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Ermabwed

A/D Cap @ 130

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Some preliminary remarks:

  • I think a discussion about the following might be fruitful.
  • I have nothing to gain or to lose from this idea.
  • This is not a thread about you, don't take it too personal :)
  • If you find something missing or have a better idea in regards to the details I give below, feel free to add them (not that I could stop you anyways :))

 

Main idea:

Cap attack and defense levels at 130.

 

Possible details regarding implementation:

  • Training attack and defense beyond that level 130 would still have to give experience to overall to be consistent with stats of players beyond this and also to provide a way to get pickpoints to those that insist on being pure fighters.
  • Players that have attack or defense levels above 130 will have the respective level(s) set to 130[1]. Those players that are already at or above 130 a/d could enter some sort of "Hall of Fame" instead of the current ranking system.
  • Some monsters and their maps could need some adjusting; making them true group hunt mobs, real obstacles, trainable, "serpable" ...

 

Reasons that speak for this

  • Removes the need to change critters so players can bridge the gap to the topX-players (more easily).
  • Removes the need for "combat level based pk".
  • Going with the two points above I'd say it would remove a lot of reasons for complaints in regards to PK (though probably not the complaints themselves)
  • Affects only a very small part of the community (less than 80 players, probably less than 50 of a couple thousand active players). Some of them already voiced their support for this idea in the Chimpanzee thread.
  • Would (possibly) increase PK activity for everybody, due to (less to) no reason to train to catch somebody and possibly 'lower' levels become more daring etc.
  • Would add more "realism" to the (really) high level mobs, i.e. they'd be too hard for a single player, which would lead to more player-player-interaction, higher prices for items such as the dragon armors etc. ultimately improving gameplay.
  • Would make "mob tuning" easier as a über-monster with good drops couldn't be abused for training (like old yetis).
  • etc.

 

I'm sure people will supply reasons that speak against the idea by themselves (or in some cases just flame a bit) so I won't bother putting up a list. However if you decide to post something that speaks against it, I and the other readers would appreciate some reasoning beyond "omfg it's the end of the world ima quit", thanks :)

 

Let me add that it's my impression that currently the game is intended to have some sort of "soft cap" at 150 a/d and if you'd rather see people complain about fighting/pk/spawns/monster stats during the 300+ million experience it takes in attack and defense each to get from 130 to 150 then feel free to disagree :icon13:

 

I'll finish this with repeating that I have nothing to gain or to lose from this idea, and I hope for a good discussion.

 

 

[1]: another option would be to use minimum of a/d and 130 in calculations instead, i.e. the effective level would be maxed out at 130, however that would keep leveling attractive for the players that do it for bragging rights only.

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Nah don't like the idea, it's too late to cap it at 130 a/d as many players passed those lvls, and those with a/d in 140-150 wouldn't like it also as they spent too much time to get there .... I doubt it that you would like to lose months of time spent to achieve those lvls :)

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Nah don't like the idea, it's too late to cap it at 130 a/d as many players passed those lvls, and those with a/d in 140-150 wouldn't like it also as they spent too much time to get there .... I doubt it that you would like to lose months of time spent to achieve those lvls :icon13:

 

As i already said in the chim thread despite losing over 20 a/d lvls i would be in agreement with a 130 a/d lvl cap :)

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yes agree, all the "old skills" are way too high for poor newbies. Lets take the top 50th player on all those skills and made a cap based on him.

 

i love this idea

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yes agree, all the "old skills" are way too high for poor newbies. Lets take the top 50th player on all those skills and made a cap based on him.

 

i love this idea

 

Does that include, alch/manu/summoning/harv/craft etc ? hate for "poor newbies" having to chase the No 1 spot in Manu, Im not in favour of any cap, but if there is, it should be for all skills, not for just the ones certain players are finding hard/cant be bothered to level nowadays

 

 

edit: Im not 100% sure a cap would increase PK like some believe, with a cap pickpoints would play an even bigger roll in a fighters build, so players might just train train train for the OA's instead of a/d

Edited by conavar

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I'm more in favor of the current soft cap vs a hard cap at 130. I really do prefer the capability to train beyond (one day), rather than to train on now knowing that in time, I will meet a dead end and I'm done, because I don't think I'd find it very entertaining to stick around if I hit a hard cap and got nothing left to do anymore.

I just want to add that I hate to see this thread, simply because some people find it necessary to cry for endless times about how they still don't get enough exp/h yet while they're already gaining more than the average player.

 

-Gohan

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ask players that have 130+ a/d if they would be ok - we shouldn't just think of making changes like this for "the good of the community" (we are not a communist gaming sect or whatever socialist thing). We should ask the people first concerned by this "eventual change" if they want to get their stats lowered.

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What can be done, and I am not sure if people would like it or not, is to cap a/d to 100 but ONLY for PKing purposes. So when you PK you are capped to 100 a/d, when not, not.

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What can be done, and I am not sure if people would like it or not, is to cap a/d to 100 but ONLY for PKing purposes. So when you PK you are capped to 100 a/d, when not, not.

 

But then next thing will be player A moaning that player B pwns him because he has to high Oa and hence to many pp's in attributes. and asking if you can cap them aswell.

 

Fine as it is imo

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What can be done, and I am not sure if people would like it or not, is to cap a/d to 100 but ONLY for PKing purposes. So when you PK you are capped to 100 a/d, when not, not.

 

Actually this sounds good, but i think those who really invested years from their life to get to 150a/d woulden't feel good about this.

 

Im not in favour of any cap

 

Actually there is a cap right now and that is 178.

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We already hit so weak with the p/c cap that hitting for even less might deter more people from pking since that means you have to spend a lot more on stones and stuff and then the other guy usually just hits a diss ring and teleports away after u wasted a bunch of stuff.

