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I think we need to see a level cap increase

Level 65 just doesn't do it for me, I like round numbers, in 10s, maybe level 70, that sounds like a good number!
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  • sthe91sthe91 Member Posts: 3,074 Arc User
    edited January 28
    We already had a new level cap increase not too long ago. So to me, too soon for another.
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  • seaofsorrowsseaofsorrows Member Posts: 10,068 Arc User
    Not really sure what this would accomplish.

    What is it exactly that you hope to gain with 5 more levels?
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  • somtaawkharsomtaawkhar Member Posts: 9,034 Arc User
    sthe91 wrote: »
    We already had a new level cap increase not too long ago. So to me, too soon for another.
    Over two years ago.

    But yeah, there is no point in raising the level cap at this point. Even the last level cap increase wasn't really a true level cap increase since you didn't get any more skill points to spend. It was more or a mechanical thing for Mark XV items.
  • pottsey5gpottsey5g Member Posts: 3,403 Arc User
    edited January 28
    Last time we had a new level cap it took me approx. 30 seconds, perhaps 60seconds from log in to hit the new level cap. Was really badly thought out and a compete waste of time. If they do a level cap like last time then I do not see the point in it.

    Anyway the Endeavor Systems serves to fill the role of leveling up. What I would prefer to see is that expanded and with an Epic level added that required team work goals.
  • fovrelfovrel Member Posts: 1,444 Arc User
    Pointless. Levels in RPG games are mainly to get you through a story line, starting zone, next zone, next chapter etc. Most MMORPG's do realise that players want to play the game in all aspect and don't want to be hold up in a tedious leveling experience before they can enjoy all the content. So we need short intro-game with fast leveling and a huge game world which gives us a lot to do. STO works very well and does not need a level cap increase.
    Elder Scrolls Online also has a system where you can play any zone from the start. So no longer high level zones and low level zones. Players can play where the want and with whom the want. Marvelous and such features make levels and cap increases pointless.
  • evilmark444evilmark444 Member Posts: 5,837 Arc User
    Levels only serve a purpose in games like WoW that reset progression with every expansion. In STO we would continue using the same gear (plus future additions), so a level increase is pointless and would only serve to accelerate powercreep.
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  • coldnapalmcoldnapalm Member Posts: 9,245 Arc User
    I think not. It would be pointless.
  • starcruiser#3423 starcruiser Member Posts: 746 Arc User
    Not much difference between 65 to 70 or even 75 so agreed...what would it accomplish? even with a level increase it would be so easy to do and no substantial change.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 2,417 Arc User
    Not really sure what this would accomplish.

    What is it exactly that you hope to gain with 5 more levels?

    More rewards could be fun.

    But I agree with others. There's not much point in even having levels - let alone an increase - when it doesn't mean that much for what the player can and can't do.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • rattler2rattler2 Member Posts: 53,036 Community Moderator
    I'd honestly prefer more lateral growth that allows for more choices. So more spec trees would be nice, as that would allow for more.
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  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 2,417 Arc User
    edited January 28
    Maybe they could also think of things like promoting our Boffs to captain.

    That could open up many more options, more than just another level increase for our captains (who are admirals and equivalents of that anyway).

    Likewise, why not let us improve our ships gradually in the same way Endeavours and ship mastery allow for improved performance?
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • corinthalascorinthalas Member Posts: 612 Arc User
    edited January 28
    rattler2 wrote: »
    I'd honestly prefer more lateral growth that allows for more choices. So more spec trees would be nice, as that would allow for more.

    Same. Another 5 or 10 levels doesn't really change much. In a week, we'd be right back where we are right now. I'd love to be able to cross-specialize -- combining some parts of different specializations together, allowing out BOFFs to use skills from *our* specializations at specialized stations -- like temp/pilot cross-spec could allow both temporal and pilot skills to be used at any pilot or temporal station, for example.
  • ltminnsltminns Member Posts: 12,295 Arc User
    We already are 180 Levels above that due to Specializations.
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  • asdfjkadfjkasfasdfjkadfjkasf Member Posts: 345 Media Corps
    Not really sure what this would accomplish.

    What is it exactly that you hope to gain with 5 more levels?

    It makes me feel better having it at a multiple of 10.
  • evilmark444evilmark444 Member Posts: 5,837 Arc User
    rattler2 wrote: »
    more spec trees would be nice

    Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,076 Arc User
    > @evilmark444 said:
    > Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?

    I think it’s a matter of making progression curves not too long in a linear fashion. They better have multiple curves (reps, upgrades, perks) running parallel to enable new players to catch on as they can work on them simultaneously.

    STO has never been much of leveling. It’s rather a question what new pest systems they unlock for you while you reach new levels.

