After some consideration and re-reading this thread, as well as some others, I have made some tweaks to this concept yet again and instead of editing this thread I decided to make a new thread.
I will leave the original concept below in the spoiler.
I had touched on this a while back and I still haven't really understood why a particular game design mechanic would be a bad thing.
Instead of removing VET ranks why doesn't ZOS just convert VET ranks to regular ranks... and then add monthly increases to the level cap, so... the following would occur:
- Immediately raise level cap to 76 and convert all gear/recipes to the appropriate level.
- Every month raise level cap by 1
- Every level earned past 50 earns the player 1 CP. This would be in addition to the way CPs are earned now.
- Level 50-100, Skill points are awarded every 2 levels. (50, 52,54,56, etc.)
- Level 100+, Skill points are awarded every 5 levels. (105,110,115, etc.)
The XP distribution between the VR ranks is currently set to a steady 1 million XP per Veteran Rank. Suggest that the 13 million XP required to get to VR 14 be divided between level 50 and 76 exponentially. Using the XP required to attain each level from
uesp.net I distributed the XP required for each post 50 level in the following way:
Below are the numbers for that distribution
The combined total for all XP is 13,000,000 XP, the amount currently required to attain VR14.
This will create a much more even leveling experience to max level that will make the journey MUCH less of a grind. This way progression always feel natural and players never feel like the work in front of them is impossible.
To achieve this progression, there are only 3 levels that would require 1million or more XP:
- Level 74 would require 1,037,173 XP to attain.
- Level 75 would require 1,175,131 XP to attain.
- Level 76 would require 1,344,445 XP to attain.
The total XP to reach level cap, however, would not change. It would still require 13 million XP to climb from level 50 to level 76
If this rate continues, In 10 years, the level cap would be at 197, which isn't a ridiculously unattainable level. However, by the time level 150 is attainable, the amount of XP per level would get insane, so ZOS would have to eventually slow rate of increase of the required XP. This wouldn't be an issue as long as ZOS delivers regular DLC. My hope is that ZOS can deliver at least 3 DLC packs per year. If each DLC pack caters to the next 4 levels that will be attainable by players, this rate of progression would be easily sustainable.
This would allow players to grind their level every month through DLC or existing content and mobs in the DLC would be, when the DLC releases, at a higher level than any player. So if DLC releases when the highest attainable character level is 81, the DLC should contain levels 82-85. All players who are not yet at max level should be leveled to the content appropriately.
This would keep players coming back for more, each and every month. Players would buy more XP pots to reach the next level more quickly. Levels would provide players with additional CP which, in the larger view of the 3600 CP, wouldn't make that big a difference.
The fact that the level cap raises by only one level would mean new players would be able to catch up to older players with just a bit of effort. Additionally, older players can continue to dominate those below them while they attempt to catch up.
The in-between levels (levels that do not award attribute points) could be used as gear requirements so while players might not get an attribute point for a particular level, they would be able to wear special gear because of the level, making the in-between levels more significant.
What would be the downside to such a regular level cap increase?