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Justg
08-08-2016, 04:57 PM
Every now and then we will look at the game to see how people are progressing through the level curves. Here is a recent run:

Rogues are Blue
Mages are Orange
Warriors are Green

154074

We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
- Why the drop from 10 to 11?
- Why the drop from 18 to 19?
- Is the distribution what you would expect?

Thanks!

- g

Zeus
08-08-2016, 05:04 PM
- The spike at 5 may be due to twinking.
- 10 is more popular of a twink level than 11 is because 10s have to fight L9s and 11s.
- Can't explain 18-19. I just know L17 is a popular clash war level and people like Lawpvp fight the higher levels (18-19) there.

It shows that twinking is far more popular than end game. I would expect that more people would want to play endgame than shown.

Suentous PO
08-08-2016, 05:05 PM
My pve skewed personal answers

1: event runners (scaled boss runs) and twinks

2: less effective at runs

3: much less effective

4: yes, looks like popular twink levels or levels with good gear or something to farm.

Fyrce
08-08-2016, 05:19 PM
Level 5 is first level when you can trade, so I would expect lots of "lowest" levels to park here. 10 is another popular level to park at due to equips. Not sure about 18-19. Could be equips or could be people find Dead City or Kraken difficult.

Naughtiest
08-08-2016, 06:04 PM
Level 5 is definitely because of (stash toons) as its the first level you can trade at. I myself have about 20 toons just sitting at level 5. Level 10 spikes mainly because there are many big guilds that pvp at 10. "Tga" "Red Legion" "Elite Twinks" etc. Also most of the drops you see are due to gear availability at those levels. Hency why i feel as good as the icescale set has been for twinks it needs to re-release or something better needs to come as currently the availability of icescale sets at low level determines the best levels to twink. The drop from 18 is because at 18 you will mostly fight 19s or 17s. But at 19 you will mostly fight 20s or 19s. And 18 vs 19 is possible... but 19 vs 20 with the better gear AND the better gems is suicide. Therefore people avoid 19.

Breakingbadxx
08-08-2016, 06:07 PM
Am I correct in thinking that this shows that there are more mages than rogues and warriors at endgame?

Naughtiest
08-08-2016, 06:15 PM
Yes id say mages are because mages are the cheapest to use as you save a ton in mana pots and gear is cheaper.

Zeus
08-08-2016, 06:18 PM
Am I correct in thinking that this shows that there are more mages than rogues and warriors at endgame?

I wonder why. :rolleyes:

Justg
08-08-2016, 06:23 PM
Aside from twinking, are there any content-related barriers you can think of?

Does the grind all of a sudden suck at level 10?

Does the content get old or too hard at Level 18 like Fyrce said?


Not sure about 18-19. Could be equips or could be people find Dead City or Kraken difficult.

Our goal is to have a smooth distribution of people throughout, with some twink spikes.

Awesome commentary, thank you!

Naughtiest
08-08-2016, 06:29 PM
Justg with the current xp gain setup. It literally takes an hour to go from 1-20 for decent geared players and a few hours more for less geared. Majority of all people stuck at 10 and 18 are there for pvp purposes and are there for the reasons stated above. Ive done pvp at both levels. We have actually had this discussion before in guilds. Main issues are gem tiers and best gear (ice set) availability.

Breakingbadxx
08-08-2016, 06:29 PM
Next to PvP, there is not much else to keep one's self occupied satisfactorily at endgame.

This may explain why there is no drive to get there or even near there.

The choice to PvP at lower levels seems logical in respect to this theory. Literally choosing to PvP at twink levels or taking the time and effort to level up just to end up doing the same thing.

Naughtiest
08-08-2016, 06:31 PM
No one uses dead city or kraken to level. Anyone who joins a guild, reads world chat or asks anyone for help is sent to watchers tomb to level. So dead city or kraken being too hard is irrelevent to most.

Breakingbadxx
08-08-2016, 06:38 PM
I think gear is more costly at endgame than twink levels. Could someone help me confirm this?

Naughtiest
08-08-2016, 06:42 PM
Lol. My 10 twink cost me 30mil to make. Thats before you add on pets. Price is same at most levels. Its the paras and eyes that cost extra and they are universal prices at all levels. Twink are maybe a bit more expensive because the gear is less available and the gear progression is non existant at lower levels. From 1-10 Ice set. Winter ring and tarlok. No progression at all. Hoarders will hoard and it becomes a name ur price scenario.

Azebro
08-08-2016, 06:46 PM
When the pvp brackets were changed from +-1 player level to every 5, that forced many players to move to levels of multiples of 5 (5, 10, etc.). So imo after that chaos the level distribution never recovered since people dont want to spend millions on gear just to have sts change brackets again. So why lvl 10? Auction and pets. The auction is the single most important feature of the game and you are pretty close to lvl 10 when you reach travelers outpost (first town with auction). Then the fact that pets get a new passive at level 10 cemented my lvl 10 status.
P.s. - im guessing this thread is in response to all the crying in the "nerf X dps class otherwise nobody will want Y dps class!" threads. However, looking at the chart, the dps classes seem rather evenly split, so all the crying is for nothing imo.

