ID:152595
 
If a ORPG was made with a low level easily acertainable level cap and was soley pvp based with a decent combat system, would people play it? The end game like level 20 would consist of 5 man raiding dungeons for good loot. You would pick a main class such as mage, healer, warrior, hunter, rogue etc. Though then each would have three attributes like a mage would have elemental,buffing,anti-caster or whatever and you could assign each of your 20 points into whatever you liked. For example a mage wearing all elemental dungeon gear and used all his points in elemental could nuke someone down really quickly though a warrior who went all protection could tank him, thus creating a very team based system to work off of other peoples attributes. A dungeon would require a tank to not only hold aggro but to take hits that could drop a caster in roughly 2 seconds. Does this sound like a good idea making a pvp game so team based?
Guild wars does the same thing. Guild wars is known for PVP.
'Nuf said.
Level caps are dumb...in my opinion.
In response to Sniper Joe
Create a flexible system that allows for nearly infinite levels. >=D
In response to D4RK3 54B3R
yes, so then it'll turn into a DBZ game gorgeous.
In response to Darkdemonrad
in legend of the green dragon, you can level as much as you like. But when you beat the game, you start all over, at level 0. But you get to keep "permanent points", which are stat points that carry over when you beat the game.

You could do something like that. So then, with lotgd, there's levels, and "dk's", which are "dragon kills", which are how many times you've beaten the game. So when pvp'ing, you can only attack people within a certain level range, and a certain dk range.
In response to Jerico2day
Have a level cap at like, "99", or "999", or even "9999", depending on how hard it is to level up. After that, require a subscription to your game to bust the level cap :D But, while they are at the level cap, still allow them to gain EXP, and then once they buy a subscription, use the EXP they've acquired whilst at the cap, and give levels accordingly.


_> I've always wanted ta do this.
In response to Koil
OMG, I'm using that. That is a great idea for subscriber benefits.
In response to Koil
If you're going to provide a level cap, be sure to provide a means to entertain the players that have reached it.
In response to CaptFalcon33035
Another thing,

Something like this

Non-subscribed & non-byond members level cap: 100
Non-subscribed & byond members level cap: 500
Subscribed & byond members level cap: 1000

The level cap all depends on how hard it is to level ^-^
The DBZ-style (endless powerleveling, hoo rah!) game I've been developing has no level cap. You can level up forever, by killing hordes of monsters, killing others in PvP, completing missions and quests, finding Ultra Stones, etc. However, there's a "effective level cap" of 1000 levels. After you hit 1000 levels, you have to give up one level to gain one level. As your level soars, you give up your low-level powers in return for equally powerful, but more flashy or robust one. The balance of power stays basically the same, but the flavor is different.

For example, one of the very first Sekudo (mystic energy attacks) you can learn is Gandu Force, which has a slightly longer reach than a melee attack and allows you to keep your enemies out of touching distance by pushing them back and zapping them while with your little energy rays while your more powerful but slower attacks "cool down". However, the higher level your enemy is, the more energy it takes to push him; the Gandu Force attack therefore cools down less quickly. When you hit level 1000, you can trade in the Gandu Force for Sugandu Force, which has a less steep curve for cooldown times. Many attacks just get cooler-looking animations at really high levels (as an interesting side-note, all the animatons suck ass since I made them).

Thus, a level 5000 character's only advantages over a level 1000 character is that his attacks are more flashy and occasionally perform better against monsters (which is good, because the game scales the power level of monsters based on your level) -- but that never matters in PvP, where combatants negotiate a mutual ability pool to draw from, effectively leveling the playing field.

One of things that really helps design and balance-wise is having one list of abilities that are only for use in solo or co-op play, and another list of abilities that are only for PvP play. It's not so bad to have abilities whose nitty gritty specifics change between PvP and PvC play, as long as the general effect and mechanics are the same.

I give you these details because, for my lack of development time, this game will probably never see the light of day. I offer it in hopes that it might provide some inspiration.
In response to Koil
Great way to screw over your players by totally unbalancing the game. =(
In response to Elation
Seriously id only be level 500 max =(... jking anyways thats ultimately shadey. Subscription based power is wrong on so many levels. It is like bribeing a GM in everquest to get to level 100, do you think they would let that happen? The answer is no.
Final Fantasy XI?