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#1 |
Join Date: Sep 2006
Posts: 3
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Level Cap still 250?
Hi All,
I played open beta, and promptly signed up way back sometime in 2004.... anyway.. played my Character to the follow rough levels... 200+ forage, 150+ heal, 100+ offense magic 100+ melee and 100+ jewel / armour craft.... Anyway for all you guys still here (seen your handles on the forums hehe), you may remeber when things were looking touch and go financially for the company... i'm guilty to say i jumped ship about then... After playing EQ2 and making 60+ Inquistor and 50+ Sage... i got bored out of my mind... the biggest thing i love about SoR - the FREEDOM!! Yup.. the above SoR stats i mentioned i jumped from Figter, to Mage, to Healer.. (Forage all the time.. best way to remove Death Penalty hehe), and finally i took up Crafting... Anyway.. sorry for the boring background... i have come back and now 24 hours into the Trial (unlimted - AWESOME), its still as fun and as playable as it ever was!!! Though.. from all i can find out (did try and search forums etc)... we are still capped at level 250...... 2 years on.... That is a little dissapointing, as when i left there were not only lots of 250's in some paths.. but some hard-core gamers had it in multiple paths... (btw i left before outposts went live, but were on test server). Is the level cap really 250? and will it (and when) ever be increased? Wont stop my playing.. as i love this game... but curious to know.. THANKS! |
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#2 |
Join Date: Jan 2005
Location: demons lap WL2 4FD
Posts: 1,767
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Re: Level Cap still 250?
level cap is still 250,
doesnt make sense to raise it although I wouldnt complain, the hardcore would be multi 300's within 2 weeks so wouldnt make much difference |
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#3 |
Join Date: Sep 2004
Location: lala land
Posts: 1,887
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Re: Level Cap still 250?
It is, and I guess only a dev can give you a good answer. imo I’d say unlikely even in the long term.
wb by the way ![]() |
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#4 |
Join Date: Sep 2004
Location: Northumberland, UK
Posts: 1,536
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Re: Level Cap still 250?
Yes its capped to 250 per branch, but with over 11,000 levels ingame noone has ever got them all.
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#5 |
Join Date: Sep 2006
Posts: 3
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![]() Thanks for the answers
![]() i look forward to making it back to the mainland... three last questions... Does Choice, Excelent and Supreme mats still exist after Basic and Fine? And are Medium & High plans it?? FINALLY - i noticed on the island that the Medium plan had equal stat boosts to item level.. while normal plan only has 1/2 (cant remember how it was when i played), what would high plan items have? 1.5 or 2x or ?? the level in stat boosts Anyway.. thanks again - (Rushin & Kibsword i do remember :P) |
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#6 |
Join Date: Aug 2006
Location: in the great mitten state:)
Posts: 329
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Re: Level Cap still 250?
The mats are the way you remember with the addition of OP mats that are basically the same as the rest of the mats but you have to have them to craft the op plans I believe! If I'm correct the plans are the same except with the addition of op plans! As far as the boosts go noet sure cause I'm still pretty new! 8)
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#7 |
Join Date: Sep 2004
Posts: 2,786
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Re: Level Cap still 250?
I think more skills to learn would be a better approach than raising the cap.
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#8 | |
Join Date: Mar 2006
Posts: 274
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Re: Level Cap still 250?
Quote:
and not as easy to implement. At least the cap is ALOT easier to alter, as they have the ability to. |
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#9 | |
Join Date: May 2007
Posts: 4
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Re: Level Cap still 250?
Quote:
I agree wholeheartedly. Specifically, I think the addition of advanced skills is what they should do. The lore already includes references to advanced stages of development. "By following the pathways of Enlightenment, the faithful take the steps that lead to other dimensions. The homin who demonstrates sufficient merit reincarnates into another world as a Kami, until he is capable of attaining the supreme blissful state of Kami-Ko. At that stage, he enters into Kaminhood for all of eternity." They could create a new advanced kami and karavan skill tree. Once players have high enough standing and have maxed the prerequisite skill then they could complete a rite and be given access to the advanced trainer. The advanced skills could be more powerful than the regular ones, but also level more slowly. This way they wouldn't necessarily need to create q250+ content and no-one would have to feel like their skills had all suddently been "unmaxed" by a skill cap lift. Example skills. If you've maxed elemental magic + a melee or range skill, advanced skills could open for each of the magic damage types that allow weapons (advanced weapons created using advanced crafting skills) to do both physical and magic damage, with a requisite sap cost as well as stamina for each swing/shot. Those effects could only be applied to weapons you've maxed the base skill for, though. A melee skill + healing could open a vampiric drain effect skill for melee weapons instead of magic damage. As for magic... If you've maxed ele, it could open up subschools for each of the magic damage types that offer spells that do more damage (and look flashier!). If you've mastered both affliction schools, it could open a new line of stronger affliction spells. If you've maxed healing, it could open subschools for each of the healing types (i.e. health, sap and stamina). These could allow eg. spells for hp, sap or stamina regen auras (which aren't on timers), weak remote healing spells (i.e. no range limit), heal over time spells, stat buff spells or auras etc. etc. |
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#10 |
Join Date: Jun 2006
Posts: 173
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Re: Level Cap still 250?
You could always browse the patch notes to see what exactly changed since you left until now... That'd explain the armor HP boost changes pretty well, as well as the overhauled requirements for them.
And yip, apart from OP mats, which are very specific additions to new OP related craft plans only, the 5 sorts and kinds still exist - even in their usual locations again. |
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