Page 1 of 3
T3 level cap handling
Posted: Mon Dec 28, 2015 8:09 am
by Jaycub
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 :^)
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 8:19 am
by istvar
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

Re: T3 level cap handling
Posted: Mon Dec 28, 2015 8:21 am
by drmordread
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 11:02 am
by Tiggo
id rather have a pop every hour with lvl32 players only then a pop every 10 minutes with scenario stomping not worth anything ...
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 12:20 pm
by Londo
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.
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 12:24 pm
by lator
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.
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 1:00 pm
by istvar
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....
Re: T3 level cap handling
Posted: Mon Dec 28, 2015 1:09 pm
by istvar
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

Re: T3 level cap handling
Posted: Mon Dec 28, 2015 1:14 pm
by Bozzax
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

Re: T3 level cap handling
Posted: Mon Dec 28, 2015 1:19 pm
by Toldavf
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.