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Thread: New Leveling System for Rise of Immortals

  1. #1
    Join Date
    Jul 2011
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    623

    New Leveling System for Rise of Immortals

    What you guys thoughts about this idea? I just share this new system because people now just bored from old systems like, queue times/matchmaking system. Some low-level people need not compared to higher levels, or those who do not care, but cannot get a game for the level of poses. What this essentially allows any person by the person games super level grind? Therefore, there is no level 18, when everyone else is level 3. This helps both get the games.

  2. #2
    Join Date
    Aug 2009
    Posts
    3,786

    Re: New Leveling System for Rise of Immortals

    If you're not sure it works, do it for a weekend. 21 is a good level of players to get the feel of how an Immortal will be for the other levels because the majority of players specializing in the tree champion. Besides, no one can shout "He has his sig and artifacts so we won!" balance of a dozen characters based on feedback and monitoring of statistical data scheduled by the players of a variety of persistent levels, gear sets, playing styles and artifacts is not the way forward. In fact that's crazy. Balancing the needs of a uniform expansion along persistent levels and I feel the level 21 is a good place to start.

  3. #3
    Join Date
    Jun 2009
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    4,134

    Re: New Leveling System for Rise of Immortals

    Locking at level 20 would detach some troubles. There's at a standstill a fundamental trouble of pre-prod testing that necessitates to be happening.

  4. #4
    Join Date
    Apr 2009
    Posts
    3,974

    Re: New Leveling System for Rise of Immortals

    I think the best way forward is to carry out honestly just exp-stage (beta version only). Which means do so grinding level 1 to level 21 is much easier than cattle after each level.

    In this way we will be able to "test" of all the immortals on our way to each level 1 to 21 separately, but all in the same range 21/01 level much faster (with a lot to say too much) what mean faster games, and also leaves open the option for leveling up "more" than level 21 for those who want to play later without having a "no gain" feeling, which would be able to level up yet, but at a pace much slower to prevent getting high and screwing level pairing again.

  5. #5
    Join Date
    Jun 2009
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    3,960

    Re: New Leveling System for Rise of Immortals

    Temporal stages exp at level 1 to 21 shall not easier to achieve (e.g., 2-3 hours of play or less) and after reaching level 21 exp drops immensely so any level then requires much more polished (also means "grinding" does not deserve PvE after this point.

  6. #6
    Join Date
    Jun 2009
    Posts
    3,859

    Re: New Leveling System for Rise of Immortals

    I would like to see a level per battle (possibly two battles for PvE) to level 21. As a minimum for now. It looks that there is a huge number of people playing at present, and even get to play a game can take half an hour or more.

  7. #7
    Join Date
    Nov 2008
    Posts
    3,952

    Re: New Leveling System for Rise of Immortals

    At that time the queue times are not a problem unless you're in a total of 5 people prefabricated, in which case the queue system seems to completely ignore your group. Viewed 3 games start earlier when we sit in the queue for about 40 minutes. Petro eliminated all levels / ELO restrictions of the tails, so no bands. The search system still tries to even the teams in terms of level (assuming that they are not in a premade group). However, this has dramatically reduced queue times for me. Considering that before setting the times were, basically, in my infinite Nyssus as it is level 24, I at least come into play now.

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