T3 level cap handling

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Jaycub
Posts: 3130

T3 level cap handling

Post#1 » Mon Dec 28, 2015 8:09 am

If the cap is raised further in increments like we saw in T2, stretching out to possibly level 39/40 in T3 how exactly is this going to be handled?


Will we see officers emblems/medallions and annihilator gear and higher tier SC weapons?


How will the level 22-3X powergap be addressed or is this even a major concern in a game in alpha stage? SC level brackets are easy to make, but what about ORvR?


I only ask because the last patch seemed to pop the 22-31 level bracket cherry, and it's getting my hopes up :^)
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istvar
Posts: 86

Re: T3 level cap handling

Post#2 » Mon Dec 28, 2015 8:19 am

i don't think splitting up an already small(ish) community is a very good idea. with the introduction of the lvl 32 only bracket for 1 day my scen pops as an off peak player ( australia ) went from something like once every 10 minutes to maybe 1 per hour.
keeping as many players playing together as possible in a game with a small community seems like the better choice to me :)

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drmordread
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Re: T3 level cap handling

Post#3 » Mon Dec 28, 2015 8:21 am

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Tiggo
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Posts: 1948

Re: T3 level cap handling

Post#4 » Mon Dec 28, 2015 11:02 am

id rather have a pop every hour with lvl32 players only then a pop every 10 minutes with scenario stomping not worth anything ...
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Londo
Posts: 217

Re: T3 level cap handling

Post#5 » Mon Dec 28, 2015 12:20 pm

If level 39 rr60 players are in same rvr lakes as level 22 players, it would be a complete slaughter. One possibility would be gap closing vendor/drop gear. Something like green "Fallen Explorer" gear from live, it was level 31 and mostly focused on survival stats.

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lator
Posts: 129

Re: T3 level cap handling

Post#6 » Mon Dec 28, 2015 12:24 pm

Londo wrote:If level 39 rr60 players are in same rvr lakes as level 22 players, it would be a complete slaughter.
It has been quoted by staff that T3 renown cap would stay at RR40 until T4 is introduced.
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istvar
Posts: 86

Re: T3 level cap handling

Post#7 » Mon Dec 28, 2015 1:00 pm

Tiggo wrote:id rather have a pop every hour with lvl32 players only then a pop every 10 minutes with scenario stomping not worth anything ...
you say that till you actually find yourself in the position were the game isn;t even worth playing anymore....

istvar
Posts: 86

Re: T3 level cap handling

Post#8 » Mon Dec 28, 2015 1:09 pm

Londo wrote:If level 39 rr60 players are in same rvr lakes as level 22 players, it would be a complete slaughter. One possibility would be gap closing vendor/drop gear. Something like green "Fallen Explorer" gear from live, it was level 31 and mostly focused on survival stats.
or you just play order were you get all your crit for free in grp and focus all your RR point on defensive abilities while still having more crit than your destro mirrors :)

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Bozzax
Posts: 2725

Re: T3 level cap handling

Post#9 » Mon Dec 28, 2015 1:14 pm

Best IMO is to keep original tiering / brackets and make queues a bit adaptive so it pops SCs even in low population times by pairing players outside the "normal" brackets.

Just make sure to boost them a shitload so they aren't free renown :twisted:
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Toldavf
Posts: 1586

Re: T3 level cap handling

Post#10 » Mon Dec 28, 2015 1:19 pm

As much as I would love to get my hands on a bag of new toys I would have to oppose any cap further cap increase. Partially because all my classes need tactic slot 4 to shine but mostly because it will be bloody murder for anyone trying to level a new toon.

Pvp would be impossible for most players new in tier so they are only left with huddling together and power leveling and that just plain sucks.
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