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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Let's have a discussion about level caps!

A level cap is the maximum level you can reach by gaining experience points. Level caps are typically used to limit the maximum power the player can gain through pure grinding.

- The level cap in most Final Fantasy games is 99, which is about twice the level you are expected to finish the game at.
- The level cap in Diablo 3 is 60, which you will reach 3/4 of the way through the game.
- The level cap in Crono Trigger is 99, but most characters will max out most of their stats at level 60-65; further levels do practically nothing for anyone but Marle. So, there is a soft level cap about 10 levels higher than the level you are expected to finish the game at.

This time instead of posting all my own thoughts in the OP, I'm just going to start the topic and sit back for a while. Talk about what this mysterious feature is good for, and what it's not good for! Some of you guys must have weird, novel ideas on how to use level caps better, right?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Level caps exist so that all of the game's challenges can be surmounted by a weak player via grinding, while still preventing grinding from defeating optional supercontent.
Ah, this post might just eat all my free time :3

Well this is my current game's concept of level caps. The normal game caps at level 50. I'm hoping that the player reaches this level before fighting the final boss. If for some reason they do not, the FB will give them maxed out EXP.

After that, I plan on releasing an expansion that increases the level cap to 100. The same method applies to this, has it did for vanilla SR.

Now after all that is done, I want to release another expansion aimed straight for the hardcore players (assuming I get them, lol)
Every boss has a set difficulty, and you cannot out level a single one.
I want to allow for premade saves for my first expansion. This is because E1 has a lot of story. HOWEVER, E2 is mostly fighting and side quests. Therefore, no save will come with this piece of the game. The only way you can hope of completing all of Santoo Rinba is by playing the game on hard difficulty throughout E1, and E2- with a stat bonus if you complete the Vanilla game without premade saves.

If a player plays through vanilla and E1 on easy mode, they will not have the appropriate stats for E2


LoL, that was fun to write :P
I hate low-level caps in games like Skyrim, Fallout and Kingdoms of Amalur. I can understand why they're set so low - it's a balance thing and the games are built around replayability - but that doesn't mean I have to like it.

Take Kingdoms of Amalur for example. The level cap is set at 40. I've currently explored just over a quarter of the world and already at level 30. Sidequests (of which I endeavour to do all that I find) have boosted my levels that much and I'm almost at level cap without doing much in the way of grinding (just killing every monster I've met whilst doing said sidequests).
Now, I really wouldn't have minded if the developers extended the level cap at least another 20 levels. That would have been fine to me. But level 30 or 40 level caps seem utterly ridiculous.

That said, I prefer to have a level 99 level cap in the games I play so I at least know it's a possibility. Hell, my brother and I ground most of the characters in the games we play to 99 before the end - that's what screwed us in FF8. Ultimacea and her bloody castle. >.<

I dunno, I prefer higher level caps. A good limit is thus: you can do all the sidequests, fight every battle you meet and a bit of grinding plus 10 or so for the extremists. So say you can naturally get to level 35 when you fight every battle and do every quest, then add about 10 levels for the grinders and another 10 for the extremists. That means 55 would be a decent number. Hell, I'd jack it up 5 just in case - a nice round 60.

I tend to just leave level cap at 99 in my own games. It's less fuss and easier to generate a curve. If I need to balance out the levels I can use augments or equipment to do so - even spells that increase stats for a while. Maybe one that simulates being jacked up a few levels for the sake of averting grinding.
I rarely implement LV caps below 99.
I rather control players' power through the EXP system:

In Crystalis, your current LV is subtracted from the EXP given by the enemy. That way the EXP given by a monster can eventually fall to zero, meaning that you won't be able to LV Up by fighting this particular enemy anymore.
Levels cap at 30 in the game (and at 16 in the original NES game).

In Fabulist (LVs cap at 99), characters always need 100 BP (EXP) to reach the next LV. BP received after the battle is always divided by your character's current LV. The minimal amount of BP given by an enemy cannot fall below 1 though (this system is similar to Castlevania SotN).
For instance, being on LV1 and defeating an enemy that gives 10 BP will neat you about 10 BP, but beating it on LV2 will only neat you 5 BP.

I like to allow players to still be able to grind up to a certain point if they want to. I like to allow them the freedom of choice.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Dividing by level falls short at higher levels. An enemy that gives 1000 EXP to a Lv50 Player gives 833 to a Lv60 Player. Depending on your game, that's a very significant jump in power. At the highest levels, it's obsolete entirely: a Lv70 player getting 10,000 EXP from a foe still gets 7,777 EXP from the same foe at Lv90.

This feature only really helps at the lower ranges, from say, 1-20 or so. After that, then the player becomes able to grind from progressively weaker and weaker foes.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Dividing XP gained by the player's level is identical to multiplying XP required by the players level. Congrats: you've created RM2K3's experience curve.
You're right. Hence the need to balance the game's difficulty through other means as well.

In Fabulist leveling up gives very little stat bonus. Fighting the same boss at LV50 and at LV60 won't make much of a difference because dealing and sustaining damage is much more based upon battle strategy: exploiting weaknesses and enemy types (lets you deal up to 3 times the damage), status ailments and managing your very limited MP.
Therefore grinding can only provide so much extra power.
LouisCyphre
can't make a bad game if you don't finish any games
4523
There's not much point to gaining EXP at all then. Better to just avoid most battles and let inflated gain from later fights cover the difference.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The whole point of a level cap is, similarly, so that grinding can only provide so much extra power. Once you hit the cap, you must increase your power by other means: by finding new equipment, by learning new abilities, or by getting better at the game.

