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Raise mcmmo cap
Posted: Mon May 30, 2016 5:03 am
by A_Land_Whale
it would be cool to keep 1200 as the level that you earn a cape but maybe make it so people can achieve levels higher than 1200. This adds more things to grind for on cl and keeps it entertaining. After 1200 the levels will scale even more harshly so it takes much more exp which will make it that much more impressive to have a high level in something. Ideally it takes so much time and exp that it will be near impossible for someone to be the number 1 in multiple skills. Just some thoughts from a player struggling to find reasons to keep playing ^^
Re: Raise mcmmo cap
Posted: Mon May 30, 2016 4:17 pm
by YT_Rivenful
1800 may be good, Although if it can be increased to 9000, Players can joke around with that meme.
Re: Raise mcmmo cap
Posted: Wed Jun 01, 2016 8:53 am
by Build
I personally feel that major possibilities to afk grind must be abolished before this is introduced. I mean it really does not serve the game if players are leveling up their skills while sleeping in real life. It would just increase the gap in skills between players fairly skilling and the one that do not.
Generally, I would appreciate higher mcmmo caps.
Maybe if this is introduced, make 2 different arenas. One for "amateurs" and one for "professionals".
Players with 1000+ hours -> professional arena (harder boss, harder competition, loot should not be that better than for the amateur arena to avoid an increase in the "item gap" between addicts and amateurs)
Players 1000- -> normal arena
OR
Players with powerlevel X+ -> professional arena
players with powerlevel X- -> amateur arena
Re: Raise mcmmo cap
Posted: Wed Jun 01, 2016 10:07 am
by TheLegendJet
Fix for combat skils: only natural spawned mobs give xp
gg wp get this in NAU