Breakingbadxx
08-08-2016, 06:48 PM
Lol. My 10 twink cost me 30mil to make. Thats before you add on pets. Price is same at most levels. Its the paras and eyes that cost extra and they are universal prices at all levels. Twink are maybe a bit more expensive because the gear is less available and the gear progression is non existant at lower levels. From 1-10 Ice set. Winter ring and tarlok. No progression at all. Hoarders will hoard and it becomes a name ur price scenario.
Is this the pricing as of now?

Was this before or after the cake event?

The arcane ring alone with a para gem cost around 50mil before the birthday event.

Fredystern
08-08-2016, 07:02 PM
48 balance on all job :3

Naughtiest
08-08-2016, 07:10 PM
As of now my friend. It will cost you more at twink levels (just in best gear and pets) not including para at twink than it would at endgame

Naughtiest
08-08-2016, 07:16 PM
Eg i built my tank 56. Dragon Sword with 56 helm and armor with arc ring and blood pendant and belt for like 9mil. Twink 10 with Dws, ice set, tarlok pendant and winter ring. Cost me 10mil so its more or less the same. Only difference is endgame cost a hell of a lot more in jewels. BUT eventually the blood pendant, arc sword and belt price will fall due to supply outweighing demand. Where as due to lack of new gear. The 10 items will keep on rising in price.

Naughtiest
08-08-2016, 07:20 PM
Moving forward. As i guess this thread was intended to find solutions. If every new item in game. Including all arcanes etc. Were to scale from 1 all the way to 56. Wow wouldnt that be nice. The demand will always be there. The market will hold value. All levels from 1-56 will pop locks and everyones happy. But i doubt that will ever happen. (Sad face)

Suentous PO
08-08-2016, 07:30 PM
Aside from twinking, are there any content-related barriers you can think of?

Does the grind all of a sudden suck at level 10?

It can start there, but it's usually latter than that.
Without free plat and those 10 plat cryo gear crates I would have quit midway to 56.
This is compounded at end game. Wanna farm? Need good gear, how to get besides km3? Farm elites, what's needed to farm elites? Lots of great gear that doesn't drop. So back to the slave mines.
Wanna farm that nekro- you need enough high level gear that if you had it, you wouldent have to have nekro.

If you are not rich endgame is entirely content related barriers.

yubaraj
08-08-2016, 07:33 PM
As of now my friend. It will cost you more at twink levels (just in best gear and pets) not including para at twink than it would at endgame

I am sorry but I cannot agree with you. As far as I know 30-40 mil would be enough to max gear twinks.

My question is are you sure you can max your endgame toon with that 40 mil?

I have already spent 30 mil only on jewels and its nowhere near max geared.

To the topic,

I have seen too many people leaving twink brackets because of lack of activity and gear availability. Also the gear and pet became cheaper after introduction of 46 level. I don't know if its time zone issue but I can confirm that twink population has obviously decline than when I used to twink 1 year and 6 months back.

Another thing I need to add is that STS needs to bring twink tournaments or even endgame tournaments which will obviously encourage people to stay on twink or come at endgame.

BTW grinding same map again and again to level up is not so fun.

Kriticality
08-08-2016, 07:35 PM
Yeah I built my endgame Mage for over 200m somebody pls tell me a good twink level. Need cheap toons.


Sent from my iPhone using Tapatalk

Naughtiest
08-08-2016, 07:38 PM
I once bought a shady n surge for 150mil and 10 para for 80mil and built a level 10 twink. Need an new 56. Need cheap toon :)

Naughtiest
08-08-2016, 07:40 PM
The point isnt to start a flame. All twinks have endgames to feed their twinks too. Point is that most of the gold u spent on your gear.. the value has gone down. And most of the gold i would have spent on my 10.. not including pets. The price has gone up. There no progression at twink level.

Naughtiest
08-08-2016, 07:45 PM
Look at it this way. Keep ur jewels as u can move them over. How much would it cost you to move from 46 say to 47 and 55 to 56... then take into concideration. To move from 10 to 11 would cost me 6-7 mil to stay competitive. Thats IF anyones even selling the gear at 11.

Naughtiest
08-08-2016, 07:49 PM
I could pop thousands of dollars of locks but still cant get the desired item i want at twink level because they dont drop. Where as at 56. I pop locks and i can be as competitive as most people and go any level i wish to.

Valkiryas
08-08-2016, 08:21 PM
Look those numbers ... Mages are more now than ever ....

epicrrr
08-08-2016, 09:02 PM
Every now and then we will look at the game to see how people are progressing through the level curves. Here is a recent run:

Rogues are Blue
Mages are Orange
Warriors are Green

154074

We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
- Why the drop from 10 to 11?
- Why the drop from 18 to 19?
- Is the distribution what you would expect?

Thanks!

- g

Lvl 5 - For stashing purposes
Lvl 10 - At one point weve understand that no matter where we go wed face +1-1 lvl in pvp so they just stay at 10 then it became a collective thought. Go 11 youd be gap to lvl 9-10; from the chart thats where the fun is.


good to see 56 is healthy.

