This week's Community Spotlight focuses on the thread 'What is the optimal level cap for an MMO in your opinion?" by blognorg. Pretty self explanatory! Let's get right to it, starting with blognorg himself:
For me, a game with a low level cap is a little bit of a turn off. I'm kind of old school in the sense that I enjoy level progression more than end-game content. Personally, I would probably go with 100. It's not so low that levels would take too long to achieve, yet allows for some a solid amount of time before the cap is reached..... but not so much time that I can never imagining reaching it. I've thought about no cap, but it's nice to have something to shoot for.
Let me know that you guys think.
What's the rest of the MMORPG.com community think? Let's find out!
Hyanmen is fairly specific about his leveling expectations:
It should take 3-6 months of casual leveling to achieve the max level for one class. After that, 2 months at most for the subsequent classes.
The level cap should be at least 50, with progressively introducing the player to various gameplay features for every 5 levels gained. Main story at level 1, main way to progress at level 2, sidequests at level 10, more mainstory and sidequests until level 20 (this is the 'tutorial' and thus takes less time to complete). At level 20 you get to do quests that flesh out the storyline of your class. At level 25 you are introduced to guilds (and are encouraged to join one). At level 25 you can also do the first side-event such as instanced dungeon. At level 30 you get to specialize further in your chosen class (all the while you can change classes anytime you want but start at level 1). At level 35 you are introduced to a larger "group" of guilds but can not join one yet. Instead you can participate in the NPC-based PvE content of the system (that acts like a pseudo-"dynamic" content). At level 40 you can join the player-run group of guilds and gain access to their headquarters as well as guild-based PvE content. At level 45 you get to participate in the guild-based PvP content against other group of guilds.
All the while the main story as well as the class-based quests continue roughly every 5 levels, and the normal sidequests every 2 levels or so.
sloeber is old school, preferring anywhere from 100-150 levels:
as an old school player i would go about 100 to 150 lvls.
Make it so hard that the hcore player would need a month to get there so we normal (read casual) players get about 1 year of lvling goodness.
This way towns wont be crowded with max lvl players who just do endgame (grinds) and be bored for the rest of the time.
At least they would have been busy for the first month(s).
thats my tought on it.
but thats way too hard for you youngsters out there hehe.
They call rushing to lvl cap in a week HC these days too......hehe it took me TWO MONTHS (2 hours every evening) of fishing to get my GM (100) fishing skill (thats the max skill for fishing in UO in the old days :) )
Loke666 much prefers a lower level cap:
20. Adding more levels are just fluff, you dont need any more.
What really matters is how long time it takes to max out your level. If you add too many it just gets annoying, the only difference is that you have to change gear a little more.
And don't add more levels with expansions. That is the reason most games never gets balanced, once they finally are getting better they add more levels and start from scratch again.
There is no advantage with 100 or 200 levels compared to 20 assuming it takes the same time to reach that last level.
This might sound like a cop out answer but I don't have a fixation on the number of levels personally. Whatever the level cap is I feel there needs to be enough content to get you there, there are few things I hate more than content gaps where I have to grind endlessly (I'm looking at you launch Conan).
If anything, there should be enough content that you can hit cap and roll a new character and go through different mostly different content.
What are your thoughts on an optimal level cap? Share 'em in the comments below!