Fantasy Realm Online Forums: Players Helping Players: Page: Respec without AP?:
 Post Date: 8/4/2012 10:56 PM #1 
Posted By:
DarKPenguiN

Member Since:
7/12/2012
Title: Page: Respec without AP?
First off, summoning FTW (freaking cool-) but unfortunatley I am unsure how to change my skills around and respec so I can test summoning out. Can I ONLY do it when I loevel up? Is there someone I have to speak with? Thanks.


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 Post Date: 8/4/2012 11:35 PM #2 
Posted By:
DarKPenguiN

Member Since:
7/12/2012
Title: Re: Page: Respec without AP?

NVM I see now (my reading comprehension fails) =/

Still curious what will happen at max level. No way to respec at that point?



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 Post Date: 8/6/2012 12:44 AM #3 
Posted By:
Chris The Avatar

Member Since:
1/17/2011
Administrator
Title: Re: Page: Respec without AP?

There is no max level, you can also wait 1.5 hours between stat changes even if you cant gain a level.



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 Post Date: 8/6/2012 2:25 AM #4 
Posted By:
DarKPenguiN

Member Since:
7/12/2012
Title: Re: Page: Respec without AP?

No Max Level? You mean we can continue to level up indefinitely? I thought we could only go to 60.



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 Post Date: 8/6/2012 1:03 PM #5 
Posted By:
Kodus

Member Since:
8/3/2012
Title: Re: Page: Respec without AP?

Yeah I'm really keen to know about that "no max level" comment. This game would be absolutely amazing if it were truly level limit free...



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 Post Date: 8/6/2012 4:07 PM #6 
Posted By:
DarKPenguiN

Member Since:
7/12/2012
Title: Re: Page: Respec without AP?

I am on the opposite side of that spectrum. Essentially that will make every character of the same class exactly the same. There wont be tough choices on which skills to take because you will get everything and it will be difficult for anyone new to ever catch up. The only game I played with no real limits on skills was darkfall  and at lest in that particular game the no limits was very counter productive to the game and community.  

EDIT: Actually this is a very important question. Considering that XP will be a cash shop item , if there are no limits this game becomes the definition of Pay To Win. I am not having my gear stolen by someone who plunks down enough cash to be in "God mode" and players which WILL do that are more than likely only in the game to kill those weaker than them for fun. Even a game such as darkfall which has no cash shop has reset stats twice (once when making the NA server) and has bled any potential community based on veterans being untouchable. I macrod/botted for almost two months and still wasnt competitive (and I have the patience for a hardcore game) before giving up. Throw XP in a cash shop with no level cap and full loot. =/



Last Edited: 8/6/2012 5:49 PM


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 Post Date: 8/7/2012 12:01 PM #7 
Posted By:
Kodus

Member Since:
8/3/2012
Title: Re: Page: Respec without AP?

Penguin, I completely understand what you're saying. I think there are two solutions to the problem (if indeed FRO is level-limit free):

1. Limit PVP to +/- a level difference between players, so a level 120 player couldn't attack a level 90 for example.

or;

2. Incorporate total exp % loss on death, that way if a very high level 'god character' was griefing the community, a few players could band together, kill him and take some power away.

But I'm still keen to hear back from Chris about whether this game is actually going to have a level limit or not!



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 Post Date: 8/7/2012 9:20 PM #8 
Posted By:
DarKPenguiN

Member Since:
7/12/2012
Title: Re: Page: Respec without AP?

What I imagine will happen (concerning no level limits) is that if they limit PVP to a level limit as you suggest - There will no no PVP. It will not take too long into the games life cycle and our levels will be extremely varied with some in the 200+ range, others in the 40-60 range and everybody afk macroing constantly. I see problems with adding PVE content such as dungeons since our levels will be all across the board and through every spectrum. Do you add a level 200 dungeon (when some players are far past 200) or a level 100 dungeon ?(where the average base line of population is sitting)

Hard choices come down with which camp to appease and nobody will be happy. The guy who spent $$$ to bypass leveling and is now level 200 is going to be mad if there is nobody to grief and kill (due to PVP limits) or he is mad that the Dungeons are now too easy. The average level of the playerbase will want dungeons they can do as well, so focusing on content to keep the level 200+ crowd happy is going to alienate the lower level folks.

In other words, developing PVE for everyone to enjoy become impossible and risks pissing people off.

A Hard Level Cap allows for the developer to add new content which will be at the appropriate challenge level for the greatest portion of the population (those sitting at level cap). An example would be that if the level cap was 60 a new dungeon area could be added for level 60-80 and the level cap raised each time a new area was added.,.

But the main issue  here IMHO is the selling of XP WITHOUT a level cap. This is an Old School type game and the players who will be attracted to this game are Old School.  There is no defense to the "Game is a Pay to Win" argument at this point, as it is a pay to win game. The consumers drawn to a game like this are inherently anti Cash shop to begin with , older and not willing to play a full lot game where the other guy can buy infinite levels. At least with a hard Cap it can be explained that "Yes, people can buy levels but its not too hard to level to cap and be competitive".

 

I came in here wondering if this was a Pay to win game and was told nothing gamebreaking would be in the cash shop- But this is the most gamebreaking thing I have ever seen. Even in PWI Asian P2W games they have a cap and you cant even buy XP (just XP potions to level FASTER)

I personally feel vested in this game. Not monetarily as the $10.00 I have spent on an account is a bargain IMO as I have played many, many hours. I feel vested since I actually trying to test this game (as its a Beta- Not a "trial") and promote this game and wish to see this really take off. I try to stay online far longer than I normally would to answer players questions and give some life to chat. Once a core community is established, the skys the limit... But I cannot promote nor defend the pay to win argument and that is going to be a huge turn off to a great majority of otherwise loyal players. This will hinder building the initial community and IMHO really hurt this game.

If revenue is an issue (as I know you need to make money for your hard work and expenses) I have some suggestions which I would be glad to share.

For the moment I am going to just work on my crafters and see how this plays out.



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