Kaziscate
08-08-2016, 10:15 PM
I feel like there's a large imablance between PvE and PvP. Mainly because once you cap out your character to the highest possible potential it could reach,PvE is just meh after doing all that mindless and boring grinding. And then they turn to twinking because it is fun and intense even though it rewards you absolutely nothing (except aps and possibally a leaderboard spot). PvE needs something fun and intense so that players can keep grinding. Maybe some kind of endless survival mode that rewards you gold and loot depending on how many rounds you reach and it comes with a monthly quest where you complete like 10,000 rounds in total and when you complete it, you get a mythic weapon (or possibally an arcane weapon) of your class that has random stats and a random proc, or there could be a competitive PvE mode where you compete with someone else and see who can kill a boss faster. I mean those are just random suggestions that popped into my head, but seriously, PvE needs a fun and interesting activity so that grinding doesn't get boring.

Zeus
08-08-2016, 10:25 PM
I feel like there's a large imablance between PvE and PvP. Mainly because once you cap out your character to the highest possible potential it could reach,PvE is just meh after doing all that mindless and boring grinding. And then they turn to twinking because it is fun and intense even though it rewards you absolutely nothing (except aps and possibally a leaderboard spot). PvE needs something fun and intense so that players can keep grinding. Maybe some kind of endless survival mode that rewards you gold and loot depending on how many rounds you reach and it comes with a monthly quest where you complete like 10,000 rounds in total and when you complete it, you get a mythic weapon (or possibally an arcane weapon) of your class that has random stats and a random proc, or there could be a competitive PvE mode where you compete with someone else and see who can kill a boss faster. I mean those are just random suggestions that popped into my head, but seriously, PvE needs a fun and interesting activity so that grinding doesn't get boring.

Yes, the thing I hate about PvE is that it's all grind. And, even after all that grind, you can still be no closer to your reward than you were the day before.

Naughtiest
08-08-2016, 10:57 PM
With all due respect. I do have a rogue endgame. Yes its harder for us in pvp. Thats why i suggested we get our armor back. Solves most of the problems we have without needing to touch any other class. At the same time i remember the days when i was a tank sitting hours waiting for a party. Or the good old days getting 1 hit as a mage. Pvp isnt perfect. Far from specialy if your a rogue. But getting rid of the 1 hits is 100% a way forward. Because apart from the elite few. I personaly know how discouraging it is to go in pvp and get constantly 1 hit. Give the armor back. Keep the 1 hits minimal and personaly i feel its another step in the right direction.

Naughtiest
08-08-2016, 11:00 PM
On a side note. Pve after 51 is just a waste of time. I can comfortably do what i do at 56 with a 46. And no i cant afford the best gear at 56 again so id only gain the passives at most if i do the grind which for me wouldnt be worth the time and effort. Its just km3 and kt4 for days. What is the point? Wether i do it 1000 times or 10 times. I dont see the reason for the extra amounts of xp. Apart from making it tedious.

Naughtiest
08-08-2016, 11:09 PM
Also justg i understand why you added a booster pack. But there is where the problem lies. Before it was introduced the learning curve was all happening while you were leveling. Therefore you made the xp needed to get from 46 to 56 so high. So the learning curve that a lot of people will miss by using the booster pack they can now gain while leveling to 56. The easiest way to combat this problem was to only allow players with a max leveled toon to purchase the booster pack. Financialy i understand why it wasnt done but as a gaming point of view. That is how i feel it should have been done and the xp needed from 46 to 56 should have been significantly lowered. Just my thoughts.

resurrected
08-09-2016, 12:21 AM
Mages invasion!!!

Kaziscate
08-09-2016, 01:25 AM
Another suggestion I have is if there was a black market vendor that sold special elixirs that would help with grinding (like elixirs that work like jewel elixirs but for satchel currencies). And also sells arcane,set,or mythic items sometimes (yes has a schedule for selling stuff) for the max limit of a certain satchel currency.


Sent from my iPhone using Tapatalk

soon
08-09-2016, 02:14 AM
The first time I played the game stopped with my rogue at level 17 because of the difficulty. Low Levels normally use epic items because of the high prices of legendary items of low level, which makes the game in these places hard.


"Lord of war" helps level 1-8, selling armor, anks and weapons almost free. But after he barely speaks to you.


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Horme
08-09-2016, 02:41 AM
1. Twink is easier to do event. Example in this gauntlet 7, no one endgamers in #1-#3. You need to scale this.
1. Pet Happines bonus is OP in twink, like munchmouth that give 228 armor will be more OP at twink than endgame.
1. Jewel price also cheaper and faster to make at twink.
2. Endgame items price dropping by huge value, twink items price is stable, if drop not so much.
3. Leveling from 1 to 36 is easy but for 36-56 is alot consuming time unless using platinum.
4. Some peoples like Slow paced PvP, Some like fast paced PvP.

extrapayah
08-09-2016, 03:43 AM
although many guessed the same already:

- Why the spike at 5?
minimum trading level for stashing alts

- Why the drop from 10 to 11?
l10 is what normally you get after you escort your alt to kraag

- Why the drop from 18 to 19?
could be old botting alts for killing old jarl, although you can only level up to 17 from jarl alone

- Is the distribution what you would expect?
more or less, i expect 50% of lower lever characters are either craft slaves or items hoarder though, sad numbers that endgamer is not a majority,
i think you should also check their average logged in duration

Faliziaga
08-09-2016, 04:03 AM
Aside from twinking, are there any content-related barriers you can think of?

