119036-should-returning-players-get-an-instant-level-50-or-a-major-xp-boost-page-2

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My suggestion is that they increase the level cap to 60 based on a new drop or expansion, and make it take an incredible amount of time to level to 60.

This way people would still be able to raid and things at level 50, and the 50~60 level spand is hardcore end game leveling content.

WildStar always talks aobut "hardcore" then bring back the hardcore leveling in an expansion from Lv50 to Lv60, make it take at least 20~30+hours or more per level(i'd prefer 40~50), and change nothing about attunement or current design of the game. Maintain the eldergems at level 50 to, so that exp you get for the level also goes for counting towards your elder gems Exp.

So players that work at the game get the reward of leveling up and increasing their power even more and can gain an advantage in a raid, but this design doesn't stop attuned level 50s from being important to a raid.

I would say drop in a new 20 player raid at level 56~57 so players can get to it at level 57, but still have some levels to push for.

(Note: Carbine could make the level cap increase an unlock so that players have to unlock the extended cap or something like that, no don't make it 5+player/Raid/Dungeon related, but rather solo related unlocks).

Honestly carbine consider this please, this will keep players in your game for more than just raids.

This will contribute to players doing more than "Login, Raid, Log out" Fluff content doesn't keep people around as much as giving them meaninful and progressive content such as a leveling.

If people are in game, and leveling, and there are others who want to do dungeons and stuff, people are often times more willing to break off from leveling and help guild mates, and this would be far far FAR more common of a think if players were actually in game. rather than logged off playing league of legends, or some other competitor game that's keeping players from being in game in WildStar.

I sorely and deeply miss hard to reach level caps because it kept so many players plugging away and keeping at something that they could work forward too.

People actually stayed in game, people actually were around, people had a reason to stay logged in, playing, and working for their progression. 1~50 in 97 hours was a massive disappointment.

Carbine please, I'm begging you to make changes and content inclusion into the game that provides an extended experience, even if it's "artificial" but at least it keeps people in your game and playing your game's content and it keeps players working towards a goal.

I could even suggest another addition to the armor upgrade system that would allow for some new farming and game-play mechanics.

Adding more runes, is not helping as much as you want it too.

In short, Carbine you really need to work on creating content that keeps players in your game constantly, rather than just a few hours a week.


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Numbers like this are pretty meaningless. People level at varying rates. It took me something like four months to cap in TERA. It took me... five months to cap in WildStar. Both games I obsessively completed all objectives in every zone before moving on. And in both games I spent the majority of my time roleplaying. That said, I know of people who could cap characters in TERA in a couple days. TERA's quests also suffered from the same, rather boring over-reliance on "kill X many mobs" or "gather X many objects" that WildStar does, though at least the latter diversifies a bit with its path content.


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