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R2: Level Limitation and Palace Championships

Discussion in 'Suggestions' started by Magistar, Jun 28, 2015.

  1. Magistar

    Magistar Delta User

    As an old hand at the GU games (which I am sure most here are). I actually enjoyed the level division in the game. As it provided a solid staging point for players, and while I know they did it to make the game progress smoothly. I'm curious as to the Devs feelings about level limitation for fields and the like.

    Second topic is on the matter of the Palace Championships. In the games they were used to bring you from each town to the next, and major progression on the story. Now you did mention tournaments in another post for Ladder and hosted tournaments. Yet, I was thinking about Level Bracket tournaments. In the sense of "Look back when I was level X-X I was Demon Palace Emperor five times in a row!". The different palaces being level ranges, or a set level at which you can participate.

    On the first matter of level limitation. I was thinking along the lines of Guild Wars 2. You can level up as much as you want, but at a certain point you remain the same level in that zone. Or a better example; A level 100 goes to an area where low level players run around. He would be reduced (stat wise at least) to the highest level allowed in that zone (5 for example). Now I'm not 100% sure on how you intend to play with PvP or things you will change in the future.
    NiuWang likes this.
  2. Zaren

    Zaren Administrator Staff Member R:1 Veteran

    Interesting you post this, we're actually releasing content by the G.U game volumes. For example: We're working on field/dungeon assets from vol.1 first adding those types of fields/dungeons as well as other content such as how far adept rogues can progress through classes (Job quests) this way we stay prioritized instead of making all the dungeon assets from vol.1-3 then working on the fields, It also helps get the game out faster if we prioritize content. We do plan on following the vol.1-3 level ranges as we release our main content in 3 separate releases (no we're not going to call it R:1 vol.1-3) and we will have more than each G.U volume, with those separate releases/seasons we will raise the level-cap (50, 100, 150).

    We also plan to have a Rebirth system available (if you choose to) on level 150 (what it does is still a secret for now). ;)

    As for the tournaments there will be palaces based on level and your matches will be paired with your level group in our automatic pairing system.

    Edit: Fields will not look the same as they were in G.U (flat modular lands) they will be more intricate with hills and more interesting terrain, but it will still use the same system.
    Tyrial likes this.
  3. Magistar

    Magistar Delta User

    @Zaren Interesting concept. Breaking up the content is a smart way to divide limited labor and resources so I like it. Though I'm wondering if you want to raise the level cap so quickly. Taking a book out of WoW it might be best to limit yourselves to level 50 then add 10 levels at a time up to the 100 amount, but over a period of time. This would keep players interested in new content longer, and give them new goals to achieve. I know many people who would be level 50 in a couple days, and then 100 in the same time frame. While this would give you end game content testing I think by limiting your level and content to a more steady pace (say 5 levels a month with new content packages). You would generate interest and keep your game fresh. Also would limit the toxicity of "Elite" players because every month they would have to re-prove their "Elite" status.
  4. Zaren

    Zaren Administrator Staff Member R:1 Veteran


    We may do something similar to that, 10 levels at a time till we reach the big update at level-cap 100 which we might release a huge load of new content.
  5. Magistar

    Magistar Delta User

    @Zaren it's a good concept to prevent stagnation in a game that is likely to see a ton of play, and also to reduce the amount of stress the devs have about pushing out release dates. Instead of worrying about 50 levels of content they will only have to worry about 10 at a time, and then work on the big content pack that will be released on X-pac day (aka big updates). Personally I would slash the Alpha, Beta, and Opening level caps to 25, and play with content and adventure aspects of the game before moving on to 50-150. It would give you a good sample, and allow pretty good balancing. Just a thought of course.
  6. Zaren

    Zaren Administrator Staff Member R:1 Veteran

    for our R:2 Alpha test the level cap will be 15 and raised weekly until Alpha testing is complete then we'll probably have a char wipe to clean everything up and launch beta (which may or may not have a char wipe). Beta will be considered over when we have matched the main content of G.U vol.1.
  7. Orange

