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Why Raise the Level Cap Again?

STAR WARS: The Old Republic > English > General Discussion
Why Raise the Level Cap Again?

Eanelinea's Avatar


Eanelinea
03.23.2014 , 03:41 PM | #71
Quote: Originally Posted by BadOrb View Post
but I doubt it. It does cause me a dilemma though , a personal goal , which was a far fetched one when I planned it , is to get all 16 advanced classes to 55 ( was 50 ) and I have 12 done and 2 almost done. So then , what do I do now , only play on my remaining 4 characters and go for it , or wait and see when the cap will go up ?
Oi! What's taking you so long? Why, I have 18 55s and are working on my last 4. No life here whatsoever. Dang game has caught me by the bosom and won't let go!

(I DO have that many toons/55s, but I'm messing with you about taking too long)
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arunav's Avatar


arunav
03.23.2014 , 06:20 PM | #72
Quote: Originally Posted by kirorx View Post
Probably we are afraid we will just get new rehashed old flashpoints with maybe only 1 or 2 new ones like they did last time.
Not only this about the FPs, but there will be about 6 again. It takes that portion of PVE endgame, something that could be fun even if you are over-geared for it, and makes it completely boring. For no other reason than BW insists on increasing the level cap.

Take a look at Group Finder right now, and look at what's available for (50-55) FPs and then 55. Imagine both were in one catagory right now at 55, and how much more fun it would be to queue up for, especially since the newer FPs generally aren't as good.

At 55, the older 50 HM FPs are so easy, you can't in earnest queue for them and have a fun experience. Raise the cap to 60, and all of those instances will be even more obsolete.

And this is in a game that doesn't produce endgame content at a brisk pace - EA simply doesn't provide the resources.

Same goes for new Ops. We'll be back to having 1-2, and then perhaps they'll add 2 next year.

Why not keep the cap at 55 and add more to the game instead of taking things away that are enjoyable? The 50 Ops are so easy they aren't fun. Same thing will happen to the 55 ones now.

Pretty much all your players are going to buy a new planet and whatever else comes with it no matter if you raise the cap or not - everyone will want to play through what's been made.

Arkerus's Avatar


Arkerus
03.23.2014 , 06:37 PM | #73
I think what a lot of you are missing is that bumping the level cap is a necessary evil.

yes, yes. I get the whole "horizontal progression" thing. And yes, there are some great things about horizontal progression. I think a lot of you have already named most of them. The problem is, however, that horizontal progression doesn't solve the longetivity problem.

If you don't periodically raise the generic "power" of a player in a game such as this, the natural human tendency is see the game as no longer expanding. Sure, you can add tons of news gear sets or create new worlds but eventually level capping (and the math behind it) start to cap your character. They can't just release NEW, more powerful armor sets either because then someone at fresh 55 is so far behind the curve they might as well be level 54...and stuck there.

In progression games such as this you can only get 3 to 4 effective gear levels into progression before a fresh level cap player is simply too far behind. Imagine being a fresh 55 level player and being 7 or 8 gear levels behind the "max" gear level. It would simply be too staggering and a person would stop playing. It would really hurt alts and anyone who wanted to get a new character to max gear level would be stuck as a fresh 55. Most likely the content that a fresh 55 would do would be abandoned so gearing up would be even harder.

You might say, "ok, make basic comms always good for the 3rd to max gear level". Well that starts to look really bad when you have green level 55 gear and suddenly basic comms buy gear that is basically double your effective power level. The gear jump would be absurd.

By raising the level cap, the developers have a chance to "reset the game." It's almost a new start for everyone. Now the journey for a new player (and old players) is level 60 (for example). Now when you hit 60 you aren't massive levels behind the power curve.

Now I do agree there are some issues. Power creep is a huge issue. I hope bioware has a plan to handle it. Old content does become obsolete. It would be great so have a "classic" mode of operations where you are de-leveled so old content is still fun and challenging.
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arunav's Avatar


arunav
03.23.2014 , 07:05 PM | #74
Quote: Originally Posted by Arkerus View Post
I think what a lot of you are missing is that bumping the level cap is a necessary evil.

yes, yes. I get the whole "horizontal progression" thing. And yes, there are some great things about horizontal progression. I think a lot of you have already named most of them. The problem is, however, that horizontal progression doesn't solve the longetivity problem.

If you don't periodically raise the generic "power" of a player in a game such as this, the natural human tendency is see the game as no longer expanding. Sure, you can add tons of news gear sets or create new worlds but eventually level capping (and the math behind it) start to cap your character. They can't just release NEW, more powerful armor sets either because then someone at fresh 55 is so far behind the curve they might as well be level 54...and stuck there.

