Will there be a lvl cap

Mu online season 21 - grand opening

DarkSacred

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Doesn't level capping put off the top tier players from playing / donating though?
 

UnluckyXIII

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Jan 5, 2018
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Why would we need a level cap? Naturally the levels increase enough that it will start to slow people down and give people the chance to “catch up”, all a level cap would do is what DarkSacred mentioned above....

XIII
 

Lionsm!ght

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Aug 28, 2015
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Level cap no

But i think the exp needs to begin jumping up more from 50+, at the moment every level goes up around 20m exp, doesnt seem to be anymore big jumps like you got at the early 40's, (not sure if the big jumps come in again during the 50's or not)
 

Jamie

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Mar 29, 2003
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Level cap no

But i think the exp needs to begin jumping up more from 50+, at the moment every level goes up around 20m exp, doesnt seem to be anymore big jumps like you got at the early 40's, (not sure if the big jumps come in again during the 50's or not)

Actually its the opposite, at around 60(ish) to 74 the exp doesn't increase, at Lv 75+ the Experience starts to really scale.
 

Fleshwerk

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Dec 11, 2004
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Doesn't level capping put off the top tier players from playing / donating though?

In my opinion - only if the cap doesn't get raised periodically.

I think a level cap to 55 for the first 3 months or so wouldn't be a bad idea as some people see the ones way up there and think they can't catch up.
 

DarkSacred

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In my opinion - only if the cap doesn't get raised periodically.

I think a level cap to 55 for the first 3 months or so wouldn't be a bad idea as some people see the ones way up there and think they can't catch up.

The worry with that is, remove the carrot = losing players.

Its big risk to alienate a section of your community, even more so when traditionally its this sub sect of the community that subscribe the most money which in turn keeps the server up and running.

If you now capped everyone at 55, of which several people are slowly closing in on, you run the risk of them becoming bored and potentially quitting. The best way to curb it is to have higher increases in level size which over time naturally bunches people together.

Just for instance level 42-43 is 25,000,000
Level 43 - 44 is 44,000,000

This in itself causes a natural bottle neck slowing people down. If they have enough of these across the levels they can naturally limit progression while still allowing those who are "hardcore" or "power players" to keep pushing through. With the way Mir is designed those who play the most, get the most its always been that way. This is never going to be WoW where everyone gets to level 60 in two weeks and we sit round a campfire singing kum-by-ah with everyone having the exact same load out.
 

CremeEgg82

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Feb 24, 2014
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It used to be that every 10 levels or so the exp required for the next level doubled and then returned to the standard curve. It meant there were some large jumps to overcome.

However Mir has always had an intended soft cap mechanism, not a hard limit. At a point the content available to you will slow levelling progression, but you still have something to do.

As I said in another thread just now, some of the ways the Korean's have made changes to accelerate early levels and allow people to catch up to the current content was to re-stat everything. Current content in Korea is 80-100 range, top players are 102 and Episode 5 is on the horizon (if not finished, there doesn't appear to be much info on their site), so I expect new areas of 120+.