    Orange Delta User

    Will you have open fields like in IMOQ? I really liked the way fields and dungeons were in G.U., but I'd say my least favorite thing is that they were all that kinda grid based thing. I didn't mind the grid based levels, but I'd like to have both the open fields and them. Also, are you going to have some levels be both a field and a dungeon? That's another thing I missed from IMOQ.
    Haruko Haruhara likes this.
  8. Haruko Haruhara

    Haruko Haruhara Lambda User R:1 Veteran

    Yeeeeah I really wasn't a fan of GU's fields and dungeons.
    Orange likes this.
  9. Orange

    Orange Delta User

    I liked them, I just don't think they were varied enough.
    Ashitaka likes this.
  10. Haruko Haruhara

    Haruko Haruhara Lambda User R:1 Veteran

    I didn't hate them, but not only were they not varied enough, they almost felt claustrophobic compared to the old fields. And I did like that some fields had dungeons in them, instead of dungeons and fields being entirely separate.
  11. Tyrial

    Tyrial Code Whisperer Staff Member R:1 Veteran

    Ashitaka likes this.
  12. NiuWang

    NiuWang Delta User

    Yeah I agree with the 10 Level thing, but if leveling is going to be easy then I say make the game grindy as hell. Not like it takes 2 months to hit level 20 like Final Fantasy XI (that was freaking ridiculous), but in my opinion the grindier the better. Then again I don't know if people here are major fans of Asian MMORPG's where in Asia the grind is the addiction. Do you guys have any sort of algorithms on handling XP gains yet?
  13. Haruko Haruhara

    Haruko Haruhara Lambda User R:1 Veteran

    If it's going to be grindy as hell, I'm out. I can't take that. It's boring, frustrating, and to me just shows total lack of innovation or originality.
  14. Tyrial

    Tyrial Code Whisperer Staff Member R:1 Veteran

    We'll have to balance the system after release, but right now we do have an algorithm for calculating exp. It's going to be around 1/3 to 1/5th GUs exp rate (probably 1/3 or 1/4 though).

    In addition to that, there will be much more things to do that will pre-occupy players from leveling, such as crafting / professions.

    Also, most of the monster fights will be slightly more challenging, the fields will be more complex and possibly include puzzles, and all the bosses will be scripted to have custom fights.

    Harder fights, more guild involvement, more complex fields, crafting/professions, bounties, quests, events, scripted boss battles, earning keywords. I feel like I left a few things out, but we want to include new features and expand on ideas they had (like the bikes) without losing the .Hack feel

    So, it will mostly be a grind (can't really get around that in an mmo), but we hope to have enough other things to do that you won't see it as such.
    NiuWang likes this.
  15. NiuWang

    NiuWang Delta User

    I'd like you to elaborate. If it wasn't even the least bit grindy that's boring cause then you're leveling without learning the system/mechanics and progressing far to easily with minimal knowledge of the game. It doesn't make sense to be lvl 100 in say a week and not even understand the basics of the games functions.

    When leveling is too easy, that's the major turn off for me. I personally don't focus on the leveling aspect of a game mostly because I get more absorbed into quests, story, and plot. Not to mention I set goals such as starting a guild, helping it grow, helping members level up then creating/finding the best gear for whatever level I'm aiming for at the moment so that I'll have it before hand.

    And at least there won't be any penalties. FFXI & the original dothack titles had a -1k XP upon death. Talk about a pain/frustrating when it took forever to just level up only to die right after and lose all that progress.
  16. Haruko Haruhara

    Haruko Haruhara Lambda User R:1 Veteran

    You were talking about artificially inflating the level of grinding required, and to me grinding does not equal difficulty. It's just making the leveling take longer arbitrarily. And like Tyrial said, there's already going to be some level of 'grind' present because the current MMO format makes it a bit unavoidable, but he also said that things would require more skill to fight- which is a good way to make leveling more challenging without just tossing in a bunch of additional grind time to make it take longer.
  17. Zaren

    Zaren Administrator Staff Member R:1 Veteran

    @Haruko Haruhara I should probably point out that we'll also have quests to keep it from becoming too grindy. Also we'll have it set up (probably not on Alpha) where you can meet NPCs in dungeons that will help you finish the area as well as having NPC companions for certain quests.
    NiuWang, Haruko Haruhara and Tyrial like this.

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