in game with the ease of spending cash, but not getting much wealth for your cash spent. If they would of fixed/finished the original content and not decided to have went the route they did, you would have a super epic mmo, not a fail and dead, idiot proof and no fun, constantly repeating game as of now. b:bye b:shutup
Did you just say the current game is Idiot proof?
Careful, you may get in trouble for talking about another game.[SIGPIC][/SIGPIC]0 -
Oups_Dead - Harshlands wrote: »1- in what language is pwi written (i mean c++/java ect...)
2- how did u c the code lines they r precompiled how could u access them?
I forget exactly what language is used in elementclient.exe, but I always think of it as the tagalog version of C++. It's mostly linked values.
If I go into more detail than that, I'm likely to get in trouble again.b:chuckle[SIGPIC][/SIGPIC]0 -
SylenThunder - Sanctuary wrote: »I have tools that allow me to directly manage and edit the data. Editing maps simply requires a couple of plugins for PhotoShop or Gimp. A lot of it is a strange combination of things. Like the character/faction/account information being stored partially on a proprietary Berkeley database and partially in a standard SQL database. Most of the character-specific data is stored in XML and uses both plain-text and Octet stored values. (The octect values referring to data within other files or computational values.)
I forget exactly what language is used in elementclient.exe, but I always think of it as the tagalog version of C++. It's mostly linked values.
If I go into more detail than that, I'm likely to get in trouble again.b:chuckle
What do you do for a living?
And isn't it possible to add on to current quests?[SIGPIC][/SIGPIC]0 -
Mizuryu - Harshlands wrote: »What do you do for a living?
And isn't it possible to add on to current quests?
As far as adding on to current quests, yes completely. you can change them, add steps, extend the chain, create new quests, NPC's, and even edit the shops and items sold. Most of it's pretty simple to code with the right tools too.[SIGPIC][/SIGPIC]0 -
I don't think unique (non-repeatable) quests will get you past 83 b:chuckle
I never heard the explanation behind the change in lvl cap, thanks Sylen! b:thanks0 -
Just looking briefly at pwdb I am not sure if there are enough quests to get to 105, but there could be alot missing that is in the gameMarine - Marshall - Raging Tides - Retired
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DEMHEALSMAN - Dreamweaver
Yes, because people really need 900+ dex or 1000+ magic just for the lulz0 -
I have no data really to back this up, but off intuition and my experience alone, I think it's possible to get into the 90's with just quests. I seriously doubt you are able to get to 105, let alone 103.Proving that not only archers do math since 2009. b:victory
Current math challenge: pwi-forum.perfectworld.com/showthread.php?t=1029711&page=45
[SIGPIC][/SIGPIC]
"Any skills that can be used to kill you will interrupt BB when successful." -truekossy | "...Sage archers are kind of like Mac owners. They are proud of the weirdest and most unnecessary things." -Aesthor | "We ALL know Jesus doesn't play PWI. He may have suffered a lot for humanity, but he'd NEVER punish himself this way." -Abstractive | "I approve of bananas." -SashaGray0 -
100-101- 66,954,000
101-102- 267,816,000
102-103- 535,632,000
103-104- 1,339,080,000
104-105- 1,750,000,000
Can you imagine if there actually were unique quests to get you to 105 lol0 -
Well, what I can think of is to make a repeatable quest like One-Man Army quest but with the reward of EXP instead of just frag & rep..[SIGPIC][/SIGPIC]
I'm on Heavens Tear!0 -
Mraochan - Lost City wrote: »100-101- 66,954,000
101-102- 267,816,000
102-103- 535,632,000
103-104- 1,339,080,000
104-105- 1,750,000,000
Can you imagine if there actually were unique quests to get you to 105 lol
It just repeats that value above 104, at least with the given data we have.
(anyone who's developed the game privately knows this)I'm a guy, not a woman, that is all
"When you're on Team Bring it, every morning your feet hit the floor, the good lord says "good morning" and the devil says 'Oh **** they're up' " - Dwayne "The Rock" Johnson
Are you on Team Bring it?0 -
**** yes this is what the game is missing the most...
bring the storyline into worthy quests to lvl up from 102 to 103 to 104 to 105 (and for worthy i mean tens or hundred millions exp)
i am so desperate i could even cs my own exp... cause i dont have the time (as many others) to level up my char from my actual level to level cap b:cry0 -
taringa181 wrote: »i am so desperate i could even cs my own exp... cause i dont have the time (as many others) to level up my char from my actual level to level cap b:cry
Buy FCC items plenty of exp there b:chuckleMarine - Marshall - Raging Tides - Retired
[SIGPIC][/SIGPIC]
DEMHEALSMAN - Dreamweaver
Yes, because people really need 900+ dex or 1000+ magic just for the lulz0 -
I had my barb since beta stages of PWI. I played the first 2 years, then took a 2 year+ break from this game. During my time in here before my break, I had completed all available quests. Levelling was boring (as in, too long) then..lvl 95+ quests made you kill 95-100 mobs per quest. But except for Lunar solo mode quests, Im done with every single do-able (read:working) quest in-game. Back then, it took me almost 1 year to lvl from 100 to 101.We had the new features in thesecond year of the game (BH & then FF), but lvling was still slow then.
I used to stack quests requiring same mobs (normal in-game quests + repeatable One Man Armys + Justice Quests + Wanted quests). And it was still uber slow.
As of now, PWI has considerably nerfed quests, such that you can kill 25-40 mobs at most and the quest is done. At the same time, the exp needed per lvl isnt nerfed in any way. PWI took away one main "aspect" of the original game - endless grinding for lvls.
So "in short", there is NO way you can lvl to 105 by questing.
...unless you decide to lose your life and become a pwi slave and do Justice quests + Wanted quests 24 hours a day, every day (it includes an all-inclusive package to Bed island during maintenances)0 -
Haven't for a while. Sure I like the sound of being 105 and of course leveling would make a modicum of difference in my attributes but at some point I started finding other aspects of the game more desirable.
And maybe being at a high level isn't such a great prize anymore. Just buy an e-ticket and ride.
I still appreciate those who have earned the highest levels of achievement but that's no longer measured in levels. I see who can play the game and who simply bought the decorations.[SIGPIC][/SIGPIC]0
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