Honest question (not a suggestion) about raising lvl cap

ponyduck
ponyduck Posts: 0 Arc User
edited March 2013 in General Discussion
Why can't/won't PWI raise level cap to 120 or 150? This is an honest question,
asked strictly because I don't know. Every time this question
comes up in one sub-forum or another, it's usually answered simply by "it's
never gonna happen" or something similar. And I always wonder why it's
generally considered such an impossibility.

Would it cost PW way too much money? or what? That's about the only reason I
can think of. But would it really cost any more than creating a whole new
expansion, because that's basically what it would be.

Since there are so many high levels now--a large percentage of playerbase is
100+--plus, PWI seems to want players to level as fast as possible given the
types of things they've added to lower-level areas--
I would think PWI would try to find ways to keep them playing for a
few more years once they reach that 100+ mark. Sure they add such things
as Morai (which I personally think was more or less a failure all told), and
NW, which is fun for a few weeks before it too gets old, broken and lopsided--
everyone gets their ubergear, and they're done--what's that great gear gonna
be used for, except to pvp against the same old players you've pvp'd against
forever already.

Doesn't the China version already have lvl cap of 150? Or no? If so, then
PW already has code, etc., for it. Why haven't they introduced it into PWI
version?

Like I said, it's just something I've always wondered about. I'm not real
computer/tech savvy, so I don't know how these things work. But raising the
level cap just seems such an obvious move for PWI to make at this point, I
would like to know why they don't.

Thanks in advance for any & all responses.
Post edited by ponyduck on

Comments

  • Runemine - Dreamweaver
    Runemine - Dreamweaver Posts: 572 Arc User
    edited March 2013
    If i remember correctly it would **** with the code and they would have to rewrite alot of it. Not 100% sure on that but it's something similar.

    Also CN is 105 cap no higher.
    101 Blademaster(Pro/Fail 4.0 BM with 11k base HP+G16(+10))
    100 Seeker(The Vortex Beast)
    86 Assassin(Solo king)
    76 Archer(Squishy Nuker)
    72 Cleric(Horrible healer)
    67 Barb(Buff baby)
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    37 Mystic(Fun project)
  • ponyduck
    ponyduck Posts: 0 Arc User
    edited March 2013
    Thanks. I didn't know that about the CN level cap. Which leads me to
    another question:

    I've seen gear in Auction House with lvl 135 requirement (or something
    like that), and sometimes you get a drop of a pot for lvl 110--where
    do these come from? Why do they even exist, if there isn't and never
    will be, an increase in lvl cap?
  • Mosz - Heavens Tear
    Mosz - Heavens Tear Posts: 3,181 Arc User
    edited March 2013
    oriinal PWI (this is PWI 2) was lvl 1-150, the 105-150 got compressed down to 100-105-hence the ridiculous xp requirement growth

    additionally raising the level cap wouldnt do much of anything except more disbalance
  • Liveena - Heavens Tear
    Liveena - Heavens Tear Posts: 422 Arc User
    edited March 2013
    From a different thread :
    If Pavillion of Heavenly Music is Misty City, then both Renegade & Misty City are already in the game... sorta. Ok PW history lesson time;

    In PW China, they opened these dungeons as FB109s, this was back when the game was pay to play, and at that time the game had a 150 level cap. The 3rd culti fairy was given at 109 at that time as well.

    The game moved to free to play, and the cap was reduced to 105. PWI was released shortly after and except for a month or 2 lag time in localization, follows the same timeline progression as PW-CN.

    3 Months after PWIs release, the Lost Empire Expansion was added. This includes the 4 past chrono maps. Also as content was added through patches, they gave us Culti100 for the 3rd fairy. This is obviously a different cultivation then the original FB109 cultivation, as it requires the completion of all the gold chrono quests & maps instead of needing to hit 109. However it still gave us the 3rd & final cultivation fairy and put an end for even the need for FB109s.

    Now however, they have these 2 unused dungeons already made, sitting in the games database files... what to do with them? And along comes Warsong City given to us in the patches that followed the Age of Spirits Expansion. This is precisely, mobs for mob, identical map, a reinstatement of Misty City (FB109 Heaven). They simply recycled the dungeon. Further down the line, Nirvana Palace is added in the patches that followed Rising Tide Expansion. This is a modified recycling of Renegade (FB109 Hell). In this case they removed many smaller passageways (which amusingly enough, they just blocked with closed doors, and erased them from the map, but you can still F9 pan the camera into these hallways), and they left only the big rooms and bosses.