Does the grind all of a sudden suck at level 10?

Does the content get old or too hard at Level 18 like Fyrce said?



Our goal is to have a smooth distribution of people throughout, with some twink spikes.

Awesome commentary, thank you!

If maps are scaled to the best gear available in a bracket, e.g. lv 26 mythic helm and arcane hooks, the average players are having a hard time doing runs in dungeons, since they focus on levelling up and not spending a lot of money on equipment. They can't afford top pets and good gear is almost non-existant roughly said from lv 20-39. Content from Kraken onwards is too hard imo, I should smash through it with my lv 26 arc hooks/myth helmet rogue, but it doesn't feel smooth. On a lv 19 rogue with mediocre gear it's already a bit frustrating and I think that's what players experience : empty maps or people with bad gear and useless pets. Then the mines runs start and people give up out of boredom. "I'm level 21 and I shall do this till 56?? A never ending story! Nty, 250 plat to boost me to 46? Hmmm."
Also in events we can see that any level that goes beyond 18-19 in direction to 26 is getting hard and even with a well geared 26 it's not the fun to play that it should be. I remember levelling up my mage from 26 upwards, it was a horrible time, even for me who likes running mines, but the lack of equip makes it hard. With the introduction of crate tokens people might open less crates on their low level chars in order to collect them on their main char.
In Dead City I was wondering why the Lost mage mine seems to be scaled to lv 21, mobs' hp bar red dot on a lv 16, yellow dot on a lv 19 char. I think the difficulty curve continues through 31-36 (mythic and arcane items) and players can restart breathing at 40, since there is better affordable gear available.

Saud
08-09-2016, 05:19 AM
Why is everyone say mages a lot at endgame?
And they are not that big :/
From what i see, warrior is the most using
Anyway that's not the case
-

Lvl 5 is the place open trade/stash
That's all I can say

Breakingbadxx
08-09-2016, 05:59 AM
Why is everyone say mages a lot at endgame?
And they are not that big :/
From what i see, warrior is the most using
Anyway that's not the case
-

Lvl 5 is the place open trade/stash
That's all I can say
The graph is data from the developers and it clearly shows there are more mages at endgame than any other class.

Pedgon
08-09-2016, 06:38 AM
This explains why endgame pvp is dead.. also the spikes on low levels is explained by twinks/dummies..anyways, this is kinda sad no? -.-

JesuisCharlie
08-09-2016, 06:43 AM
I think there is many mysteries in Arlor like the levels one and only Spacetime can light us with your stats and your knowledge. Ty

Saud
08-09-2016, 07:49 AM
The graph is data from the developers and it clearly shows there are more mages at endgame than any other class.

Clearly not that much
Also I won't say all of them pvp
The most is doing pve

Breakingbadxx
08-09-2016, 07:51 AM
Clearly not that much
Also I won't say all of them pvp
The most is doing pve
I did not point out more than the developers have shown.

Gouiwaa9000
08-09-2016, 07:57 AM
Yes this what i would expect . 1-4 having low amounts due to the fact that you cant trade at that level , making not suitable for twinking . 5-20 having the most because most the twinks and event runners located in that bracket . The other ones are mostly newbies that are going for endgame. ( 20-54 )

19 appers to have less players due to the fact that 18 has more gear ( generaly 18-17 lvls are very popular ) and due to the fact that lvl19 twinks are forced to fight with lvl20 that have acces to excelent jewels .

Hoardseeker
08-09-2016, 08:49 AM
The Sudden Drop is due to the Massive Amount of XP required to cap. That's my thought.

Dizzywizzie
08-09-2016, 12:10 PM
From 21 till 36 there is
- not a lot of good gear so running the maps of those levels is hard
- only a small number or players there and most of them undergeared so hard time running the maps
- not rewarding in gold, items and exp
- there is nothing there you can't do at 56
So everyone just levels up till 56 or gives up

Verstuurd vanaf mijn GT-I9505 met Tapatalk

extrapayah
08-09-2016, 12:25 PM
if the concern is content barrier, before making baseless assumptions, i think you should check players' average logging time, check whether their xp gain are disabled, and check whether they are alts on the same account or not. based on those info, you'll be able to know which one are twink, stash/craft slaves, or given up new players.

and then again, active forumers are mostly old players that never replay the game from start, so you will hardly get any relevant answers regarding content barrier. as far as i know, there was sudden increase in difficulty in kraken maps, but i believe it was toned down in several previous updates.

as old players which don't have much data/info compared to devs, if there are content barriers, my guesses are:
1. no free power leveling method, scaling also make it harder for old players to carry,
2. no reason/motive for old players to run old maps, except the recent kraag arcane chest
3. character bound pets, make it harder for new player to change class midway, and make old players reluctant in creating new characters and replay the game.
in some other game old players often replay the game by making new character and having fun with inherited equipments, and by replay, they also relevel it, not keeping their level down like twinks in AL.

