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Thread: level-lock inner sanctum

  1. #1

    level-lock inner sanctum

    To 200, but let 201+ have a way to get the stuff too. Not itemshop btw. Too easy.

  2. #2
    Why?
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  3. #3
    You make no sense. You say level lock it to 200, but then have 201+ have the ability to get it elsewhere? Why make more work than what its worth.

  4. #4
    Quote Originally Posted by Raggy View Post
    Why?
    Quote Originally Posted by Cyberleet View Post
    Too easy.
    thar. could always buff mobs there instead tho.

  5. #5
    Put a sword in stone in inner sanctum . There makes this post more sense
    "Don't think...feel, it's like a finger pointing towards the moon"

  6. #6

  7. #7
    Quote Originally Posted by Cyberleet View Post
    To 200, but let 201+ have a way to get the stuff too. Not itemshop btw. Too easy.
    12 year old content should be too easy to 220's. That doesn't mean you need to lock 220's out of it. I go to IS fairly often and I pretty much never see any non-TL7's on the 3rd floor unless they are being escorted by TL7's. Honestly, 220's aren't hanging out there. They go in, get what they need and leave so they aren't even disturbing people that are farming xp. Usually when I go in there I end up helping froob teams get a couple keys while I'm camping stuff on the 3rd floor.
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  8. #8
    Quote Originally Posted by Traderjill View Post
    12 year old content should be too easy to 220's. That doesn't mean you need to lock 220's out of it. I go to IS fairly often and I pretty much never see any non-TL7's on the 3rd floor unless they are being escorted by TL7's. Honestly, 220's aren't hanging out there. They go in, get what they need and leave so they aren't even disturbing people that are farming xp. Usually when I go in there I end up helping froob teams get a couple keys while I'm camping stuff on the 3rd floor.
    Exactly this.
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  9. #9
    A part of the fun of totw was that it was level-locked. The game could use pvm-content for 200's, team-orientated stuff. XP + loot. totw was cool cause you could basicly be there for 40 levels (20 to 60) and get both teamfun, xp, credits and phat lewt.

  10. #10
    Actually I'm sure I've posted an essay on the relationship and importance of level-capped instances/playfields previously, I just can't find it right now.

    Basically:-

    * Early RK era had many max-level capped instances. It worked. LOADS of people crammed into tiny confines for phats, levelling, training and teaming.
    * SL introduced level minimums. The problem is that FC never went around and revisited this again. Today, there are loads of 200+ toons.

    Summary of my thoughts:-

    * Farming and Stupidly Excrutiating Levels of Grinding is boring, annoying, pisses people off and is actually a symptom of economy woes.
    * Farming symptom of static loot tables that have been potentially abused for extended periods of time by certain elements of the playerbase.
    * Farming as indistinguishable from Grinding, as you may be farming symbs for resale, or farming hecks/LE aliums for XP - still expressing a symptom (necessity is the mother of invention) of another underlying problem (economy-related).
    * Very small active playerbase compared to what it was makes for entire zones, entire playfields even empty. Instead of players teaming with each other and running through a playfield or instance, they now just team with their OST/pockets/etc and just plevel/farm/grind through thingies everywhere.
    * Interestingly enough the largest traffic playfields in SL at least are Ely (hecks) -> Inf (mishes)
    * Somewhere along the line after SL/AI, FC realised again - look at S10 and S7. Hugely popular and works. High traffic.
    * Stuff like snatching, dryads, etc - usually get farmed quite a bit. If you want more work and go ahead create new items be my guest but no real need to - just move the outdoor bosses/dynas/phatdroppers into max-level-restricted areas in statics etc.

    * Introduce level capped playfields or statics or instances like RK into SL. I am not sure how that will allow travel for higher level toons will work, you will still want to allow transit but say just not into certain areas, which will presumably be camped by within-range team members.
    * Items of high value/utility are made available within these max-level capped environments. This makes it impossible to 'ez-mode farm' for endgamers/pockets/osts, cultivating teamwork over OST/plevel/solo to overcome challenges.
    * TBH, it's probably a good idea to keep within the same winning framework as RK max-level capped instances ie- max level cap is X, gets auto-booted at level Y, can't enter/get's auto-booted at bacon wrap at level Z.

    RESULTS should be:
    * More player traffic redirected/forced into certain instances to promote more populated environments (just making a forum post about 'new content at so and so' just does not work. you see the same person asking for content. getting it. then asking for more content. that is not the long-term solution and squanders valuable dev resource).
    * A bigger divide between quest/pvmers and pvpers. Since I anticipate a lot of pvpers and their dastardly multiboxing superfarming tricks will simply not take the time and effort to quest xyz with OTHER players and without their escort army of high level alts, there will be a result a further availability of 'pvm-specific' gear.
    * Increased possibility players make twinks or toons to sit at a particular instance instead of leveling up, encouraging greater diversity spread of players (levels, professions, roles, activities) in or around a particular instance/playfield or level range. Including, if there are some >new< UBER items or weapons in an max-level capped instance, players will be ushered into rolling new toons to get in there and farm it but without the OST help, will have to team or log/roll additional alts, and


    Eg:

    Realm Instance/Playfield Item of Value Max-Level Capped? Player Traffic
    RK Steps of Madness Neleb's Robe, Emo Sponge, Twink Rings, Lots NO LOW
    RK Temple of Three Winds GTA, Styg, Chalice, Heal Book, Lots YES HIGH
    SL Any Static Dungeon Nothing special NO LOW
    AI S7 Special Weapons, Bots YES HIGH
    SL Inferno Missions Nothing special except SK NO MED

    It's not rocket science really, but when you put it in a neat little table with all the considerations, anyone can see exactly what's going on and why inferno mission instances for instance are not exactly high traffic but not low, etc. so I won't go further into details.
    Enough details said on the matter already.

    Also, I know this is specific to IS, but i think this practice should be encouraged across the board.
    Last edited by Mastura; Sep 11th, 2014 at 03:03:46.
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  11. #11
    Quote Originally Posted by Cyberleet View Post
    A part of the fun of totw was that it was level-locked. The game could use pvm-content for 200's, team-orientated stuff. XP + loot. totw was cool cause you could basicly be there for 40 levels (20 to 60) and get both teamfun, xp, credits and phat lewt.
    i recall an FC posting "hinting" at many posters posting of possible new playfield for Totw ^_+.

    anyways IS doesn't have the level layout of the size totw has. No need to content locki t. even with the elite daily, IS seems bare with ...wait watch out! an IS train ^_=

    maybe jsut expand on the Aztur /Hezak/Cultist story and do a new Dungeon...make it in Prenumbra "The Pipe" ^_= Meet Aztuar & Hezak's brothers ^_=
    "Don't think...feel, it's like a finger pointing towards the moon"

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