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Level cap

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

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  1. Kenekeu

    Kenekeu

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    Alright so I went online and checked my /mcstats. Here is where I am at...

    Excavation 57
    Fishing 0
    Herbalism 10
    Mining 70
    Woodcutting 28
    Swords 14
    Taming 1
    Unarmed 1
    Acrobatics 3

    This puts me at 184 which leaves only 16 levels left. If I did nothing else but woodcutting I couldn't get it up to the minimum 50 to be valuable.

    And some of these really suck, like Taming at 1? I made a pet wolf... one time... he attacked some cows... useless.

    Unarmed at 1? I was fighting for my life, not enhancing my skill set.

    Acrobatics at 3? I fell... a lot, primarily when glitching out of flight mode. Again, useless.

    Even Herbalism at 10, which might be attractive to me if I had more XP to spend, is wasting 10 XP because I was farming to feed myself...

    Swords at 14, now this might be promising but in reality is only really valuable on the PVP server which might be better served to have it's own stats all together. What is valuable here might not be valuable there. Unless there are more XP to go around you can't even begin to get well rounded at all.

    Like many people I suspect, I spent the beginning of my experience trying to survive and build a home to live in. (It is quite a palace you should see it in Caldera) I didn't know that I was fixing my MCMMO future in stone.

    So unless it is possible to at least get to the minimums in each category I think a global power limit is too restrictive. Resetting individual skills would be OK but perhaps with even more finesse you could set it up so that we could set the maximum we wish to allocate to each skill. Then everyone is in charge of their own destiny and they can shape it as they see fit. Even more in depth, perhaps you could make it so that, rather than just resetting a particular skill, you could release a portion of the XP toward something else. That way I could for example remove the extra useless 7 from my Excavating skill and apply it toward woodcutting so I could make 50 on that one. You get the point.

    But surely you can see that getting to the cap of just 200 so quickly after the reset is a waste of the limited XP.
     
  2. Leviathan_Ziz

    Leviathan_Ziz

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    My suggestions

    I would actually like to be able to set 1 or 2 main skills. These main skills level-up and the others are kept at current level/ reset t0 0 upon focus set.

    My RPG-like idea of selecting main skills:
    Pick a resource gathering skill:
    - Mining
    - Woodcutting
    - Excavation
    - Herbalism
    - Fishing

    Pick a combat skill:
    - archery
    -swords
    -unarmed

    Easiest solution:

    Or something as simple as a level cap of 200 for each skill and a total cap of 400+ X , X being the amount of skills in total (Your level 1 and being able to round your prefered skills to 200 seems logical). Have the ability to reset your other skills by something like "/woodcutting reset" or "/woodcutting delete" .


    Addition: Make the gathering skills harder to level, my archery level is 12 after shooting up buckloads of arrows, while a 30 min trip in the mining world can get you a level 12 excavation or mining easily. I personally wouldn't mind looking at the experience required for each skill and try to figure something out.
     
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  3. Phyrion

    Phyrion

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    The experience is pretty easy to find for any level using excel to graph out or spread out every single level, or just calculate on a level per level basis. Base experience (From 0 to 1) is 1020. Every level takes 400 more exp.

    So for level 30 to 31, it would be 1020 + 30x400 = 13020 xp.

    The experience gained from training is exactly the same as vanilla McMMO, ImDeity just changed the +400 per level required to level up, it's much smaller in vanilla.

    So to give an idea, for level 200 to level 201, it would take 61020 xp, which is a LOT compared to 1020 for 0-1. Still attainable though.

    Honestly, it would have been a better idea not to implement McMMO at all until this level cap idea was better thought out, because almost everyone who has hit 200 already has gone inactive. It's like "ok, good job, you worked hard, now basically you can't enjoy the leveling system until we decide to let you do so in the future again...".

    Basically what happened here is, you're, excuse my french, crapping on the hardcore players who spend significant hours leveling, and it's exactly those players that keep the server alive. By putting McMMO up, you gave them a goal (some of them), and the moment you cut that short, people will get upset and stop playing.

    Minecraft, and most games that are online and have RPG elements are goal based, you take away someone's goal in a game, they will stop playing. If McMMO was not implemented, those same hardcore players would have made other goals minecraft related as in "I'm gonna built a huge underwater city", etc. But giving them a goal then cutting it short, it's unprofessional imho. I mean, don't get me wrong, I'm not the owner of the server, you guys can do anything you like, just giving some criticism, wasn't well thought out.

    I mean, how do most people play in minecraft? They log in, check if their friends are online. If they are not, lots of the time, they will log out. It's a social game. So sometimes, those 2, or 3 friends will log in 5 minutes apart from eachother, and would have otherwise stayed logged in, but they get off. It's the hardcore players that are on for hours at a time, that get that extra person to stay on, chat, while others get on also, that build up the 60+ simutanious connections.

    So please give a thought for those hardcore players before deciding "meh, they can wait at their 200 cap". Again, would have been better not to put a cap at all, or not put out McMMO. OR at the last, make it WELL known that there is a cap.