Naughtiest
08-09-2016, 12:42 PM
Putting aside the "why" and "how" of things, its obvious a big portion of the player base are hovering at around level 7-11. Would be nice if sts did something to make it more interesting for them too. Go into some of these pvp guilds that are around at them levels and tell me again if you think they are there because they hit a difficulty barrier or if they are there by choice.

Fyrce
08-09-2016, 01:50 PM
There is a difficulty increase in dead city and kraken, kraken more than dead city. I find dead city easy but new people seem to find it difficult. Kraken bosses can be impossible, especially for inexperienced, undergeared players.

Toon scaling is easy to L16: random equips, beginner pets, no/low jewels work fine.

Around L17-39/40, you actually have to work on your pet, your gear and jeweling and possibly learn a bit about playing, or every xp zone, including any of the tombs, is hard.

Anyone powerleveled beyond L16 by "helpful" players would need help equipping themselves and getting better pets than the starter pets. An L31 with a starter pet, random equips, and no gold is not going to go far in kraken and beyond.

Ravager
08-09-2016, 02:24 PM
Levels 5 and 10 are the first 2 changes of a pet's passive also. Breeze for example gets its passive freeze at 10 I think.

Oaheuzihar
08-09-2016, 03:00 PM
There is a difficulty increase in dead city and kraken, kraken more than dead city. I find dead city easy but new people seem to find it difficult. Kraken bosses can be impossible, especially for inexperienced, undergeared players. Toon scaling is easy to L16: random equips, beginner pets, no/low jewels work fine. Around L17-39/40, you actually have to work on your pet, your gear and jeweling and possibly learn a bit about playing, or every xp zone, including any of the tombs, is hard. Anyone powerleveled beyond L16 by "helpful" players would need help equipping themselves and getting better pets than the starter pets. An L31 with a starter pet, random equips, and no gold is not going to go far in kraken and beyond.

You wanna REALLY know the pve progress barrier? It's Captain hately. That boss kills even tanks in 1 hit. Then bloodhammer is even harder due to all the flunkies he summons.

These 2 bosses are probably some of the hardest in the game for the gear you have at the time.

kinzmet
08-09-2016, 03:01 PM
http://www.spacetimestudios.com/attachment.php?attachmentid=154074&d=1470688203

We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
-Because its the entry level where you can trade
-Make toons for storage purposes.
-Because its a well populated twink bracket.
- Why the drop from 10 to 11?
-Because level 10 is a popular twinking bracket but going further than level 10 would make you face enemies with fortified jewels at level 15.
-Because a lots of twink gears with paracelsus and eye of Syrillax gems are bound to level 10
- Why the drop from 18 to 19?
-Because theres nothing level18s can do that level17s can't. So lots of player stick to level 17 and below.
-Because moving up ahead more than level17 would make you face oponents with highier tier jewel (excellent)
- Is the distribution what you would expect?
Yes, its what I would expect. IMO, twink population is really highier than endgame because of many reasons. Examples are - LB runs are easier, easier to gear up, casual players go there than the endgame, more enemies in twink PvP (It takes a minutes or so to fill the CTF endgame, while only seconds in twinks). In my opinion also, theres really no reason to stay at levels in between level 24 to level 55 except on twink brackets at level 41 and 46.

If you guys want a more balance distribution on all levels, then maybe give us reasons to stay on those unpopular levels. Beside from twinking purposes, maybe a monthly LB top players on every level? with prizes (not just banners). Maybe top player with highiest Hauntlet point at level xx, or Top players with fastest map (elite or normal in case of low level) clear, or exclusive items that can only be loot at certain level. These incentives would make players stay on all levels.

Fyrce
08-09-2016, 03:39 PM
Ohh reasons to be at certain levels sure would be interesting.

This chart appears to be total toons at each level, which of course, would show more toons at the beginning levels and at the parking levels (pvp levels, easier levels, (previous) level cap levels).

It might be interesting, as someone as previously pointed out, to see toons that are active daily or weekly for x hours per day/week, just to see where the real activity is.

There will always be more toons at the lower levels though, due to parking and to people beginning the game and moving on or taking a break, etc etc.

Jazzi
08-09-2016, 03:46 PM
If maps are scaled to the best gear available in a bracket, e.g. lv 26 mythic helm and arcane hooks, the average players are having a hard time doing runs in dungeons, since they focus on levelling up and not spending a lot of money on equipment. They can't afford top pets and good gear is almost non-existant roughly said from lv 20-39. Content from Kraken onwards is too hard imo, I should smash through it with my lv 26 arc hooks/myth helmet rogue, but it doesn't feel smooth. On a lv 19 rogue with mediocre gear it's already a bit frustrating and I think that's what players experience : empty maps or people with bad gear and useless pets. Then the mines runs start and people give up out of boredom. "I'm level 21 and I shall do this till 56?? A never ending story! Nty, 250 plat to boost me to 46? Hmmm."
Also in events we can see that any level that goes beyond 18-19 in direction to 26 is getting hard and even with a well geared 26 it's not the fun to play that it should be. I remember levelling up my mage from 26 upwards, it was a horrible time, even for me who likes running mines, but the lack of equip makes it hard. With the introduction of crate tokens people might open less crates on their low level chars in order to collect them on their main char.
In Dead City I was wondering why the Lost mage mine seems to be scaled to lv 21, mobs' hp bar red dot on a lv 16, yellow dot on a lv 19 char. I think the difficulty curve continues through 31-36 (mythic and arcane items) and players can restart breathing at 40, since there is better affordable gear available.

