Level 100 will never reach their full potential...

Re: Wei says no......

Postby etching » Tue Aug 20, 2013 6:48 pm

Talon Lake wrote:Raising the level cap would do nothing. The damage loss never changes, it happens every level. IF the level cap were raised to 105, once again at 101, 102 etc you would drop damage, but you wouldn't have an issue with it until you hit 105 as 104s hit slightly harder.


The solution is extremely simple and shouldn't be difficult to implement:

Simply raise the level cap to 100.99999999999


What that means is that by the time you get to .99 you would have overcome the initial level penalty.
The kicker is that once the "Exp to lv" reaches zero, you simply don't advance to 101.
Sure, the "Exp to lv" would most likely go negative by then, but code could be written in to prevent
folks from advancing to 101 and also at that point stop accruing XP to prevent folks from going farther
into negative XP territory.

Game over, problem solved, drive home safely folks...
etching
 
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Re: Wei says no......

Postby Samra » Wed Aug 21, 2013 12:13 am

Or just fix the problem once and for all by adding a simple check into the damage formula along the lines:
if( (player_level == level_cap) && (stupid_decimal_value < 1) ) new_stupid_decimal_value == 1;

So, once you hit the cap, whatever that may be, the game gives you the benefit of being level cap.1

Just a thought.
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Re: Wei says no......

Postby admin » Wed Aug 21, 2013 1:26 am

Samra wrote:Or just fix the problem once and for all by adding a simple check into the damage formula along the lines:
if( (player_level == level_cap) && (stupid_decimal_value < 1) ) new_stupid_decimal_value == 1;

So, once you hit the cap, whatever that may be, the game gives you the benefit of being level cap.1

Just a thought.


It doesn't exactly work that way, but it's not a bad suggestion actually. We can similarly just reduce the boss armor bonus by one level (for bosses that always increase level when you do) for players at level cap, though those players will still see the same small trivial drop as they do now once level cap is increased. I will pass this idea to the dev team.
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