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Level cap

Discussion in 'Suggestions / Ideas' started by Phyrion, October 13, 2012.

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  1. doraatheexplorer

    doraatheexplorer

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    I don't mind the levelcap, but rather the fact that you can't prevent leveling in those you don't want to.
    People will accidentally level the ones they don't want just by doing normal minecraft things.
    Would it be possible to add a way to specialize in one or two skills, and disabling the others?
     
  2. MonsTheSexy

    MonsTheSexy

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    Well i think if deity wants classes then why not actually make a subclass to pick like miner...ect with no cap
     
  3. Vershye

    Vershye

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    Why waste time recoding or coding a plugin when you have on that allows you to customize it already?
     
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  4. MonsTheSexy

    MonsTheSexy

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    what plugin is that :/
     
  5. Vershye

    Vershye

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    The one you have to recode (classes) or code (sub-classes) or the one that allows you to customize it (mcmmo).
     
  6. Mercer

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    I don't think that the cap should be removed, just raised. to maybe 500
     
  7. MonsTheSexy

    MonsTheSexy

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    well that just limits your stats all together by putting a level cap and not any subclasses
     
  8. Vershye

    Vershye

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    That's the point. You decide on the stats you want to specialize yourself and change them when you feel like it instead of being stuck to subclasses and causing deity to code/recode something that's not needed.
     
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  9. MonsTheSexy

    MonsTheSexy

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    with the level cap you only get the tip of the mcmmo skills
     
  10. ngennaro

    ngennaro

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    What my suggestion is that it works the same as enchanting. If you didn't know enchanting is only enabled if you have a classv and the higher level class the better you can enchant. What I would see it being is everyone starts at 100 level max. Then tier 0 gets 200 max. Tier 1 300 teir 2 400 and teir 3 500. I personally would rather not have a level cap Although it makes sense but this seems like a good option :D
     
  11. Vershye

    Vershye

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    Again, That's the point of specializing in skills. If you don't specialize then you just get the tip of the skills and that's a choice you can make.

    For example, I want the power level cap to be 2,500. Below I will give multiple scenarios with the cap at this level.

    1. Player specializes in 2 skills and raises them both to 1,000. Then uses the other 500 points and spreads it through the other skills as needed.

    2. Player fully specializes in 1 skill, and gets it to 1,000. Then partially specializes in 2 other skills and raises them to 500 each, then spreads the other 500 wherever needed.

    3. Player partially specializes in 4 skills to level 500, then spreads the other 500 wherever.


    With your way of having a 'miner' subclass with no cap. Well, you can get one skill to 1000, and no other skills. AND it would take coding a new plugin for the server without a good reason for doing so.
     
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  12. MonsTheSexy

    MonsTheSexy

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    lol who said a person could only pick one class? and they could switch classes like the current classes
     
  13. AntonioBarbarian

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    And tahst what will happen with mcmmo, later, though, we will be able to reset it
     
  14. Vershye

    Vershye

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    If you would process everything I'm saying and stop focusing on a single part you'd actually see what I'm talking about.
     
  15. MonsTheSexy

    MonsTheSexy

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    Well your talking about limiting the classes by making them choose only a few for the level cap making it "class" like. Im saying that we should make subclasses with no limitations on the class itself
     
  16. smcallah

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    The point is, there are caps, and always will be. This is done because of problems with MCMMO in the past, which could easily arise again, dependent on the people that code MCMMO. There were glitches in the past that people exploited to get full herbalism or full swords or whatever else quickly.

    To counteract this, caps are put in place. So if someone chooses to glitch a skill, if possible, they will be stuck with just that skill. Leaving them unable to get other skills.

    This a solution that works to have MCMMO, or we wouldn't have it.

    There's also a low cap right now so that an eye can be kept on it. A few, honorable players last time let us know that it was very easy to obtain glowstone dust with it, and so we were able to adjust for that.
     
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  17. Seedy_Slim

    Seedy_Slim

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    Easier than now? Crazypants.
     
  18. scoutdog75

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    I also agree with Versh and Smc. A reasonable level cap is needed but how high it should be? That is what is needed to be decided. Having no level caps would lead to some people having such high excavation levels that nearly everytime they break dirt they get glowstone.

    1) A slightly higher level cap should be put into play (I would say 800-1500)
    2) A way to reset specific skills that you no longer need / want and want to spend that extra cap room on things you would like to level up.
     
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  19. ngennaro

    ngennaro

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    I'm not sayin we shouldn't have a level cap. I think it should be higher like 2000.

    For example say I want my expertise to be repair. If all I do is repair the max level is 250 vrepair so that's not very much. Please correct me if I am wrong but you cannt repair enchanted stuff at a reasonable rate At that low of a level.
     
  20. Kenekeu

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    I can support a cap if you could reset individual skills whenever you wish. Then when I am done with mining I reset it and use the freed up levels for woodcutting or whatever. This way everyone could experience each of the skills if they wanted by just putting in the time and if they found that a particular skill wasn't worth it, or they no longer need it, they can drop it and repurpose the levels toward some other skill.

    I would also agree with Vershye that a higher cap is in order once everything is examined and tried. 200 will barely get you competent in a couple skills.

    So long as resetting is allowed on a per skill basis I am all for it. Specialization is good for the economy.
     
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