History Main / AbsurdlyHighLevelCap

16th Nov '16 3:56:31 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually '''un'''capped themselves due to the pills snatching away a bit of XP every time...

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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level after hitting the low-nineties was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually '''un'''capped themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:55:44 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' themselves due to the pills snatching away a bit of XP every time...

to:

** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' '''un'''capped themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:55:15 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:44:00 PM Origin
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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.

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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.
16th Nov '16 3:43:35 PM Origin
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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.
13th Oct '16 2:15:58 PM lluewhyn
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***Unlike most others on this list, however, it actually becomes ''easier'' to gain levels, as the XP amount between levels is static at that point, even though you're dealing more damage and taking less in return. However, since 98% of the entire game is grind, it's all a matter of whether you even want to bother grinding more than you have to.


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***This could also be said about certain classes before 4th Edition. Due to LinearWarriorsQuadraticWizards, players of Wizards and similar classes had to put up with being very weak in comparison to other classes until at least level 5 or so. Once it got into the teens, Fighters and Rogues might as well stay at home. Like in racial caps, this meant that a lot of short-lived campaigns meant that wizards never got rewarded for sticking it out through the low levels, whereas longer-lived and/or high-level campaigns saw non-magical classes become obsolete. 4th Edition's solution to solve all of this was to make most classes nearly identical.....which did not go over well. 5th Edition's solution was to smooth out wizards and other casters so they were more powerful at lower levels and not so over-powered at higher levels, mostly by fixing the effects of spells at a medium power level(unless using a higher slot). This has generally worked much better, but YMMV whether it really makes higher-level play in the teens still feel like a natural level progression without an unofficial "cap".
13th Oct '16 10:41:28 AM Skargoth
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!!Examples:

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!!Examples:
!!Examples



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[[folder:First Person [[folder:First-Person Shooter]]



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[[folder: [=MMORPG=]s ]][[folder:[=MMORPG=]]]



[[folder: Role Playing Game ]]

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[[folder: Role Playing Game ]][[folder:Role-Playing Games]]



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[[folder: Turn Based Strategy ]]

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[[folder: Turn Based Strategy ]][[folder:Turn-Based Strategy]]


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12th Oct '16 5:05:55 PM Valen
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* In ''VideoGame/ShinMegamiTenseiIIINocturne'', you can beat the final boss at around level 80-90. The level cap is 99... on paper. In reality, you can still keep levelling up, but it never displays as higher than 99. For those dedicated (and crazy) enough to keep grinding that much, you can reach the actual level cap of ''256''. You'll run out of stats to max out long before hitting that point.
5th Oct '16 5:38:08 PM SirVancelot131
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* In ''VideoGame/ChronoTrigger'', the level cap of 99 is impossible to reach without serious grinding, especially if you want to do it in a single playthrough. Even if you complete every single sidequest in the game, and exploit time travel to run through the Black Omen several times, your party's levels will still only be in the mid-50s. Lavos can be beaten at this point without too much trouble. Grind your way up to 99, however, and you'll be basically unkillable. NewGamePlus is the most fun way to grind, but [[CantDropTheHero Crono]] will probably max out far before everyone else.

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* In ''VideoGame/ChronoTrigger'', the level cap of 99 is impossible to reach without serious grinding, especially if you want to do it in a single playthrough. Even if you complete every single sidequest in the game, and exploit time travel to run through the Black Omen several times, your party's levels will still only be in the mid-50s. Lavos can be beaten at this point without too much trouble. Grind your way up to 99, however, and you'll be basically unkillable. NewGamePlus is the most fun way to grind, but [[CantDropTheHero Crono]] will probably max out far before everyone else.else since he can't be switched out until late in the game.
2nd Oct '16 6:06:43 AM LucaEarlgrey
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[[folder:Flash Games]]
* In ''Esgrima Online'', You could reach a level above 100. The highest level players are around the 105-150 level.
* In ''Monsters' Den: The Book of Dread'', There is no real level cap, As long as you keep going deeper and deeper into the Den of Endless Evil (That you reach when you complete one of the two story modes).
* Bleach Training has a 3-Digit level cap of 999, although you can finish the game at around level 80 or so.
* ''VideoGame/ClickerHeroes'' is a game built on exponentiation, so the level caps are only limited by the natural limitations of the underlying data type. The original implementation of the game used floating-point numbers, which meant that Heroes had an effective level cap of 4,100. For reference, the highest upgrade a Hero normally attains is around level 100. As long as the player has enough money, he or she can keep upgrading a character. However, due to the game's use of DiminishingReturnsForBalance applied to damage vs. cost, it becomes increasingly impractical to level heroes. When the developers switched to bignums, the level cap was essentially removed completely.
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[[folder:Other Games]]
* In ''Esgrima Online'', You could reach a level above 100. The highest level players are around the 105-150 level.
* In ''Monsters' Den: The Book of Dread'', There is no real level cap, As long as you keep going deeper and deeper into the Den of Endless Evil (That you reach when you complete one of the two story modes).
* Bleach Training has a 3-Digit level cap of 999, although you can finish the game at around level 80 or so.
* ''VideoGame/ClickerHeroes'' is a game built on exponentiation, so the level caps are only limited by the natural limitations of the underlying data type. The original implementation of the game used floating-point numbers, which meant that Heroes had an effective level cap of 4,100. For reference, the highest upgrade a Hero normally attains is around level 100. As long as the player has enough money, he or she can keep upgrading a character. However, due to the game's use of DiminishingReturnsForBalance applied to damage vs. cost, it becomes increasingly impractical to level heroes. When the developers switched to bignums, the level cap was essentially removed completely.
[[/folder]]
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