Well, that's usually the whole point. They can be used for other purposes also.
Battles can provide more than EXP. You can have weaker enemies drop useful items and equipment stronger enemies don't, for instance.
I also have a tendency to encourage speed runs, therefore encouraging the avoiding of earlier battles can be intended. Most FF games can actually be beaten by avoiding 90% of the regular enemy battles, yet most players never run away from a fight.
Level 10 cap yo with exponential EXP curve

The main goal of the level cap is to make each level worth something more than something that occasionally happens with a little ditty that plays (if even that). A low level cap is one of the factors in attaining this goal by making levels worth more through scarcity and pacing nine level ups throughout the game. Another factor in that is giving a new ability at each level and giving each character ten abilities is easier to design. I also want to ensure that the player has all these abilities by the endgame- Not for balance reasons but for progression ones.

I deal with the consequences of the cap that Liberty brought up through multiple difficulty levels that can be changed at playtime and gold: There will always be something worth buying for that extra edge if needed but it is nothing abilities and a good plan can't beat.


(And Altima is inspired by Ultima 4+5 which had a level cap of 8. And you can start at level 5 in U5 if you import from a previous game. Wheee! Cap's in the air for future projects due to changes in character progression so no real comment on those except I still want to try and make level ups a big deal.)
author=ChaosProductions
Dividing by level falls short at higher levels. An enemy that gives 1000 EXP to a Lv50 Player gives 833 to a Lv60 Player. Depending on your game, that's a very significant jump in power. At the highest levels, it's obsolete entirely: a Lv70 player getting 10,000 EXP from a foe still gets 7,777 EXP from the same foe at Lv90.

This feature only really helps at the lower ranges, from say, 1-20 or so. After that, then the player becomes able to grind from progressively weaker and weaker foes.


An alternative to this can be found in the 3rd edition (and possibly other editions, but I can't say firsthand) of Dungeons and Dragons: Rather than dividing experience gained by level, the experience gained is multiplied by ~0.7 for each level of difference between your character's level and the level your character is expected to be at. This results in a system that scales no matter what level range it's applied to.

(If I were modifying the system to work in a JRPG, I'd lower the penalty a bit. DnD cuts the experience in half for every two levels, but that's because there are only 20 levels total (without going into epic levels), and a 2-level difference is expected to make your character twice as powerful as they were. JRPGs tend to have a slower rate of power gain, so I'd lower it to halve experience every 5 or 10 levels, depending on how wide of a range I want the players to be guided towards. (This would be multiplying it by either ~.87 or ~.933 for each level of difference))


On the subject of level caps in general, I don't really like the idea of caps that the player is expected to hit during the mandatory game content, unless they've done a lot more grinding than expected. My method for figuring out a "good" level cap would be as follows:

1) Figure out the minimum level a character can reach the endgame at. Design the final boss to be beatable by a highly skilled player at this level.
-- a) If you have several sidequests at the end of the game that give the player additional characters, equipment, spells, etc that boost their power level, feel free to raise the difficulty of the boss slightly. This will result in the player having several options at the endgame for raising their power level to fight the final boss. The player will be required to pursue at least one (or a few) of these options, but they can choose to go for more to make the fight even easier.
-- b) If your game has few (or no) sidequests of the abovementioned sort throughout the game whatsoever, feel free to decrease the difficulty of the boss slightly. Your not-expert players will appreciate not being forced to grind at the end of the game.
2) Once you've determined how powerful the final boss will be, figure out what level a party would need to be such that, with all of the collectable extras that have been found throughout the game so far, they'll be able to trivialize the final boss fight. ("Trivialize" may be a bit of a subjective term. I'd define it as the point where a player has no chance to lose if they apply only a little bit of strategic thought to the battle).
3) Set the level cap slightly below the level found in step 2. This means that, if a player goes through and finds every single power-boosting item in the game and raises their level up to the cap, they will have a very basic grasp of the game's battle system if they wish to win (ie. They'll have to do something more complicated than mashing "attack").
Not having a level cap means the player will always beat the game. Multiplayer online enabled games have level caps so they can come out with DLC that will raise your level cap.
author=ShortStar
Not having a level cap means the player will always beat the game.
I don't quite get that. I understand, however, that no leveling will increase the chances of a player rage quitting hard fights.
The boss of Dragon Quest 3 was meant for level 60 characters.... I mowed him down with my level 99 party.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Muninn
On the subject of level caps in general, I don't really like the idea of caps that the player is expected to hit during the mandatory game content, unless they've done a lot more grinding than expected.


Why, I'm curious? Ultimately, what a level cap means is that after you hit it, you gain strength by completing new challenges instead of by grinding.

Personally, I think your numbers for steps 2 and 3 will make the game too easy. But that's why God invented difficulty settings. Different level caps can be very effective ways of making hard mode harder than easy mode - the lower level cap forces the to overcome the challenges with strategy and planning instead of with levels. My own RM2K3 game's level cap is 10 levels higher on normal mode than on hard mode, to give more options to the players who might need them, but challenge the players who want to be challenged.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
In my game, the level cap is just level 10.
You can reach that level with very little grinding at about 60% of the game.
From that point on, power comes from item finds and crafting unique equipment.

Granted, it's not a very long game (about 3 hours).
Am I lazy?
author=rabitZ
Am I lazy?

No, not for a short game. Though I'm ignorant to how the game balances those 10 levels...
chana
(Socrates would certainly not contadict me!)
1584
author=rabitZ
Am I lazy?

Oh no!, it makes for much more interesting battles.
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