    These pest Systems are the ones that upset players when I end up with them in public PvE. Not my max level.
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  • aesicaaesica Member Posts: 716 Arc User
    edited January 29
    Level cap increases in this game have been so utterly meaningless. Please no.

    Edit: To clarify: Level cap increases exist in games mostly to reset power creep and trivialize old content as new layers of content are added, so that players are encouraged to play the new content while ignoring the old. Since this game's direction is clearly different (new layers of content added as additional choices) I haven't seen level cap increases add anything meaningful to the game. This is all they do for STO:
    1. Force players to spend a very brief while hitting the new leveling cap
    2. Give tech upgrade sellers a windfall
    3. Add an even bigger hill for new players to climb to get to "the good stuff"

    Aside from being an overly-long tutorial for new players, levels themselves serve little purpose in this game, given how it's presented.
  • somtaawkharsomtaawkhar Member Posts: 9,034 Arc User
    edited January 29
    Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?
    Honestly, this has been my suspicion for awhile.

    I mean we have
    • Command: Which is mostly a "team play" specialization focused on being in teams/everyone in the team using it. As well as expose/exploit effects.
    • Intel: Which is about increasing your stealth, decreasing enemy stealth, shoring up your defenses, taking advantage of weaknesses in enemy defenses.
    • Miracle worker: The healing, and anti drain/DoT/crit/offline spec.
    • Pilot: which is all about ship maneuverability, and protecting yourself when up close and personal with enemies
    • Temporal Operative: The DoT/exotic damage booster, and kit improvements.
    • Constable: Essentially an anti-boss specialization for enemies with high HP/defenses that take a long time to kill
    • Commando: The ground specialization that boosts ground actions like crouching/aiming, secondary weapon fires, etc.
    • Strategist: The threat control spec
    So the specs cover pretty much every major gameplay mechanic as is. Team play, expose/exploits, stealth, flanking, healing, debuff/drain/crit/offline removal, ship maneuverability, ship defense, DoT/exotic damage effects, kits, bosses, ground mechanics(crouching, aiming, secondary weapon fires, and threat control. Probably some other smaller stuff I failed to include.

    The only major mechanic that isn't covered by specs right now is like pets/summons, from hanger pets, and combat pets, to things like the Pahvo crystals. But thats far more item based then it is an intrinsic thing everyone can do like most of the other specs are aimed at, and it covers such a wide array of things I can see why it might be hard to make spec skills that cover everything in a meaningful way.
  • anodynesanodynes Member Posts: 1,957 Arc User
    sthe91 wrote: »
    We already had a new level cap increase not too long ago. So to me, too soon for another.
    Over two years ago.

    But yeah, there is no point in raising the level cap at this point. Even the last level cap increase wasn't really a true level cap increase since you didn't get any more skill points to spend. It was more or a mechanical thing for Mark XV items.

    We haven't gotten new skill points since level 50, both the old system and the current one stop at 50. If we ever do get more skill points in the current system, it will be capped at one point, since any more would allow for people to munchkin into two ultimate abilities (though they wouldn't be able to get any modifiers for either) and that would probably be pretty broken.

    Count me in as a, "No, we definitely don't need a level cap raise, and probably only 'needed' the last two to increase the mark on gear."
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  • spiritbornspiritborn Member Posts: 3,053 Arc User
    Yeah I'm of the opinion that we need a much stronger justification then "I like round numbers" before Cryptic should even consider raising the level cap.
  • cryptkeeper0cryptkeeper0 Member Posts: 844 Arc User
    edited January 29
    The only way I could see a justifying a level up is maybe expanding the skill trees one row with one skill point big passive abilities or a first officer advancement system + adds a first officer seating on all ships.
    Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?
    Honestly, this has been my suspicion for awhile.

    I mean we have
    • Command: Which is mostly a "team play" specialization focused on being in teams/everyone in the team using it. As well as expose/exploit effects.
    • Intel: Which is about increasing your stealth, decreasing enemy stealth, shoring up your defenses, taking advantage of weaknesses in enemy defenses.
    • Miracle worker: The healing, and anti drain/DoT/crit/offline spec.
    • Pilot: which is all about ship maneuverability, and protecting yourself when up close and personal with enemies
    • Temporal Operative: The DoT/exotic damage booster, and kit improvements.
    • Constable: Essentially an anti-boss specialization for enemies with high HP/defenses that take a long time to kill
    • Commando: The ground specialization that boosts ground actions like crouching/aiming, secondary weapon fires, etc.
    • Strategist: The threat control spec
    So the specs cover pretty much every major gameplay mechanic as is. Team play, expose/exploits, stealth, flanking, healing, debuff/drain/crit/offline removal, ship maneuverability, ship defense, DoT/exotic damage effects, kits, bosses, ground mechanics(crouching, aiming, secondary weapon fires, and threat control. Probably some other smaller stuff I failed to include.