Most definitely this. My thoughts exactly

Naughtiest
08-09-2016, 04:12 PM
Also as we are at it. Lets talk about the elephant in the room. You can easily take those numbers you see at twink level down by about a 3rd. In my 2 years playing at those levels. Id go as far as saying 90% of the time theres a dummy either blocking or being farmed or holding a spot in the room till more members come online. Sad as it sounds, these numbers are spiking cos for every "pro" there is at these twink levels. Theres a dummy or a block.

Niixed
08-09-2016, 04:35 PM
We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
- Why the drop from 10 to 11?
- Why the drop from 18 to 19?
- Is the distribution what you would expect?

Thanks!

- g

I read through the thread so far and I had many of the same thoughts as everyone else.

A few things I'd like to add to the mix...

We all assume, I think, that STS' most ideal scenario would be to have the largest spike at endgame. I'm going with that assumption.

Here are my shots in the dark to explain why it hasn't happened...


The higher the level, the more complex and confusing the game can get. In terms of gear, knowledge and skill necessary to be 'top' player, endgame is by far the most challenging. There are zero company-sponsored guides to endgame, and very little in-game guidance to help to players along the way.
Endgame is, by far the absolute most expensive because of the constant stream of new gear. It's no mistake that 41 and 46 remain popular - players don't have to keep up with ever-changing gear demands. Glinstone, Antignome and the rapid release schedule for new weapons have taken a toll.
Lately, to be an endgamer is to be a guinea pig/beta tester.
41 and 46 combined have more players than endgame, but then I think about the twinks too. Assuming this chart is of active players, you have way, way more players who aren't willing to embrace the latest & greatest at endgame than who are. I'd guess time and expense have a great deal to do with it. I suppose the endgame is still where the most money is though?


Level-based games are notorious for this kind of division. It's sad that the community is so spread out. Imagine how epic PvP and PvE would be if the concentrations were higher. I wish there were more incentive to get players to endgame or at least to have fewer/higher concentrations.

Jiarijiba
08-09-2016, 05:31 PM
How about the activity per level? Can you keep us coming back?

Nepos
08-09-2016, 07:29 PM
Its the gate in kraag city (lv 21 i think to proceed) that makes many newbies quit...

Energizeric
08-09-2016, 10:10 PM
Here are some thoughts and analysis....

1) I'm assuming these numbers are "total" players rather than "active" players? If so, then it would be logical than many people try the game, and then quit after a short time. That is just normal and to be expected. So that would explain the spikes at the very low levels.

2) Another explanation is events.... Prior to there being events, I just had my main endgame character. Then when the first elondrian event happened and we started being given good loot for reaching silver/gold/platinum event tiers, it just became logical to run the event on as many characters as possible. And then when the Para and Eye gems were being given out, the number of players running the events on multiple toons increased drastically. Many of us, myself included, made a number of "extra" characters just to run events, and since it's easier and takes less time to make a lower level character, those are the ones that are out there. A good analysis of this would be to show a similar chart, but instead of total number of characters that exist for each level, how about the number of hours played in a given month for each level. I think you would find endgame would be the highest, and lower levels would only peak during an event.

3) Another reason lower levels are popular is that scaling based on level in PvE has failed. Why? Because many items have stats which do NOT scale. For example, pet happiness bonuses do not scale. So a level 5 player with munch mouth pet still gets 200+ armor from the happiness bonus, which will more than double his armor. Other items that have health/mana bonuses also do NOT scale. They give the same +50 or +100 health/mana bonus that the same item at end game does. As a result, twinks who are well geared are much more powerful for their level than higher level players. But if scaling was adjusted to account for this, then a new player with lousy gear would have no chance to complete a typical dungeon and would be discouraging. So this system encourages players to run events at twink levels.

4) As for the middle levels being dead, there is simply no reason to play the middle levels. There is no good loot to be had by running any of the mid level dungeons. For example, let's take level 31. You would expect this to be a popular level because of all the good mythic gear that exists at level 31. The problem is that none of that gear can actually be farmed by someone who is level 31. The level 31 mythic weapons are all discontinued. The armor/helm/ring and amulet all come in elite golden chests that cannot be farmed by level 31 players, only by endgame players.

5) With all the event gear that has come out over the past 2 years, the best items at most levels are now event gear. The legendary items that still drop in the dungeons -- none of them are worth much at all since none are the best for that level anymore. Other than a few eggs, I cannot think of any legendary gear at any level that is worth farming. And I think that is a big problem. In Pocket Legends, there was tons of gear to farm at every level. Everyone was always interested in farming "sets". Unfortunately, sets in AL are a recent addition, and no sets appear at lower levels.

