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Old 01-27-2007, 08:44 PM  
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Default Re: Level Cap Raise

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Originally Posted by Illuminator View Post
Level cap raises don't inherently provide your char with new content, but they do inherently deprive you of prior content, and invalidate your prior expense.

Your spells as a whole don't scale. However many hundreds of plat you spent on master spells, just get flushed down the shithole, only so that you can work hard to acquire the same spell lines all over again. That's not advancement, that's catch-22.

Even worse, it compounds the tedium of rolling an alt from scratch. That's just one MORE tier for which you have to sit around waiting for a grind group.

Then there's the forum tension with the devs and what tiers they can release new content for. So the dev focus is spread further thin, and the server population is spread further thin (as in: there's minimal incentive for inter-tier adventuring), and on and on.

You guys should do a full game query by level on eq2census.com, and graph the results in Excel or something.
exactly, coudnt have said it any better.
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Old 01-28-2007, 07:36 AM  
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Default Re: Level Cap Raise

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You guys should do a full game query by level on eq2census.com, and graph the results in Excel or something.
I got curious, so I did a dump. There's rougly 52,000 L70s game wide
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Old 01-28-2007, 08:19 AM  
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Default Re: Level Cap Raise

The problem isn't so much the increase in levels as it is the effect it has on EQ2's tier system. EQ1 got around this by not having gear have a max-effective level (no graying out), and used AA to add progression while keeping the level the same. Levels were also only tossed up in fives (except in the case of Kunark), and since a spell was a spell was a spell, there wasn't the mastering issue, so it was just pure upgrades that took some work to get. Then again, everything was also gear based (CA? What's a CA?), so people for the most part still had to use the previous expansions to gear themselves to progress on to new stuff (the only glaring example of this bring wrong is not needing to do Vex Thal in the Luclin expansion to hit Planes of Power content).

Whether you're grinding levels or AA, you're still grinding. What the EQ2 dev team needs to do is find a feasible way to have meaningful player advancement that doesn't trivialize previous content, and that includes rational gear design as well, instead of the higher tier's treasured equalling/besting the previous tier's fabled.
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Old 01-28-2007, 02:04 PM  
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Default Re: Level Cap Raise

one tiers fabled gear should be equal or better than the next tiers legendary but worse than the fabled. simple as that.
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Old 01-28-2007, 04:11 PM  
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Default Re: Level Cap Raise

Yeah, it was depressing when KoS launched and every level I took off my T6 fabaled and added more legendary junk, lol.
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Old 01-29-2007, 03:16 AM  
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Default Re: Level Cap Raise

Yea I totally agree. I'm in no hurry for T8 to drop, all it mean is the past year of playing this game is now a waste. New tier of the exact same spells, junk drops that replace old loot that took forever to collect, just like everyone has said.

One thing that *should* indicate that there is not a level increase coming soon, is the fact that atleast some of the EoF fabled sets have set bonus focuses that effect lvl 59 buffs (dirge/troub sets). If this gear is meant to be ones' EoF end game set up, as it appears to be from the loot tables I've seen, then I would hope that it would atleast be a reasonable base for beinning the next expansions content. If there was an inclusion of a new tier would trivialize the set bonuses in a matter of 3-4 lvls.

That being said, it seems completely possible that SOE doesn't pay attention to the set bonuses in relation to their future plans, or even if they do pay attention to them, they simply may not care about the fabled sets being obsolete before one reachs the next tier's cap.

Anyway, I definitely wouldn't mind some expansions for the 40-70 range, especially if the offered some new AAs and Ancient Teaching abilities.
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Old 01-29-2007, 11:41 AM  
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Default Re: Level Cap Raise

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I never played EQ1, but...how was that games progression? Isn't the max level 70 as well?

Progression in that game was painfully slow and damn near impossible to solo unless you were one of the Master soloing classes. (Mage, Druid, Necro).

Progressing your AP points (AA's for EQ1) made your eyes bleed. I don't really remember what the cap is in that game, as I don't really play it anymore and my max character there is a 58 Druid.
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Old 01-29-2007, 11:55 AM  
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Default Re: Level Cap Raise

Thought it was 75...not sure though. But the progression in eq1 was alot better than here.

I know release was lvl 50, Ruins of Kunark raised it to 60 then you had Scars of Velious which stayed at 60. Had that suck ass Luclin expansion which lvl stayed at 60 but introduced aa's (Am I mistaken on this?) Not sure what else happened after that. But the progression was nice through those expansions...well...Kunark and Velious anyways.

And yes the aa grind was fuckin stupid, although its progression was more of, who has more time on their hands progression.
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Old 01-29-2007, 12:01 PM  
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Default Re: Level Cap Raise

I hated the fact that if I died in a group, my two hours of hard work would be pretty much negated. Yeah, they made death "worth" something, but it was a bit extreme. And if you weren't a porting class, corpse runs were a bitch unless you found someone sympathetic to your cause and ported your ass around.
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Old 01-29-2007, 12:05 PM  
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Default Re: Level Cap Raise

I find those spikes at levels 50 and 60 interesting.
Shows you how many quit at each expansion more or less.
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