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Level 36+ Leveling Items


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#1 Autek

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Posted 22 June 2011 - 08:19 PM

I mentioned this a while back to some people and it seemed to be well received.

What I propose is that a leveling system similar to that of level 31-35 be put in place for level 36+ . . . Tokens, especially these days with such a small player base, are going to be a big detriment to players advancing in level with a number of the classes.

Now these items don't necessarily have to be items that a single person can acquire, they can be more difficult to obtain. There's nothing wrong with putting drops on monsters that require a party to take down. In fact that goes along with the whole cooperation theme. It just means that not everyone has to be the same class (or group of classes) as they would have to be for obtaining tokens. The monsters wouldn't have to be overly hard themselves, but should a group should be needed to get to the area at the least.

A few example monsters for which drops could be added to:

Maneater
Drow Mage
Corrupt Demon
Giant Water Snake
Torturer
Pit Wraith
Pit Viper
Minotaur
Teptok Warrior
Death Knight
Black Knight
Black Paladin

The list could go on and on. New monsters with drops could even be added to areas that are difficult for a single player to get to and succeed in.

There wouldn't necessarily have to be six types of items for level 36, and seven for 37, to keep with the trend either. Since they are far more difficult, both the amount of different types of items as well as how many of each are required could be tweaked to whatever seems fair.

As for the gold required to level. . . I still believe the trinket costs are too much, so I'd suggest lowering the gold required, but at the least this bypasses the token requirement which is currently a crippling blow to leveling with the player base these days.

I think this could help get people leveling past 35 rather than just calling that the cap like most people do these days.

Thoughts?
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#2 Arsenal

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Posted 24 June 2011 - 08:04 PM

supported
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#3 Autek

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Posted 25 June 2011 - 01:02 AM

Lots of views, few replies. . . Let's hear your thoughts people!
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#4 Trendkill

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Posted 25 June 2011 - 07:14 PM

I support this idea 100%. Considering just getting the tokens for 35+ can be a pain gathering the fire power to obtain the required tokens. I think if there were items to gather for 35+ the monsters that would drop the items be challenging but yet be obtainable solo. Also, this system would give more incentive for the player base to level beyond the lvl 35 "cap".
Just imagine a more realistic requirments to reach the coveted "legendary" status.
Excellent idea Alan and again I support your idea 110%
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#5 Autek

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Posted 12 July 2011 - 06:17 PM

^^^

Some of these leveling items could be drops from Titan Hornets too, from what I've seen of the new area!
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#6 Sausage

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Posted 13 July 2011 - 01:40 AM

I like the idea of items that are dropped by bosses. Bosses which would require team work to defeat.

You better be helping out other people's adventures once you reach lvl 35.

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#7 Catalyst

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Posted 13 July 2011 - 05:00 PM

Awesome idea!

#8 Pureza

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Posted 14 July 2011 - 10:46 PM

Supported. Seeing as how leveling on multi alt only requires a player to buy Grandmaster's Insignia. I think 1 alt should have a grandmaster leveling system that doesn't require massive amounts of gold, multiple coliseum fights, or getting together multiple players, simply to level a character.

Edited by Pureza, 14 July 2011 - 10:48 PM.

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#9 ice_cold

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Posted 26 August 2011 - 03:28 AM

If you implement a grandmaster leveling system, it should cost the same as it already costs to level them, it should however just replace tokens needed for coliseum bosses. The whole point of the leveling system wasnt to make it cheaper; with the declining playerbase it was made to allow smaller groups or singular individuals the ability to level without needing a large clan or a group of people to help you. That being said, something like the titan hornets wouldnt fit into this scheme.

I do greatly believe that there should be a lvl 35-40 leveling system put into the game, but it shouldnt defeat the original reason as to why people wanted the alternate system, and that was because token bosses were becoming harder and harder to do. There could be multiple ways to implement the system like using small underused mini bosses, using more random monsters in game (almost every monster should have a drop in my opinion), or multiply the original system for 30-35.