    The only major mechanic that isn't covered by specs right now is like pets/summons, from hanger pets, and combat pets, to things like the Pahvo crystals. But thats far more item based then it is an intrinsic thing everyone can do like most of the other specs are aimed at, and it covers such a wide array of things I can see why it might be hard to make spec skills that cover everything in a meaningful way.

    PIlot and command trees need some reworking. While yes command helps the team a little, most of the tree is selfish and should help the team more. Pilot needs to expand the range of the bonuses from 2km to 5km at least. 2km is so rare to matter.



    I would argue command barely does anything for pure torpedo builds since it procs off of a small chance from a energy weapon hits. So I think torpedoes need a tree too, I would like a heavy or experimental weapons specialist even if it's only a half specialization. Carriers do deserve a full tree that's why it really should have been the command tree which I think they should rework to fit that.

    I also think the space abilities of many specializations need love.
  • leemwatsonleemwatson Member Posts: 4,232 Arc User
    The only way I could see a justifying a level up is maybe expanding the skill trees one row with one skill point big passive abilities or a first officer advancement system + adds a first officer seating on all ships.
    Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?
    Honestly, this has been my suspicion for awhile.

    I mean we have
    • Command: Which is mostly a "team play" specialization focused on being in teams/everyone in the team using it. As well as expose/exploit effects.
    • Intel: Which is about increasing your stealth, decreasing enemy stealth, shoring up your defenses, taking advantage of weaknesses in enemy defenses.
    • Miracle worker: The healing, and anti drain/DoT/crit/offline spec.
    • Pilot: which is all about ship maneuverability, and protecting yourself when up close and personal with enemies
    • Temporal Operative: The DoT/exotic damage booster, and kit improvements.
    • Constable: Essentially an anti-boss specialization for enemies with high HP/defenses that take a long time to kill
    • Commando: The ground specialization that boosts ground actions like crouching/aiming, secondary weapon fires, etc.
    • Strategist: The threat control spec
    So the specs cover pretty much every major gameplay mechanic as is. Team play, expose/exploits, stealth, flanking, healing, debuff/drain/crit/offline removal, ship maneuverability, ship defense, DoT/exotic damage effects, kits, bosses, ground mechanics(crouching, aiming, secondary weapon fires, and threat control. Probably some other smaller stuff I failed to include.

    The only major mechanic that isn't covered by specs right now is like pets/summons, from hanger pets, and combat pets, to things like the Pahvo crystals. But thats far more item based then it is an intrinsic thing everyone can do like most of the other specs are aimed at, and it covers such a wide array of things I can see why it might be hard to make spec skills that cover everything in a meaningful way.

    PIlot and command trees need some reworking. While yes command helps the team a little, most of the tree is selfish and should help the team more. Pilot needs to expand the range of the bonuses from 2km to 5km at least. 2km is so rare to matter.



    I would argue command barely does anything for pure torpedo builds since it procs off of a small chance from a energy weapon hits. So I think torpedoes need a tree too, I would like a heavy or experimental weapons specialist even if it's only a half specialization. Carriers do deserve a full tree that's why it really should have been the command tree which I think they should rework to fit that.

    I also think the space abilities of many specializations need love.

    Unless NPC's in space get 'smarter' and 'tougher' there is zero need to improve space abilities, especially as even most NPC dreadnaughts go poof when we sneeze and with the addition of Experimental upgrades, things got even easier.
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  • echattyechatty Member Posts: 5,534 Arc User
    So the OP wants a level cap increase because it will make them feel better? Not a good enough reason to justify a 5 point increase.

    I vote no level cap increase. The game is fine as is.
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  • scotty74321scotty74321 Member Posts: 51 Arc User
    They dont need to increase the cap level they need to start working on clearing up the multiple irksome bugs that frequent various elements of this game . Increase the level adds in more respec stuff and they got on well with various aspects of expanding captain skills and splitting ground traits from space traits and oh more ships to farm for traits on the "all factions all ships" expansion. I'd fear and increase in Cap would just add more scope for more UI fails.
    Anyway Cryptic will rasie it to 70 when more cash is needed through upgrading weapons and equipment and selling ultimate tech upgrades and key packs for players to achieve it . Most probably when the T7 ships arrive , and as we just had T6 X maybe expect that in 18 months to 2 years if this game engine lasts out or they go for a massive overhall of the game on to some new game engine technology but that bit I doubt.
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  • cryptkeeper0cryptkeeper0 Member Posts: 844 Arc User
    leemwatson wrote: »
    The only way I could see a justifying a level up is maybe expanding the skill trees one row with one skill point big passive abilities or a first officer advancement system + adds a first officer seating on all ships.
    Yeah, it's been a little over 3 years since MW was added and almost 3 years for Constable, it's really surprising to me that they haven't added any more. Did they just run out of ideas?
    Honestly, this has been my suspicion for awhile.

