Re: Deliberate level capping
This is a small price to pay. Sure you can't be as much of a good Samaritan when out and about, but the trade-off is that all those hellish levels from 12-60 become much more convenient.
I would never, ever run out of MP even with double MP cost if PL'ing on RDM. Between Vermillion Cloak, Refresh, and a 1000MP-efficient Convert, I can spend almost 1600 MP every 10 minutes and never run out. This will not stop PLs. Drop Weakness on me, though, and there's not much I can do about it.
This is not a solution to the problem. All it does is restrict the time when you can use it, and for no visible gain (and now you've added another item that players have to lug around with them).
You already have to plan ahead - not everyone carries lower level gear around all the time, and even ones who do (like me) don't always have a full kit. The point is to simplify the process of getting party members at levels below 75, not throw obstacles in the path to make it even more annoying.
I really don't see much potential for abuse here. RMTs? So what? They almost always form their own parties anyway - and if they're monopolizing a zone, you would have the option of asking the party to drop down a few levels and go back to a lower level camp.
Icemage
Originally posted by Chveya
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Maybe a penalty that makes healing spells cost double MP if casted on a player 10 lvls below you? That wouldn't be so severe, yet it would still be a deterrent to PLing. If your exp party had to wait for MP on their PL every other battle, it wouldn't be as worth it to abuse the PL option.
As far as lvl capping goes, my idea would be to add a questable item with a lvl capping enchantment. Make the quest only available to lvl 70 or higher, the item equipable by only lvl 70 or higher, and make the enchantment usable every 48 hrs (or maybe even longer). The enchantment would cap the user's level to the highest lvl in the party. Exp gain would work like Taskmage described, the same as any other lvl capped event (by the way, thank you Taskmage for that explanation; I was wondering how exp gain worked in capped areas). I don't know how long the enchantment would last, and whether it would wear if you died. And I'm sure there's lots more details that would have to be worked out...
Anyway, with this sort of setup you would have to plan ahead to do any exping with your lvl capped. You couldn't just slap on the item, use the enchantment, and start lfp on that job while capped at your desired lvl. You'd have to make arrangements with friends, or at least send /tells to the people lfp in that range. I think that implementing lvl cap in this way would deter abuse more than if lvl capping was a simple choice on the menu.
I really don't see much potential for abuse here. RMTs? So what? They almost always form their own parties anyway - and if they're monopolizing a zone, you would have the option of asking the party to drop down a few levels and go back to a lower level camp.
Icemage
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