#Prestige

61 messages · Page 1 of 1 (latest)

wise talon
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Just a thought, once the top players max all stats whats next? maybe a prestige system?, could also maybe buff them for there next prestige run? im not sure im just thinking of the longevity of the game.

Justathought.

zenith jolt
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Its not a bad idea but im guessing by time someone does max may be more big grinds to do

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But if not fully agree

opaque slate
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we need a reset system or a way to trade in GOLD for benefits. Longevity is needed!

cloud hound
lusty siren
winter nova
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I'm not necessarily against this, but what would prestige do? I dislike concepts that have no real backing to them, you say I want this. But what is this? A ethereal plane between the 2 cosmos of existence?

cloud hound
wary sand
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It takes a full year to max

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By playing efficiently

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There is absolutely no reason for a prestige mode

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We need a bunch of high level dungeons, raids, cool UNTRADABLE items

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For longevity thats the only way to achieve it without making it p2w

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P2w with ingame or irl money isnt fun IMO

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Thr 6 raids weapons already add 100s of hours of gameplay alone, and look at that. People are actively huntung them. How about we have the same thing, except for skilling

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A skilling raid, hell gimne a set of offhand items untradable specific for each skill, ha e a cool raid based on defense which provide these offhand items

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Prestiging in a runescape type idle game is just sad and a horrible idea overoll

near pewter
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Id rather something new unlocked for each respective skill, like a new task, event, monster or what not once u hit 120 which could get you some sort of reward that would actually make the grind towards 500m xp given thats what u go for for bareable. imo hitting 120 should be more special then it is rn would

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Personally Id prefer it not to be something id have to be super active in order to get, rather just keep the grind aspect leave the rng active grind to the Iron man side of the game

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If there gets added too many “chores” like I feel raids would be as I personally do not enjoy them Id prolly lose the motivation to grind out the skills as Id have to actively grind in order to maximize my xp/hr to keep my current position

wary sand
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I understand your point completely

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But imo its just pure p2w

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Going for 500mil all isnt realistic currently

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This is sadly a situation where most people want more raids, and you are in the small minority against them

near pewter
# wary sand But imo its just pure p2w

I dont like the p2w aspect either idm luck non sale able items being in here. However having to actively play 5 hrs a day ir more till I get the equipment so I can grind is a turn off.

Personally once I hit all 120’s I think it will be it for me unless some new grind goal gets added, idc about collecting items nor killing bosses. Id rather see a “new world” unlock after 120 w new levels to achieve bot saying it has to be actual levels beyond 120 but maybe something to level under the diff categories

wary sand
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Make a whole new game for people who reach comp 4 cape?

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Ah yes, all 10 people per month

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There needs to be a way for people to catch up

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Bc currently the only thing seperating people are the number of hours of ak potsper day that they run

cloud hound
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Preach

near pewter
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hitting 120 in carp unlocks something u can do with that etc.

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People that started months after aren't going to catch up regardless

fresh atlas
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I like the idea.

gaunt sigil
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As much as I think you can make any idea a good idea, asking anyone to restart their progress is a hard ask when there’s already an established player base accustomed to a particular system.

I agree that the focus shouldn’t be on the handful of people who are T4 Comp’d, there is a huge content gap that could be filled, but I’ll play along until I get sleepy.

Assuming we get to a point where the average player is rocking base 120s instead of implementing a prestige system I’d push out the level cap to level 150; 500,000,000 Experience.

Level 121: 98,774,837
Level 122: 109,174,292
Level 123: 119,465,154
Level 124: 130,055,904
Level 125: 140,896,564
Level 126: 151,883,927
Level 127: 163,045,334
Level 128: 174,498,692
Level 129: 186,013,756
Level 130: 197,892,435
Level 131: 209,853,197
Level 132: 222,098,362
Level 133: 234,473,388
Level 134: 247,056,791
Level 135: 259,888,411
Level 136: 272,894,264
Level 137: 286,074,105
Level 138: 299,476,499
Level 139: 313,075,255
Level 140: 326,897,683
Level 141: 340,872,469
Level 142: 355,076,348
Level 143: 369,472,745
Level 144: 384,079,356
Level 145: 398,873,451
Level 146: 413,879,683
Level 147: 429,087,224
Level 148: 444,476,874
Level 149: 460,084,774
Level 150: 500,000,000

Now you have an entire games worth of content missing. Upgrading the base game items/system and expanding on new features and keeping players updating their goals.

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EXAMPLE:

🪓 - WOODCUTTING

Upon reaching Level 120 in Woodcutting, players unlock the ability to chop down "Ancient Trees". These rare trees provide an assortment of wood from all lower tiers, making them a valuable resource for players looking to gather a variety of wood types, but not wanting to sacrifice maximum experience.

In addition, chopping down these Ancient Trees gives players a chance to cut a "Perfect Plank". This is a superior type of plank that not only grants Carpentry experience when cut, but it can also be used by an Elite Mastery Carpenter to Upgrade the Clan Castle permanently by 1% bonus experience ONCE after collecting X amount.

That’s just 1 idea for 1 skill for a single level. Continue inserting ideas for 125 - 130 - 135 - 140 - 145 - 150?
Each Gathering and Processing skill could have a similar content update; requiring players to collaborate with Elite Mastery Gatherers and Elite Mastery Processors to unlock additional benefits. <Insert ideas here>

The game is consistently being updating; I hope with time we continue to grow our community, and dev team. I’m very pleased with the current version and look forward to each update!

wary sand
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i like your idea for the perfect plank

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only if it was untradable and you needed to collect like 50 of those for 1% xp buff

white meadow
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No need to reset characters.

Every 100m xp you get to choose a talent from a skill specific talent tree.

Level 120 is level cap - 88mil xp
120🩵 100m xp first talent choice.
120💚 200m xp, next talent
120💛 300m next talent
120💙 400m next talent
120🩷 500m final talent
Replace hearts with gemstone variants

Players with 500m in a skill currently, have all talent choices available.

Talents reset with new token, (tradeable)

Skill trees could be as simple as an option to reduce interval, or increase xp for the skill, or for combats, provide some additional damage chances, like bleed for combat, poison for archery, and burn for magic.

This rewards players who have already done the grind to 500m xp, and provides incentives to continue levelling skills past current level cap.

viscid cedar
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wait so why would we go past 500m?

viscid cedar
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160m exp between levels is a bit extreme tbf

wary sand
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enchanting is the same

viscid cedar
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yeah but #3 crafting is still at 114m exp

wary sand
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sounds pretty fair to me

wary sand
gaunt sigil
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The developer would be the best source of accurate information regarding the experience progression system; it’s quite complex to scale it down and reapply it so I just made my own for levels 121 - 150 for example purposes. I made sure to make level 150 hard capped at 500,000,000 experience since that is the current experience cap.

Trying to follow the curve from level 1 - 120 for 121 - 150 is what you have.

viscid cedar
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its not as complex as youd think

wary sand
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for lvl 150 being 500mil *

gaunt sigil
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Making it fit into the current cap is beyond my capabilities, go for it.

gaunt sigil
wary sand
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👍

viscid cedar
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also i vote raise level cap and exp cap

wary sand
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no

gaunt sigil
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I’m not saying anything, it isn’t my game nor suggestion. I was just trying to mold the thread conversation into an idea.

wary sand
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not until i get t4 comp

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when i get t4 comp, we can raise level cap

viscid cedar
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fine just exp cap then