In progression games such as this you can only get 3 to 4 effective gear levels into progression before a fresh level cap player is simply too far behind. Imagine being a fresh 55 level player and being 7 or 8 gear levels behind the "max" gear level. It would simply be too staggering and a person would stop playing. It would really hurt alts and anyone who wanted to get a new character to max gear level would be stuck as a fresh 55. Most likely the content that a fresh 55 would do would be abandoned so gearing up would be even harder.

You might say, "ok, make basic comms always good for the 3rd to max gear level". Well that starts to look really bad when you have green level 55 gear and suddenly basic comms buy gear that is basically double your effective power level. The gear jump would be absurd.

By raising the level cap, the developers have a chance to "reset the game." It's almost a new start for everyone. Now the journey for a new player (and old players) is level 60 (for example). Now when you hit 60 you aren't massive levels behind the power curve.

Now I do agree there are some issues. Power creep is a huge issue. I hope bioware has a plan to handle it. Old content does become obsolete. It would be great so have a "classic" mode of operations where you are de-leveled so old content is still fun and challenging.
I don't agree that, at this point, keeping the cap at 55 would become too much of a burden to overcome for fresh 55 players.

All that would need to be done is some balancing with what drops in HM FPs and older Ops, and what basic and elite comms can purchase.

If we can all agree on something, it's gearing in this game is generally easy. 2nd BiS is craftable/purchasable, but is so easy to obtain it's usually not worth the credits (unless you have a lot doing nothing, or want a main-hand hilt/barrel quickly).

I agree with you that the cap would need to be raised eventually. Just not so soon after 2.0. It's a waste to discard all the new content that has been introduced since, not to mention limiting to endgame players.

The reason you hear most often for leaving is a lack of enough raids and FPs at 55, and the output being too slow. There will always be players that burn through whatever is released, but being here since January 2012 and playing through the classes and all content slowly, I can say this is accurate. There just wasn't enough to do at endgame in 2012, and now that we have something a little bit better, it's a terrible time to revert back.

Guilds need enough Ops, FPs, and other activities to keep people engaged. So many folks in mine were excited by Oricon and GSF. But it's been so long since any new Op has arrived, and the maps for GSF have been really limited. We've seen a lot of people leave as a consequence.

And these are players that have also been around a long time, and want to stick to SWTOR as their MMO of choice. Some are also disillusioned by how much is focused on the CM, but that is a different topic.

Arkerus's Avatar


Arkerus
03.23.2014 , 08:06 PM | #75
Quote: Originally Posted by arunav View Post
I don't agree that, at this point, keeping the cap at 55 would become too much of a burden to overcome for fresh 55 players.

All that would need to be done is some balancing with what drops in HM FPs and older Ops, and what basic and elite comms can purchase.

If we can all agree on something, it's gearing in this game is generally easy. 2nd BiS is craftable/purchasable, but is so easy to obtain it's usually not worth the credits (unless you have a lot doing nothing, or want a main-hand hilt/barrel quickly).

I agree with you that the cap would need to be raised eventually. Just not so soon after 2.0. It's a waste to discard all the new content that has been introduced since, not to mention limiting to endgame players.

The reason you hear most often for leaving is a lack of enough raids and FPs at 55, and the output being too slow. There will always be players that burn through whatever is released, but being here since January 2012 and playing through the classes and all content slowly, I can say this is accurate. There just wasn't enough to do at endgame in 2012, and now that we have something a little bit better, it's a terrible time to revert back.

Guilds need enough Ops, FPs, and other activities to keep people engaged. So many folks in mine were excited by Oricon and GSF. But it's been so long since any new Op has arrived, and the maps for GSF have been really limited. We've seen a lot of people leave as a consequence.

And these are players that have also been around a long time, and want to stick to SWTOR as their MMO of choice. Some are also disillusioned by how much is focused on the CM, but that is a different topic.
You can disagree all you want but new content will push the power curve up even further away from base level 55. The further you go, the more people are turned off by the power curve. Some power curve is needed and drives the games longetivity. It gives us all something to enjoy and strive for. They already completely removed one tier of gear. I don't think we want to see another whole set disappear.

Generally speaking, I agree with the level cap increase. I do, however, see the dangers in it.
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kasanth's Avatar


kasanth
03.23.2014 , 09:00 PM | #76
Quote: Originally Posted by Arkerus View Post
I think what a lot of you are missing is that bumping the level cap is a necessary evil.

yes, yes. I get the whole "horizontal progression" thing. And yes, there are some great things about horizontal progression. I think a lot of you have already named most of them. The problem is, however, that horizontal progression doesn't solve the longetivity problem.