    So that was the final nail in the coffin for Misty City or Renegade (FB109s) ever being added to our game. They removed the purpose (or rather changed the culti path) in Lost Empire, and reused the dungeons for Age of Spirits (Warsong) & Rising Tide (Nirvana).

    Edit: On an amusing note, Both Warsong & Nirvana each had the same glitch when they were added. When Warsong 1st was added, people were able to enter it via the Misty City entrance in Lothranis until they fixed that. Likewise when Nirvana was 1st added, people were able to enter it via the Renegade entrance in Mommagannon until they fixed that.

    On another note, for the LONGEST time i've seen a map called Blacksand Palace on ecatomb.net and always wondered what it belonged to. You just pointed out there's an instance entrance in Sandstorm valley, that puts the pieces together for where... now if i could only find info on what it used to be for.

    Also high level mobs in hell/heaven can drop those 110 pots. 135 gear can be drop from a boss which has been summoned by GM (but not existed in world map)
    Heaven Tear

    Liveena 102/102/102 Demon Cleric
    Milfeena 103/102 Demon BM
    Silpheena 104/103/102 Sage R9S3 Seeker
    Cieleena 101/101/101 Sage Stormbringer
  • Decus - Dreamweaver
    Decus - Dreamweaver Posts: 5,033 Arc User
    edited March 2013
    I'm fairly sure Black Sand Palace never actually existed, though. Just some minimap files and, maybe, the larger instance map. Whether it was meant to be entered in that portal near Sandsong is a mystery for which we will never have an answer :3

    (I know it was someone else's comment that you linked, just wanted to point that out anyway.)
    Proving that not only archers do math since 2009. b:victory
    Current math challenge: pwi-forum.perfectworld.com/showthread.php?t=1029711&page=45
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    "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." -SashaGray
  • Longknife - Harshlands
    Longknife - Harshlands Posts: 4,843 Arc User
    edited March 2013
    One issue is they'd need to re-tweak Soulforce, otherwise we'd have Psys running around with 50% silence rate and 20 second stun, and other such fun OP soulforce skills.
    I <3 AGOREY
  • Zsw - Dreamweaver
    Zsw - Dreamweaver Posts: 1,087 Arc User
    edited March 2013
    It would be very easy to raise the cap to 120 or 150. The only problem would be rebalancing some skills and items (as it stands, genies would be able to learn every single skill, psychics would have extremely high soul forces, etc) and making compensation for people who spent a hell load of time leveling to 105 since it cost a grand total of 4 bil exp to ding 105, but only 303mil to ding 100. Everything else would be, as you say, pretty much an expansion. But a huge expansion at that, as they would need gears that are far better than r9rr. Otherwise, why level that high when you can get r9rr at 101?

    Can they raise it to 120, or 150? Yes, easily. Why won't they do it? No idea. Possibly too expensive to develop.
    Zsw -104 Sage Assassin
    TehZsw - 100 Demon Archer


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  • Nymphali - Dreamweaver
    Nymphali - Dreamweaver Posts: 449 Arc User
    edited March 2013
    Don't take it personal, but are you 105 yet? Come on, people **** enough bricks to get to 102, then they pass through a hell to get to 103, then ressurect and go all the way thru a tobogan of blades to get to 104...

    WE DONT NEED HIGHER LV CAP, THRUST ME.
  • ponyduck
    ponyduck Posts: 0 Arc User
    edited March 2013
    Pretty much agree with what everyone has said. Granted it would take a lot
    of work to make it do-able, but that's why I say, instead of putting resources
    into one or two new expansions, put all that money/effort into this stuff.

    To answer some specifics:

    Yes, they'd have to tweak skills--but that's part of the planning & work they'd
    need to do.

    As far as compensation for all the players who spent time/money getting to 105--
    where is my compensation for time/money spent getting to 103, ranking 2nd on
    LC server, only to be trampled by the frost glitchers? Where is my compensation
    for virtually farming a full NV set, only to have r9 introduced the next week?
    I'm not complaining (well, yeah, sorta, lol), but my point is, compensation for
    past work/achievements has never really been on PWI's agenda.

    Of course, new gears, skills, etc.--that would be part of the whole plan. Gotta
    have something to strive for.

    My highest lvl char is 103. But the point is, there ARE
    a lot of 105's out there, and 104's, etc. I basically would like PWI to
    implement content that makes all that uber-ness NECESSARY. And you're right,
    it wouldn't necessarily have to include a rise in level cap--they just need to
    add a lot of new & creative content that gives a challenge to the uber-folk
    outside of pvp.