Maybe an idea would be for level 36:

Non-Cleric
Snottling: Would need 32 of this drop (could be killed on a regular basis, found only in 1 spot, easy to kill.)
Troll: Would need 60 of this drop (could be killed on a regular basis, in multiple locations, easy to kill)
Giant Centipede: Would need 12 of this drop (Can only be killed once an hour, only 1 of in game, easy to kill)
Wolf: Would need 32 of this drop (can be killed on a regular basis, in multiple locations but few in those locations, moderately easy to kill if not stacked)
Ogre: Would need 12 of this drop (can be killed on a regular bases, found in only 1 spot (and very few of them in a place you can be found very easily), easy to kill)

this is just an example. each level could have a mini boss with the rest being regular monsters. chairs, tables, mountain lions, antelope, mountain goat, asp ect ect ect are all open and can be used for a system like this. You could still use the same location to craft the items in nightmist, and every level would still only require 5 tokens, so in all you would just need to add 25 drops to some monsters and theres your system. It would just need some balancing so that a lvl 35 player wont have all neccesary items when they are at 10%.

Edited by ice_cold, 26 August 2011 - 03:31 AM.

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ScarletMuse 03/2/2005 11:20am

#10 Autek

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Posted 26 August 2011 - 04:58 AM

The items should to be difficult to obtain, or at least FAR more difficult than drops from the Giant Centipede, Trolls, Ogres, etc. for a GM to level.

A new leveling system doesn't necessarily have to eliminate the need to group with people, just lessen the number of people required from the number currently required to obtain tokens. I stand by my original monster suggestions, or at least their level of difficulty rather than monsters that adepts routinely kill. . . .

And I can agree with Terron on the fact that the token bosses' players required differ far too much. In my opinion the whole idea of requiring these tokens has been flawed from the beginning. It would take some well thought out planning, testing, and tweaking to change them at this point.
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#11 ice_cold

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Posted 27 August 2011 - 12:03 AM

A new leveling system doesn't necessarily have to eliminate the need to group with people, just lessen the number of people required from the number currently required to obtain tokens. I stand by my original monster suggestions, or at least their level of difficulty rather than monsters that adepts routinely kill. . . .

Level 5's kill brown and black bears. Owls are even easier to kill. If another system would be implemented, it should follow the lines of the original alternate leveling system. Some mobs easy some hard.
I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#12 Autek

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Posted 27 August 2011 - 01:47 AM

I don't agree with the original monsters necessarily either, but I think as the levels increase the difficulty should increase as well. The idea of a Grandmaster's trainer requiring a bag of Giant Centipede legs is awfully anticlimactic. Should be more epic than that, not to mention a higher drop rate on tougher monsters is better than an extremely low drop rate on simple monsters.
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#13 Gangster

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Posted 01 September 2011 - 05:35 AM

I support a new system where you dont need to rely on so many people to help you level past 35. But I do believe that teamwork shall still be involved to do so.
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#14 Autek

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Posted 30 December 2011 - 12:59 AM

So. . . When's this being introduced? I thought tokens would be tougher to come by when I first posted this. Now I'd imagine it'd take months to get enough people together and willing to help do token bosses.

Nightmist is calling my name again, but I'm not going to play just so that I can cap my character.
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#15 ice_cold

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Posted 03 January 2012 - 10:11 AM

So. . . When's this being introduced? I thought tokens would be tougher to come by when I first posted this. Now I'd imagine it'd take months to get enough people together and willing to help do token bosses.

Nightmist is calling my name again, but I'm not going to play just so that I can cap my character.


I think the problem at this point is that staff might be trying to figure out how to do this, without making it too easy, and without making it so you have to receive help from other players. The servers going in a direction where less and less people will be logging on, so a system has to be developed so 1 person can level by themselves, and doing that fairly might take some time.
I read somewhere that ostrichs hide their heads under the sand because moles watch porn.

ScarletMuse 03/2/2005 11:20am

#16 Silk

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Posted 09 January 2012 - 01:49 PM

Imo, obtaining the millions and billions of exp required to advance to the next level is work enough on a game with minimal playerbase, gaining exp and

clicking a button to reach lvl 30 was good enough for everyone, dont know why we had to get over complicated. on that note 36+ token system isnt a

bad idea just dont think it should be terribly difficult. And as far as 36+ for clerics you kinda run out of options aside from needing 10000's of bloods,

fingers and flesh, maybe change it up to require myd stuff and maybe 2nd floor zeum(2nd floor being easy cause everyone goes)(and myds because with
a lil help clerics can solo there), or make it so that cleric items are dropped on the way to bosses

that clerics are needed at but cant do anything but heal people




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