 

Other than that, I think this is a Great and wonderful idea.. well it is atleast for those who would be under the cap... until they hit it :)

Edited by LuciferX

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if by mindless amounts of gaming hours someone did reach an OA cap, they could still buy PP from the hydro NCP

 

plus, doesnt change me in the slightest to have an a/d cap at 130 , but im not sure caps are the best way to solve things.

 

after all, the attributes cap was heralded as a great solution to PK problems yet has it really solved the problems ? or has it focused the supposed problems onto other things now ? ( pp buying , $$ players , cant train on mobs, yadda, yadda, yadda )

 

i know some people say yes its a good idea, but can you tell us why its a good idea?

 

just not certain at all that adding another cap to this game is a good thing, in any skill

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Some preliminary remarks:

  • # I think a discussion about the following might be fruitful.
    # This is not a thread about you, don't take it too personal

 

Main idea:

Cap attack and defense levels at 130.

 

Possible details regarding implementation:

[*] Removes the need to change critters so players can bridge the gap to the topX-players (more easily).

[*] Removes the need for "combat level based pk".

[*] Going with the two points above I'd say it would remove a lot of reasons for complaints in regards to PK (though probably not the complaints themselves)

[*] Affects only a very small part of the community (less than 80 players, probably less than 50 of a couple thousand active players). Some of them already voiced their support for this idea in the Chimpanzee thread.

[*] Would (possibly) increase PK activity for everybody, due to (less to) no reason to train to catch somebody and possibly 'lower' levels become more daring etc.

[*] Would add more "realism" to the (really) high level mobs, i.e. they'd be too hard for a single player, which would lead to more player-player-interaction, higher prices for items such as the dragon armors etc. ultimately improving gameplay.

[*] Would make "mob tuning" easier as a über-monster with good drops couldn't be abused for training (like old yetis).

[*] etc.

 

1. The whole point of PK and fighting IS YOUR COMBAT LEVEL BASE Thats why A/D is a skill. For a fighter the fun part is that We level our characters and like to use it and see how it does. Like when a manuer makes his first Dragon armor a fighter likes the feeling he gets when he advances to the next monster or kills someone.

 

2. Yes this does affect a small part of the community as there are many skills for people to focus on and only 1 demographic are fighters, but just because only a small part is fighters they are people too don't u think?

 

3. This will NOT increase PK we have special arena(s) for lower levels. although this will save us a lot of money on rostos the reason us crazy fighters go into a scary PK map is to kill someone!. The caps make it nearly impossible to make the kill as it is already.

 

4. You want realism go fight a dragon and tell me how hard he kicks your ass.

 

5. All fighters should take this personal because your making a direct attack on them. Your right this doesn't affect you... But,you know how removing a fighter's need to level their a/d affect might affect an average player non-fighter? it might make them buy less essence to train because they are capped that also goes for Armor, etc...

 

You say you have nothing to gain or lose from this idea? How about your Inegrity? Fighters are unhappy enough with the caps and your poking your nose where it doesn't belong. Why would you post this if you yourself say you have nothing to gain in such a controversial topic to Post?

Edited by LuciferX

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Ever higher A/D levels are the lifeblood of a PKer. It might just be for 'bragging rights', but, by putting a cap on A/D levels, you effectively remove the incentive to keep fighting beyond a certain level.

 

What do they do when they achieve that level? Where do they go from there?

 

Stop playing? (Not good)

 

Branch out into other skills? (Potentially very bad. More players making stuff, fewer players using it up, economy in a shambles).

 

Bottom line: "If it ain't broke, don't fix it".

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hi there,

 

verry good idea! But..

 

you are not the first with the idea to cap a/d, maybe you should try the PK-server, something pretty similar is in effect there.

And if you like it, and tell all your friends, we get more players!

 

hehe

 

 

ProHibited

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hi there,

 

verry good idea! But..

 

you are not the first with the idea to cap a/d, maybe you should try the PK-server, something pretty similar is in effect there.

And if you like it, and tell all your friends, we get more players!

 

correct me if im wrong, but dont some of the pk server players want the cap lifting because it sucks ?

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hi there,

 

verry good idea! But..

 

you are not the first with the idea to cap a/d, maybe you should try the PK-server, something pretty similar is in effect there.

And if you like it, and tell all your friends, we get more players!

 

correct me if im wrong, but dont some of the pk server players want the cap lifting because it sucks ?

Cap would be fine, if there were other things to do lol.

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Ever higher A/D levels are the lifeblood of a PKer. It might just be for 'bragging rights', but, by putting a cap on A/D levels, you effectively remove the incentive to keep fighting beyond a certain level.

 

What do they do when they achieve that level? Where do they go from there?

 

Stop playing? (Not good)

 

Branch out into other skills? (Potentially very bad. More players making stuff, fewer players using it up, economy in a shambles).

 

Bottom line: "If it ain't broke, don't fix it".

Agreed.

 

As it is now, it takes months for a top fighter to level. During this time, weaker fighters can level once per week, or even per day. This is the soft cap, already in place.

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Hi some know me some dont, i used to play this game and i held #1 a/d/m for mabye a year , Hi radu, asgnny,luciferx, and other who know me, just checked in and saw this and felt compelled to reply.

 

when i played i only liked to level a/d and everything i did was cenetered around it, i believe a cap would hurt the economy and kill insentive for alot of people and not to mention would be a slap in the face to people like masterpiter/asgnny/toomass (sorry if i missed anyone who level a/d past 150 been a while)

 

yes they are strong but believe me they sacraficed ALOT of time to attain this ...to nerf someone at level 150 back down to 130 is almsot 2 years of work and defeats the very thing that attracted many to play this game......

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