If you don't periodically raise the generic "power" of a player in a game such as this, the natural human tendency is see the game as no longer expanding. Sure, you can add tons of news gear sets or create new worlds but eventually level capping (and the math behind it) start to cap your character. They can't just release NEW, more powerful armor sets either because then someone at fresh 55 is so far behind the curve they might as well be level 54...and stuck there.

In progression games such as this you can only get 3 to 4 effective gear levels into progression before a fresh level cap player is simply too far behind. Imagine being a fresh 55 level player and being 7 or 8 gear levels behind the "max" gear level. It would simply be too staggering and a person would stop playing. It would really hurt alts and anyone who wanted to get a new character to max gear level would be stuck as a fresh 55. Most likely the content that a fresh 55 would do would be abandoned so gearing up would be even harder.

You might say, "ok, make basic comms always good for the 3rd to max gear level". Well that starts to look really bad when you have green level 55 gear and suddenly basic comms buy gear that is basically double your effective power level. The gear jump would be absurd.

By raising the level cap, the developers have a chance to "reset the game." It's almost a new start for everyone. Now the journey for a new player (and old players) is level 60 (for example). Now when you hit 60 you aren't massive levels behind the power curve.

Now I do agree there are some issues. Power creep is a huge issue. I hope bioware has a plan to handle it. Old content does become obsolete. It would be great so have a "classic" mode of operations where you are de-leveled so old content is still fun and challenging.


Exactly one of my points. Once people move on to gear lvl 5 content. Gear lvl 1-4 content will still be abandoned
by those people. Anyone not staying with the current gear lvl content, will be to far behind with no one to run
the older content with..

Everquest Online Adventures had that problem when they no longer raised the lvl cap. Once a guild finished a lvl of
content, they moved on, and didn't run the old stuff anymore. Anyone not raiding from the beginning fell
behind due to needed gear from the older content to do the next lvl. Only reason people didn't fall behind
sooner was because all the raid drops could be sold in the AH. So people could buy the gear.

ZionHalcyon's Avatar


ZionHalcyon
03.23.2014 , 09:50 PM | #77
As levels increase, the gear will need to be tweaked.


Here's the thing - currently there is an issue where classic comms really don't mean a hill of poodoo because you can just bypass them for basic. There really therefore isn't much of a point doing the level 50 flashpoints and ops for loot because you can skip all that, run Makeb and the Oricon dailies, and get a full set of 66's and off you go into your raid progressions - hell, you can even use planetary coms for 58s to help you along Makeb and Oricon.

Pushing the level cap to 60 and beyond, and readjusting where comms fit in might actually give some meaning to running those classic comms, as suddenly we have a whole 10 levels before things needs to be tweaked.

I think the main thing here is this - internally, they need to have a plan where this is going to go and what level will they finally conclude the main story in, and what level that will conclude with. Once armed with that, have the understanding that all operations are in essence, temporary at a certain level until they finally reach whatever number they decide is the last, and then they do a final balance and reorganization of all the flashpoints and operations, reseeding them where necessary and giving them the appropriate comms for that level.

I think they need to rethink flashpoints and ops through that lense, so that there is a cohesive plan going forward.

morfius's Avatar


morfius
03.24.2014 , 02:03 AM | #78
Quote: Originally Posted by Kalfear View Post
I dont see why anyone would complain about increased level cap

I just resubd 2 days ago
Played (was logged in longer but played is 10 hours) 10 hours over two days and im 55 on main

no xp boosts beyond the expected rested xp for being unsubbed 12 months
All I did was Black Hole dailes twice
Illum dailies twice
Section X once
CZ Dailes twice
And about 1/3rd Makeb (if that)

So at the insane rate of xp gain, why would anyone complain about more levels.

Even the most casual of casual can do 10 hours play in the shortest period of time

Now if they put in 5 more levels and it took to go from 55-60 the same amount of play time as it took to go from 1-55, then I could see and understand some complaints (personally Id love it but I hate ultra easy mode leveling).

But I honestly dont see that happening
1 char ... hardly an issue.
14 = hey friends and guild members, forgot about me in next 3 - 6 months (200 hours game play but not 10 per day, mostly 1 - 2).
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

morfius's Avatar


morfius
03.24.2014 , 02:16 AM | #79
Main issue with level caps in alt based game... when you have to run same content more than 10 times.
And pure time involved for those that have no 10+ hours to play per day.
To get at least 4 per faction able for end game will mean at least 3 months for me... and may burn me out of game.
"The Aing-Tii have a different view of the Force. Not in terms of Jedi or Dark Jedi—of black and white, as it were—but in a way I like to think of as a full-color rainbow."

slafko's Avatar


slafko
03.24.2014 , 04:05 AM | #80
Quote: Originally Posted by aeterno View Post
Because if you charge people $ for added content a level cap raise is kinda expected?
But then again, raising level cap is not content. It's just a lazy way out.
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