Board Thread:Game Discussions/@comment-25097314-20140630233911/@comment-24.97.227.132-20140701191322

Yongsan wrote: 1) Level does not matter once you pass 100.  I am level 500+ in game. I sometimes get more points than my guildmates on the same target, sometimes less. The only sure fire thing is that GM's give 50% bonus, GS, GC, HC give 20% bonus, and Commanders give no bonus when defeated. The base points that determine your bonus ARE NOT AFFECTED BY LEVEL PAST 100. The game treats all players the EXACT same once you reach level 100 - so no, there are no penalties to leveling. I don't get harder matches in the arena because of my level, because at level100+ you start fighting against others who are, well, level 100+. It doesn't matter whether you are 100 or 1000; what matters is your gear. 2) I like adding some incentive to leveling, as a high level player myself. Also agree with making each level more EXP to reach past 100 not the EXACT same. Did I already say all players 100+ are considered the same? Oh wait. Okay I'll stop, but I keep seeing this, so I want to emphasize that level only matters for below 100 players.. All above 100 are the same.

3) Another great Idea. Only problem I see with this is that sometimes you have longtime members who can't be as active as they have been for a weekend because of RL - it doesn't mean they weren't deserving of the rewards. Maybe the ability of GM to decide who gets/deserves the reward? Regarding kicking in the middle, it's a real benefit if you have a rogue declarer in your guild but could be abused where a hardworking player may get unfairly kicked or accidentally kicked even, like how you can accidentally declare war because the game doesn't ask for confirmation on whether you want to declare or not; could cause some problems.

4) Favorite idea so far - I like it.

5) Ah an idea to solve the problem I raised earlier - but if 41-50 get no rewards, why would anyone want to be under 41-50? It would be the same as leaving for the weekend and returning. It would make the 'return' part less of a hassle and if they're allowed to contribute during wars it could possibly be advantageous for some though.

Also as an Aside, I always thought GC should have some sort of offensive ability to balance out with the Sentinel's protective ability; maybe the ability to do a power attack for 1 energy once per battle? It would give being GC a crucial war function of defeating the opposing sentinel.

6) Hmmm very interesting idea. Costs are realistic too - 1500 to turn an existing epic into a plus.. very interesting.

7) & 8) No brainers, we need more map areas. Not quite sure about craftable epics - since the game would be overrun with epics then. Players who play wanting their first epic could just get it in that way. I do like the idea of having a secondary map, much harder difficulty.

Overall great ideas! You definitely put some thought into it :) Thank you.

I think people tend to think that low-level 100+ players have some advantage, simply because a lot of people around that level spend LOTS of gems. If you open a lot of chests there is almost no need whatsoever to level up, and play the map. You don't need the fusion material, because you have epics that are better than what you will get from fusion; and you don't need enhancement material, because you get plenty of 2 star armor, and fusion boosts from your chests. Beyond that, it's just crafting basic armors to fuse for 50EP 1 stars.

Other than that point, I like the rest of the ideas.