6) Another phenomenon in Pocket Legends was farming for scaled gear. For example, level 56 gear could only be farmed by a level 56 player. A player level 60 or higher farming the same dungeon would get the same item in level 60. So having level 56 farmers became a popular thing. No such phenomenon exists in AL. The recent addition of the level 16 arcane weapons was a good addition to encourage lower level farming, but it should have been limited to players under a certain level. Unfortunately, most of the players farming for the arcane chests are endgame. If only players level 21 or lower could loot an arcane chests, that would have encouraged much more play at the lower levels.

In the end, what is killing AL is that the fun runs out after around level 16, and then you must level all the way up to 56 before any more fun is to be found. And that takes a lot of time, and I think many new players just get bored long before getting there and give up.

I began playing Pocket Legends during the level 66 cap, and it took me 6 months to reach endgame, which I did for the first time at level 71. That 6 months of leveling was tons of fun. I can't imagine having to do that in Arcane Legends -- it would be very boring as virtually nobody is running the lower and mid level non-elite dungeons. In Pocket Legends, you could join just about any dungeons and there were always random players running. You need to find a way to bring that aspect to AL, and the way to do it is by making desirable items that can only be farmed by lower and mid level players.

Zeus
08-09-2016, 10:13 PM
Here are some thoughts and analysis....

1) I'm assuming these numbers are "total" players rather than "active" players? If so, then it would be logical than many people try the game, and then quit after a short time. That is just normal and to be expected. So that would explain the spikes at the very low levels.

2) Another explanation is events.... Prior to there being events, I just had my main endgame character. Then when the first elondrian event happened and we started being given good loot for reaching silver/gold/platinum event tiers, it just became logical to run the event on as many characters as possible. And then when the Para and Eye gems were being given out, the number of players running the events on multiple toons increased drastically. Many of us, myself included, made a number of "extra" characters just to run events, and since it's easier and takes less time to make a lower level character, those are the ones that are out there. A good analysis of this would be to show a similar chart, but instead of total number of characters that exist for each level, how about the number of hours played in a given month for each level. I think you would find endgame would be the highest, and lower levels would only peak during an event.

3) Another reason lower levels are popular is that scaling based on level in PvE has failed. Why? Because many items have stats which do NOT scale. For example, pet happiness bonuses do not scale. So a level 5 player with munch mouth pet still gets 200+ armor from the happiness bonus, which will more than double his armor. Other items that have health/mana bonuses also do NOT scale. They give the same +50 or +100 health/mana bonus that the same item at end game does. As a result, twinks who are well geared are much more powerful for their level than higher level players. But if scaling was adjusted to account for this, then a new player with lousy gear would have no chance to complete a typical dungeon and would be discouraging. So this system encourages players to run events at twink levels.

4) As for the middle levels being dead, there is simply no reason to play the middle levels. There is no good loot to be had by running any of the mid level dungeons. For example, let's take level 31. You would expect this to be a popular level because of all the good mythic gear that exists at level 31. The problem is that none of that gear can actually be farmed by someone who is level 31. The level 31 mythic weapons are all discontinued. The armor/helm/ring and amulet all come in elite golden chests that cannot be farmed by level 31 players, only by endgame players.

5) With all the event gear that has come out over the past 2 years, the best items at most levels are now event gear. The legendary items that still drop in the dungeons -- none of them are worth much at all since none are the best for that level anymore. Other than a few eggs, I cannot think of any legendary gear at any level that is worth farming. And I think that is a big problem. In Pocket Legends, there was tons of gear to farm at every level. Everyone was always interested in farming "sets". Unfortunately, sets in AL are a recent addition, and no sets appear at lower levels.

6) Another phenomenon in Pocket Legends was farming for scaled gear. For example, level 56 gear could only be farmed by a level 56 player. A player level 60 or higher farming the same dungeon would get the same item in level 60. So having level 56 farmers became a popular thing. No such phenomenon exists in AL. The recent addition of the level 16 arcane weapons was a good addition to encourage lower level farming, but it should have been limited to players under a certain level. Unfortunately, most of the players farming for the arcane chests are endgame. If only players level 21 or lower could loot an arcane chests, that would have encouraged much more play at the lower levels.

In the end, what is killing AL is that the fun runs out after around level 16, and then you must level all the way up to 56 before any more fun is to be found. And that takes a lot of time, and I think many new players just get bored long before getting there and give up.

I began playing Pocket Legends during the level 66 cap, and it took me 6 months to reach endgame, which I did for the first time at level 71. That 6 months of leveling was tons of fun. I can't imagine having to do that in Arcane Legends -- it would be very boring as virtually nobody is running the lower and mid level non-elite dungeons. In Pocket Legends, you could join just about any dungeons and there were always random players running. You need to find a way to bring that aspect to AL, and the way to do it is by making desirable items that can only be farmed by lower and mid level players.

Yes, the leveling absolutely sucks. In fact, it caused many of my friends to either quit or stay at 46 when the new level cap came. It needs to be made more exciting, somehow. If there's something valuable to farm at each level bracket in increments of 5, then while you're leveling you're also farming. If you're farming, you won't really notice you're leveling as well.