    I mean we have
    • Command: Which is mostly a "team play" specialization focused on being in teams/everyone in the team using it. As well as expose/exploit effects.
    • Intel: Which is about increasing your stealth, decreasing enemy stealth, shoring up your defenses, taking advantage of weaknesses in enemy defenses.
    • Miracle worker: The healing, and anti drain/DoT/crit/offline spec.
    • Pilot: which is all about ship maneuverability, and protecting yourself when up close and personal with enemies
    • Temporal Operative: The DoT/exotic damage booster, and kit improvements.
    • Constable: Essentially an anti-boss specialization for enemies with high HP/defenses that take a long time to kill
    • Commando: The ground specialization that boosts ground actions like crouching/aiming, secondary weapon fires, etc.
    • Strategist: The threat control spec
    So the specs cover pretty much every major gameplay mechanic as is. Team play, expose/exploits, stealth, flanking, healing, debuff/drain/crit/offline removal, ship maneuverability, ship defense, DoT/exotic damage effects, kits, bosses, ground mechanics(crouching, aiming, secondary weapon fires, and threat control. Probably some other smaller stuff I failed to include.

    The only major mechanic that isn't covered by specs right now is like pets/summons, from hanger pets, and combat pets, to things like the Pahvo crystals. But thats far more item based then it is an intrinsic thing everyone can do like most of the other specs are aimed at, and it covers such a wide array of things I can see why it might be hard to make spec skills that cover everything in a meaningful way.

    PIlot and command trees need some reworking. While yes command helps the team a little, most of the tree is selfish and should help the team more. Pilot needs to expand the range of the bonuses from 2km to 5km at least. 2km is so rare to matter.



    I would argue command barely does anything for pure torpedo builds since it procs off of a small chance from a energy weapon hits. So I think torpedoes need a tree too, I would like a heavy or experimental weapons specialist even if it's only a half specialization. Carriers do deserve a full tree that's why it really should have been the command tree which I think they should rework to fit that.

    I also think the space abilities of many specializations need love.

    Unless NPC's in space get 'smarter' and 'tougher' there is zero need to improve space abilities, especially as even most NPC dreadnaughts go poof when we sneeze and with the addition of Experimental upgrades, things got even easier.

    I'm talking the specialization abilities that are far far out shined by basic TAC/ENGI/SCI abilities, need some love. I don't disagree that NPC's need a upgrade themselves especially considering power creep.
  • zaccar#5080 zaccar Member Posts: 44 Arc User
    level 70 ? dont think needed, more specs yes please, dual purpose boff seats and a fifth slot aka captain hell yeah!

    and to make cryptic some money add tier 7 ships :hushed:
  • szerontzurszerontzur Member Posts: 2,540 Arc User
    The thing about a level increase would involve a mark increase, which would mean inflating stats further. Aside from Drain, I'm pretty happy with where we're at for most of the stat scaling - mobs don't feel too damage spongy, and some of the encounter groups can bite pretty nicely. Control skills feel really nice.. if you dedicate a build for them; EPG is pretty deadly.. when you spec for it; etc.

    Drain is really the only mechanic/playstyle that is an absolute dumpster-fire right now(primarily an issue of mob resistances being extremely overtuned).
  • sirsitsalotsirsitsalot Member Posts: 2,338 Arc User
    edited January 29
    szerontzur wrote: »
    The thing about a level increase would involve a mark increase, which would mean inflating stats further.

    If the level cap is raised, it need not require additional ranks. Fleet Admiral can max out at 65 as it does now. Anything beyond that could merely control when more advanced stuff gets unlocked for characters. Like at Level 70, Tier 7 ships come available. As well as the next Mark level of gear and equipment. A 5-part story arc could be released over a six month period, with the completion of each episode increasing a character's level by 1.

    Mark increases do not necessarily require a massive increase in stats. The increase could be marginal.
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  • postagepaidpostagepaid Member Posts: 2,777 Arc User
    Way things are going they're more likely to increase the cap on endeavours or maybe get another spec tree in place.

    The 60-65 levels are a bit of a joke anyway and with the horizontal difficulty curve in the game actual levelling serves no purpose after about level 20. By that point you'll have met most of the gimmicks used in missions and patrols and nothing else will be all that difficult until you're overlevelled for a section like the dyson ship which doesn't scale properly and is badly setup.
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