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A server with a level limit.

miszek

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What do you think of the idea of a server with a set maximum character level? For example at 200lvl?

PVP would make sense because there wouldn't be such a level gap between players that someone who has been playing for a longer time has, for example, level 500 and kills players with level 200. The game would be focused on team play, doing dungeons, doing quests from npc, and fighting almost as equals, because there could still be a disparity in skills. In my opinion, such gameplay would be more interesting because it would not just be about constant grind and getting higher and higher levels. It would be possible to introduce equipment with bonuses that could be gained from missions and set up an economy to spend money on various small boosts, which would make the gameplay a little easier. Boost on skils, boost on hp and mana, boost to loot etc.
 
What do you think of the idea of a server with a set maximum character level? For example at 200lvl?
There is level limit in every other MMO RPG except Tibia.
I think it's good idea, but I'm not sure, if it will be popular among OTS players. Players who liked that idea switched to any other MMO 5-15 years ago.
 
I think there is a problem with level limit, there will be a lack of objectives and sooner or later the player will leave the game.
even if there is pvp content after the level limit, after some time it become pointless to keep pvping when there is nothing else to achieve in the game
 
I think a level limit is only a good idea with something like a season system where you are guaranteed to reset (at least some) progress, like PoE.
 
Why introduce a level limit if you're just going to replace that with something else? Now you have the same grind and instead of levels you get something else. Modern gamers aren't stupid so a grind is always seen as a grind and the end result doesn't actually matter. Spending 100h to get lvl 200 or spending 100h getting lvl 100 + boosts is exactly the same and in my opinion a waste of time if implemented like that.

Instead you should let the level limit be relevant as a feature rather than make it irrelevant.
 
I'm currently working on a RPG otserv that has a level limit set up. As said by Gesior.pl, every other MMO has a level limit function, and imo it doesn't necessarily mean they get tedious after that level is reached. You can always add other end game content to keep things interesting, like guild content, pvp content, wars, bosses for richness, and sandbox mechanics (why not?)
I play tibia since eartly 2000's and I don't remember Tibia as this obsessive grinding game that it currently is. I don't know. Maybe I will be able to find other old-school rpg gamers that would like a more slow and classic gaming experience to play in my server lol
 
I played a server long time ago called Ruthless Chaos. It had a limit until a world boss was killed (and then, the level limit was unlocked) (the server was a seasonal server, so few time after that world boss was killed, the server ends the season). It was awesome. It had dungeon systems as you mentioned and, after level cap, you gain a boost (more damage / more heal) instead of gaining levels when you would advance... I liked it so much that I even tried to make a similar system here:

(I really don't know if it still works, as I made it long time ago).

In my opinion, a server with level limit would work as long as it has equipment bonuses / forge / mining / cooking / other things to do other than leveling.
 
Some servers have a rebirth system that grant you these additional passive bonuses (although, i'm not sure whether they actually cap the level).
 
i will prefer to just do a content for level X and after that they will have ability to restart with speedup progression and maybe some bonuses for pvp ?
 
Level limit is 100% fine. The reason most games did a level limit was because its a lot easier to monitor character progression through armor and weapons than to stop them from leveling at certain speed. Which always ends up being changed once x number of people pass it.

You can either stop them from gaining experience or you can make it so they require other players to get certain items. It all needs a balance but it makes it a lot easier to stop people getting to 3k after 3-16 hour shifts of playing and another person playing 3 hours a day taking 100x as long to get the same advancements.

If you look at WoW they have multiple different ways to get stronger armor through: Dungeons, Skills, Quests, ect..

You will never solve the problem of a group of 10 people that never get off the game though. Atleast they won't be level 10k and everyone else is 500.
 
Personally, i think that's the problem with no lvl cap: new players will feel very underleveled when crossing a 1k+ lvl player. I'm working with lvl 100 as cap on my server, reducing the mobs and increasing the difficulty of every monster, so players will have enough difficulty on facing one per time. Enough of that old playing style, luring mobs and killing them with spammed spells.
 
I like the idea of level cap. It has plenty of benefits like some here have said already.
Honestly, Tibia is some kind of a "Endless Runner RPG".

With a level cap there needs to be stuff to do for both solo players and team players.

There could be ways to increase level cap that all players can help with. Handing in X-amount of resources/gold/items/quests or killing very specific bosses. If max level is 100 and 10 players are strong enough to kill the first boss, they get loot obviously for killing the boss and the level cap could go to 125.
 
I love that idea, would play 100%. As long as there is other kind of progression as others have mentioned like questing, dungeons. Just as in POE. There is a constant rpg feeling that feels good because u get stronger, new spells, new combos etc. As long there is a fair amount of player base and no bot i think it would be a good project, it would be for sure something new that not many have played and i hope one day this idea becomes something :)
 
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