Low (in comparison) Level Caps

Eschaton

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Are you people admitting to being level up junkies?  I'm sorry, but I love to binge on beer (to comical and often dangerous excess), but I love a glass of scotch from time to time even more.
 

Galenmereth

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I think what we can all agree on is this: There has to be a balance between gaining levels and feeling a reward. Adding thousand levels doesn't add anything to your game unless it's actually fun/challenging/interesting to gain said levels. Keep in mind that most people will tire of a repeated formula quickly; you have to mix things up. One simple (and standard) way is giving out new skills at certain level intervals, while stats increase incrementally each level. This provides the player with a feeling of small growth at each level up, and a feeling of bigger growth as they earn a new ability.

The important part is designing your game around your levelling system, if you have it; you can't slap a low level cap on a formula meant for higher level caps, nor vice versa. You have to think holistically, taking all parts of your gameplay into consideration.
 

Zechnophobe

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Are you people admitting to being level up junkies?  I'm sorry, but I love to binge on beer (to comical and often dangerous excess), but I love a glass of scotch from time to time even more.
Note sure if this was at all in response to what I said, but just to be clear: You want to give your players rewards. Level-ups are one type, but not the only type of reward. If you have less level ups, consider other types of rewards instead. If a level up is a glass of scotch, what will the peanuts of the game be?
 

Eschaton

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Note sure if this was at all in response to what I said, but just to be clear: You want to give your players rewards. Level-ups are one type, but not the only type of reward. If you have less level ups, consider other types of rewards instead. If a level up is a glass of scotch, what will the peanuts of the game be?
Loot.  Advancement of the plot.  Gold.  Doing large amounts of damage to your enemies.
 

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