    /rant
     
  4. ArchAngel

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    I'd have to agree with Phyrion on a lot of this. Only by stumbling across this post did I even know there was a level cap for my skills. And many of my skills I would have been more careful with if I had known. Phyrion mentions the goals players set themselves by leveling, this is very true. On one of my first trips into the mining world, I found a dog, and I had fended off some skeletons, so I had some bones. So I tamed the dog, for something to keep me company. Soon I found I was getting taming skill. "Cool!" I'll let him kill some more things, and get him some levels. Without having any idea what it might even do for me. It was just something to progress, so I did. I have a feeling those levels in taming will do nothing for me now, except hinder my other skills.

    Also, is there a place where the benefits of leveling these skills is listed? I have no idea what I gain from having levels in any of this stuff. I thought leveling taming might give my dog more HP/Attack, make him a more helpful companion, but that was just a guess/hope. And really not worth anything if it's going to be costing me something useful.
     
  5. C0nfuseki

    C0nfuseki

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    The cap is okayish... the real interesting thing is having a reset option. Thus, the hardcore players will be able to reset to level up their specific needs. Even if the cap is pushed upwards, people will still whinge about any sort of cap existing.

    Resetting to level up another skill requires work. this work allows flexibility that only hard core players enjoy. Perhaps the perks of levelling up should aim towards players who can change their specialisations. Ie: skill of the week rewards (on a rotating roster).

    if programming allows, lesser rewards might also be available to people who don't play hardcore (and cannot be bothered resetting their mcmmo skills all the time).
     
  6. AntonioBarbarian

    AntonioBarbarian

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    About selecting main skills, maybe, we could implement something like Fallout/Fallout 2 leveling system where you choose a 3 tag skills (like in all Fallout games i've played) at the start, you can pick any mcmmo skill you want, and it will gain 2 lvls instead of 1, maybe keep this level cap, OR, increase it to maybe 400 or 450, thats my idea though, as a lvl cap of 200 PER SKILL, with this idea WILL BE OP.
     
  7. ZangetsuMC

    ZangetsuMC

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    I'm interested in this Bethesda-like perk system. Perhaps we can have a perk map on the portal where you can every so often upgrade a perk to level more. Like if you play for every 2 hours of in-game time you will be allowed 10 perk points. You can give them to certain skills in order to be able to upgrade them further.

    As for exploits, there really shouldn't be many. Once skills like fishing get fixed to allow drops then we will truly be able to see if anything needs to be toned down. As for magic fishing, I personally believe that you should be able to get magical items. For the first 399 levels all you get is lame damaged armor. And not to mention it is painfully hard to level up. You can sit there and fish up 20 fish to only move up a single level, and this is on the early levels. When you get upto level 200 you will be fishing for hours just to move up a couple levels. True it sounds overpowered from an ignorant perspective but when you think about it you may only get a 1/4rd durability protection I leather chestplate (1 of the many useless things I've got before when it was implemented as a test) as an average treasure during levels 1-199. Without that enchantment it's just pure garbage. I can only wonder if deity ever tried it. xD
     
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  8. Overself

    Overself

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    All I know is being a 10 in acrobatics isn't cool and its just from fly glitching or walking down stairs. If you could just choose how to use the xp then I would be happy.
     
  9. prwraith

    prwraith

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    This hardly lives up to the spirit of the plugin.
     
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  10. Phyrion

    Phyrion

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    Pff, I'm almost 30 in acrobatics, can you imagine my frustration?
     
  11. valdemarian

    valdemarian

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    A reset mcmmo skills button on the portal page would end most complaints on here.
     
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  12. Kenekeu

    Kenekeu

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    A flat reset would be a solution but the least appealing. Better to have assignable caps for each skill so you could go about the business of surviving without gaining useless or unwanted experience.
     
  13. Seedy_Slim

    Seedy_Slim

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    meh, still needs to be higher than 200 imo. My guess is IMD is still thinking about a good cap level/possible exploits/whether or not that Smack ramen that he ate last night was really "The Miracle Food".
     
  14. Phyrion

    Phyrion

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    Yea, but while he's taking his sweet time to think, people who are stuck at an average 40 points in each skill at 200, have an unfair disadvantage, to those who already have 110 + in one skill.
     
  15. ArchAngel

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    I agree, I believe the cap needs to be raised. Perhaps we'll get an increased cap shortly after updating to 1.4? :)
     
  16. legoazurp

    legoazurp

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    This is how i do it:
    1. Get mining to 100
    2. Get excavation to 25
    3. Just do regular stuff, you will get levels for stuff you usualy do. Exe: If you like fighting with a sword, Swords skill will update over time.
     
  17. BTFoverload

    BTFoverload

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    Uber Idea... A button on the portal page where you can pay 500 dei and have your levels set to 0
     
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  18. LlamaWithAGun

    LlamaWithAGun

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    Agreed
     
  19. tefphoenix

    tefphoenix

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    I would prefer the reset button to be for specific MMO skills. I wouldn't mind resetting my herbalism, but I wouldn't want to reset mining and excavation and start from scratch.
     
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  20. SonnyBassPlayer

    SonnyBassPlayer

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    So the best ideas have already been told: resetting and giving higher cap. As my personal opinion, making the cap higher is really needed, at least to something like 500, 200 is way too low, many players have already reached it (like me too). Than the best option is having a grid in which you can choose skills to reset as others said, so you can keep under control skills you don't need while leveling what you really need, maybe if not for free, paying dei or using quest xp.
    In my opinion, only giving the option of resetting all levels would be a bit frustrating, but better than nothing; anyway this wouldn't solve the not needed skills problem, which is the bigger one, so not a great deal.
     
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