    I still like my suggestion of making a new server for 100+ players,
    where they basically start from scratch but everything is ramped up to their
    level. Not just new instances, or pvp events--but starting over in, say
    Plume--with Hepastral Beetles with 750K HP, lol.

    Or just add a lot of new quests for 100+ in Morai, heaven & hell, upping the
    HP & atk of mobs there considerably. As has been said so many times,
    these areas are SO under-utilized.

    I can't help but feel that getting all players spread back out into the world
    would increase the fun-ness level of this game, as opposed to always
    making stuff in instances. Vary the quests a bit. For example--instead of
    having to kill X number of mobs, it's: "you have 15 min.--how many mobs
    can you kill in this time? More=greater reward."

    I also think it would improve the pvp aspect of this game. PVP just seems
    more fun to me when it's spontaneous--you're out questing, someone else is
    there killing the mobs you need, so you try to pk them. Or simple as, you
    see a rival faction member out questing, so you kill them. As it is now,
    pretty much the only pk that happens is "planned" so to speak.

    Anyway, I'm all over the place now, topic-wise, lol. Just wasting time while
    servers are down, lol. Thanks for all replies--and esp to you, Liveena, for
    looking that up for me. Very interesting.
  • Epros - Raging Tide
    Epros - Raging Tide Posts: 1,720 Arc User
    edited March 2013
    Don't take it personal, but are you 105 yet? Come on, people **** enough bricks to get to 102, then they pass through a hell to get to 103, then ressurect and go all the way thru a tobogan of blades to get to 104...

    WE DONT NEED HIGHER LV CAP, THRUST ME.

    101 to 102 wasnt "****ting bricks" and 102 to 103 is easy. its the 103-104 and 104-105 that suck



    EDIT: thrust you? oh bby
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  • Tide_Surfer - Archosaur
    Tide_Surfer - Archosaur Posts: 1,261 Arc User
    edited March 2013
    101 to 102 wasnt "****ting bricks" and 102 to 103 is easy. its the 103-104 and 104-105 that suck



    EDIT: thrust you? oh bby

    Every lvl is "easy" just takes time. Heck you can grind lvl 1 mobs to lvl up every lvl, doesn't mean it will be fast.
    [SIGPIC][/SIGPIC]
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  • Toliman - Raging Tide
    Toliman - Raging Tide Posts: 1,595 Arc User
    edited March 2013
    ...

    Can they raise it to 120, or 150? Yes, easily. Why won't they do it? No idea. Possibly too expensive to develop.

    Let them buy levels 200+ and set same experience rate per level as for level 1-105(experience for level 106 is twice more than experience for level 105, etc.).

    I will read about fight of cash against cash with pleasure.
  • Kniraven - Lost City
    Kniraven - Lost City Posts: 2,620 Arc User
    edited March 2013
    Actually I VERY much liked the idea of a new server or even new instance with majorly amped up difficulty.

    "hepastral beetles in plume with 750k hp"

    Starting from the beginning, but allowing people to keep what they've earned over the years.

    A PWI "hard mode" if you will.
    That would be f-cking amazing!
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  • Toliman - Raging Tide
    Toliman - Raging Tide Posts: 1,595 Arc User
    edited March 2013
    Actually I VERY much liked the idea of a new server or even new instance with majorly amped up difficulty.

    "hepastral beetles in plume with 750k hp"

    Starting from the beginning, but allowing people to keep what they've earned over the years.

    A PWI "hard mode" if you will.
    That would be f-cking amazing!
    It is easy. Equip npc armor and weapon without gems and refines and any instance will be difficult for you.
  • shadowken2
    shadowken2 Posts: 5
    edited March 2013
    the reason why is that, the CN server goes up to 150 but for our international version ours is only 105, 1 lvl past 100 = 10 lvls on cn. Meaning that 101 is actually 110, 102 =120 etc, that is why when you notice the exp jump from 100 to 101 is outrageous and continues to do so, they just condense the lvls on ours.
  • SylenThunder - Twilight Temple
    edited March 2013
    shadowken2 wrote: »
    the reason why is that, the CN server goes up to 150 but for our international version ours is only 105, 1 lvl past 100 = 10 lvls on cn. Meaning that 101 is actually 110, 102 =120 etc, that is why when you notice the exp jump from 100 to 101 is outrageous and continues to do so, they just condense the lvls on ours.

    Depends on which CN server you speak of. the P2P version is on completely different code from the PW-CN and PWI versions.
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