View Full Version : will we ever c level cap increase
koras
10-26-2007, 11:36 AM
man i wish there was more content.
i wish there was more room to level.
seeing alot of people just give up ,theyve done it all.
any clues to when ?:confused:
Yukiko
10-26-2007, 11:39 AM
seems like its going to be december.
lvl 16
some new quests
but what we really need is some more flavor for existing content. Like new race or classes.
Coldin
10-26-2007, 12:36 PM
Level cap increase is coming with Mod 6, whenever that comes here. General timeframe for that is December-January.
At this point though, I'd much rather have a new race and class to play around with, than a couple more levels.
Beherit_Baphomar
10-26-2007, 12:37 PM
Level cap increase is gonna keep us entertained for about 1.2 days.
We need content...
GramercyRiff
10-26-2007, 01:01 PM
seems like its going to be december.
lvl 16
some new quests
but what we really need is some more flavor for existing content. Like new race or classes.
At this point in the game's life, I agree. We need character options. It would also seem that coding stuff for existing characters, like more enhancements, feats, gear, CRAFTING (lol) etc would be easier than adding new quests. But I could be wrong having zero experience with coding.
Races and classes are a big deal. For a lot of people who play PnP, building characters is almost to more fun than the actual quests. The more options we have, the better off we will be (even for those who prefer new quests). For a lot of people DnD is more of a creative expression of math than killing imaginary orcs and dragons. Giving us more character options allows that creativity to flow.
Right now, the well is pretty dry. We need options for existing classes and races. We also need more races and more classes. I'm also pretty sure that CRAFTING would give us all something to do to keep us quiet and satisfied, as most quiet customers are satisfied customers.
Aesop
10-26-2007, 01:06 PM
Ya Know for Mod 6 I'd bet on January not December. December seems a little quick for some reason. Especially if it will be a decent sized Mod.
Aesop
Dariuss
10-26-2007, 01:28 PM
Level cap increase is gonna keep ME entertained for about 1.2 days.
;)
Please Keep these posts on the Oficcial forum for this and other topics, Thx. :)
http://forums.ddo.com/showthread.php?p=1405745#post1405745
Yaga_Nub
10-26-2007, 01:36 PM
Ya Know for Mod 6 I'd bet on January not December. December seems a little quick for some reason. Especially if it will be a decent sized Mod.
Aesop
Especially since it hasn't been released to Risia yet. I HOPE that we will have plenty of time to playtest stuff on Risia before go live and that they give themselves time to take our feedback and actually do something about it.
I still have a perfect solution for Devs that would massively save them development time.
Take existing quests, the architecture and map of a quest and repopulate it with different mobs and different objectives. Why not a "Return to Tangleroot Gorge?" quest where monsters have moved into the empty caverns and have begun some new dark designs? There are a lot of maps available, and as anyone who played modules before knows, once evil is cleared out of one dungeon new evils move in to replace it. Using the existing maps would significantly cut down on development time and allow multiple versions of each quest map to be used. Traps can be added, changed, new sections can be built if it's warranted but would be done more quickly that completely designing a new map.
Also, take the outdoor zones and make those a quest. Say take the Desert of Mechawhatever and setup a quest IN the instance. Remove the other quest entrances and cave entrances, put boulders in front or whatever, and then layout mobs and tents and goals in the desert area. Can you imagine doing a quest to stop a massing army from getting ready to storm Zawabi's Refuge?
There are a lot of ways they can build new content using old content that they just don't seem to bother with.
Dane_McArdy
10-26-2007, 02:32 PM
I still have a perfect solution for Devs that would massively save them development time.
Take existing quests, the architecture and map of a quest and repopulate it with different mobs and different objectives. Why not a "Return to Tangleroot Gorge?" quest where monsters have moved into the empty caverns and have begun some new dark designs? There are a lot of maps available, and as anyone who played modules before knows, once evil is cleared out of one dungeon new evils move in to replace it. Using the existing maps would significantly cut down on development time and allow multiple versions of each quest map to be used. Traps can be added, changed, new sections can be built if it's warranted but would be done more quickly that completely designing a new map.
Also, take the outdoor zones and make those a quest. Say take the Desert of Mechawhatever and setup a quest IN the instance. Remove the other quest entrances and cave entrances, put boulders in front or whatever, and then layout mobs and tents and goals in the desert area. Can you imagine doing a quest to stop a massing army from getting ready to storm Zawabi's Refuge?
There are a lot of ways they can build new content using old content that they just don't seem to bother with.
Those are great ideas. Though some might find it a cheesy way for them to put new content in the game, so what?
After all, HIPS takes you into the same place, as does Invaders.
I could certainly see a quest starting in an older zone, and eventually leading you to a Dessert zone with a quest in the dessert, like a war or something.
Take caged trolls, there is a lot of great dungeon in there. A higher level quest could go in there.
But it's not as easy as some might think. I'm pretty sure that a dev once mentioned that mobs are more tied to their environement then we might think. I dunno know though.
But it's not as easy as some might think. I'm pretty sure that a dev once mentioned that mobs are more tied to their environement then we might think. I dunno know though.
Even if they have to make effort to remove current leashing or whatever settings they may have for mobs, it's still got to be less time to do than building a new map from scratch.
Me, I'd love to go back to some of the old haunts with a higher level quest. And yeah, a quest could start in one map and have additional chapters that go elsewhere. Sometimes it's a bit boring going to the same quest entrance for an entire quest chain. I like a little bit of travelling!
Yukiko
10-26-2007, 02:53 PM
ive defended the call the devs made on having no crafting in the begining.
It prevented a lot of economy problems and bugs during the growing phase.
But good lord! We need some crafting! Give us junkies something to play around with. Im in a hurry to open my owen little shop and sell player made goods.
I could craft all day even if it costs exp to do so.
"You have crafted an item!"
+1 frost spoon of power II for the win!
Gratch
10-26-2007, 04:40 PM
I'm actually okay with a January Mod6. Give me some time to play through Mass Effect which just went gold. That means you should schedule it for December but we know it won't hit release until January.
After that we really need the Monk, Half-Orc, (and more content).
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