If I wanted to max my level I would just need to make a map that I could "farm" and reach the level cap in a day.
This is the idea behind my "Skill-Set" system
New skills instead of new levels.
When 2 wizards go against each other in battle, it is their skills that win the day, not their level or age. This way a new player could have a chance at winning against a veteran. No one at level 20 should have to be forced to take only high level maps... same goes for low level players... they should not be left out of a map simply because only high level players can play on it.
I say no to player levels
-Purchase new skills with credit earned from playing or real cash if you are in a hurry
-No purchasing skills in PvP (player vs player) those skill sets must be equal in battle. (lock/unlock skills)
Level cap
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Re: Level cap
As noone knows anything about, how QM will be we can do a lot of speculation here. But i would also agenst extensive leveling.mikepurdy1234 wrote: I say no to player levels
-Purchase new skills with credit earned from playing or real cash if you are in a hurry
-No purchasing skills in PvP (player vs player) those skill sets must be equal in battle. (lock/unlock skills)
Maybe something like (if you played 100 maps, then you get a level higher) an activity based system. And then you can sort the players after the activity (e.g. mak servers with this level limit). So you get more acitve players to play together and players which just us QM as a stand in, if they have time, to play together.
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Re: Level cap
Or maybe like the current LADDER but better, if you kill players more skilled than you, or receive a quest from a NPC in a lvl you receive some exp.
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Re: Level cap
I think the actual server system in Trackmania could be provided great in Questmania. You have LVL servers, just like we have our point system (0-100000). So you have servers from lvl 0 to 10 and some for lvl 5 to 15 and so on. This time noob bashing is limited as well =)
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Re: Level cap
also a rpg based roc servers.
That way high skilled players can improve themselves.
That way high skilled players can improve themselves.
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OS: Windows 10 x64 Professional
MB: MSI 970A-G46
Processor: AMD FX-6300 3500 mHz
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Re: Level cap
the level system can be the same with the league of legends one where you earn your level on the maps and not before for the wizards,swordmans etc and we can gain player level through a system simmilar to the lp one in tm right now but of course without reductions
Re: Level cap
this will surely be like the current TMF servers like "xxxxx - 60-90k High Skill Server" ... even this time with a RPG level and so on...
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Re: Level cap
forgive me if i'm wrong, but isn't the whole idea of trackmania that all factors are equal, and that only the driving abilities of the player are deciding in whether you win or not. i'm quite sure that'll work the same for QM. i mean, there will probably be a ladder, just as in TM, but i doubt that you'll be 'stronger' when you've got a higher rank.
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Re: Level cap
JumperJack wrote:forgive me if i'm wrong, but isn't the whole idea of trackmania that all factors are equal, and that only the driving abilities of the player are deciding in whether you win or not. i'm quite sure that'll work the same for QM. i mean, there will probably be a ladder, just as in TM, but i doubt that you'll be 'stronger' when you've got a higher rank.
I second that
Re: Level cap
Absolutly my opinion. But i could really think about a ladder, which allows you to do specific quests. Just compare it with the Ladderlimits in TMF, where you need a distinct amount of points to drive RoC.JumperJack wrote:forgive me if i'm wrong, but isn't the whole idea of trackmania that all factors are equal, and that only the driving abilities of the player are deciding in whether you win or not. i'm quite sure that'll work the same for QM. i mean, there will probably be a ladder, just as in TM, but i doubt that you'll be 'stronger' when you've got a higher rank.
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