Difference between revisions of "Template:Level cap"

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The [[Level cap|level cap]] at [[Release schedule|launch]] is expected to be around level 50.{{livestream|15 December 2017|58m48|M1bgSjVXDTY}}
 
The [[Level cap|level cap]] at [[Release schedule|launch]] is expected to be around level 50.{{livestream|15 December 2017|58m48|M1bgSjVXDTY}}
  
The developers anticipate max level should be attainable in approximately 45 days.{{livestream|24 May 2017|19m25|KCr9yh2Y97I}}
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The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.{{interview|8 July 2020|1h07m59|zWguiuv9iyY}}{{livestream|24 May 2017|19m25|KCr9yh2Y97I}}
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<blockquote>''The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.''{{interview|8 July 2020|1h07m59|zWguiuv9iyY}}{{ndash|[[Steven Sharif]]}}</blockquote>

Revision as of 20:20, 13 July 2020

The level cap at launch is expected to be around level 50.[1]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[2][3]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[2]Steven Sharif