Hercules
08-10-2016, 10:56 AM
Hello again :)

This is normal in a game and this always happens when a game is so big and have many levels! Actually in the game all is in Endgame (Specially the gear (Arcane amulet, belt, helmet, ring, weapon) more and more new loot only for 56) I want to say "Is very different an item awarded in event (Legendary with low stats for every lvl) than a new arcane or mythic item for twinks. The new arcane weapons lvl 16 is a good idea, And STS must to see the potential of an Arcane item. Maybe if STS boost 17-36 again with new arcane items or mythic the people can decide to lvl up.

I think if STS create a new system of new Arcane item chest quest line for each Cap lvl (21,26,31,36) can boost again the LVL up.

I mean

* Tradable Arcane Item Chest lvl 21: Arcane weapon lvl 21, Arcane ring lvl 21, Arcane amulet lvl 21.

ONLY players lvl 17-21 can do a long quest in Dead city and Kraken isles. (Don't let players (1-16) or (37-56) to do the quest line)

Example: Reach 4.200 XP, Search 200 arcane essences in dead city, kill 500 skeletons, etc..

My idea is: The players while do the quest line of the arcane Item chest also lvl up until 21 lvl. When they complete all the quest line they will receive the Arcane Item chest with Arcane weapon, amu, and ring lvl 21.

What will happen later? Ok you can continue with a UPGRADE so if you decide you can continue with a new quest line to upgrade your Arcane weapon chest to lvl 26 with more powerfull stats.

The idea is upgrade the Arcane item chest ONLY until lvl 36.

* Tradable Arcane weapon chest lvl 26: Arcane weapon lvl 26, Arcane ring lvl 26, Arcane amulet lvl 26 (Kraken isles - Nord)
* Tradable Arcane weapon chest lvl 31: Arcane weapon lvl 31, Arcane ring lvl 31, Arcane amulet lvl 31 (Nord - Shuyal)
* Tradable Arcane weapon chest lvl 36: Arcane weapon lvl 36, Arcane ring lvl 36, Arcane amulet lvl 36 (Shuyal - Tindirin)

Devs can do a better idea about what I mean hehe :P

Thanks you.

-H

Oakmaiden
08-10-2016, 01:51 PM
I dont pvp at all,but my stash toons are geared up for events , crafting , and opening some crates for low lvl loot to sell to those who do. Now i find it hard to sell items at these lower levels because of the traders permit. I also use to gift items to new players ( low lvl eggs,chests n gears) but finding players to gift is difficult.

Rintarolycan
08-10-2016, 02:36 PM
Lv 5 because some people was creating fake accounts on email account and people was using 2 devices and they were taking 5-6k for reaching lv 5 and they were getting golds for this also my friend told this to me and i tested i could get more gold than km3 and i bought an abaddon in 5-6 hours*it was a boring way to farm gold and i didnt do this more but when all accounts got respec scrolls i got 30+ respec scrolls kit and i sold them for 30k each but i didnt do this a lot i guess some people were doing this all day and an account lv 5 per 3 minutes and i guess there isnt a lot of twink in lv 5

glendame
08-10-2016, 07:14 PM
Every now and then we will look at the game to see how people are progressing through the level curves. Here is a recent run:

Rogues are Blue
Mages are Orange
Warriors are Green

154074

We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
- Why the drop from 10 to 11?
- Why the drop from 18 to 19?
- Is the distribution what you would expect?

Thanks!

- g



Does this consist of active and inactive players?
I think the spikes in L41 and L46 could possibly consist of those who retired in those levels.

Sevencent
08-11-2016, 12:15 AM
It's funny to notice 30-40, people either give up before hand or just grind through quickly.

extrapayah
08-11-2016, 08:49 AM
nice ideas there from energizeric, but i have some comments regarding in making scaled gears to be only farmable by characters on that level

the idea is definitely good, encouraging players to enjoy all possible gaming experience they can, and as a side effect, will make lower level brackets filled with players, making it easier for new players by getting helps from veterans without the need to ask/beg. but in AL, the cost of creating alts is no different than creating another main character, thanks to pets, and it probably takes around 40% of the cost, both gold and time. so eventually, some players will ended up thinking their twink as their 'main'. then, this could lead to another problem, forcing developers to update content which can be enjoyable by each of the players' main character. and more problem to come when the content lead to unfair competition between lower leveled main and capped main, just like in gauntlets and regular energy-based events, where lower leveled main have advantage over capped main.

so before encouraging players to make alts, there are many things that need to be reconsidered with making alts in AL, especially in pets

Castronox123
08-11-2016, 02:39 PM
The spike at 5 is so the avatar can trade.

Vrazicak
08-11-2016, 07:00 PM
Why do people prefer having twinks? Because, you can get a decent KDR without having OP gear, when there are events, you have all the same privileges as endgame players, you don't need to change your gear every once in a while, you can work on your character more and more and equip it better and better, when big events end the boredom rules over again and endgame players who are not maxed out have no choice but to go back to km3 grind (which is sooooo boring) or doing elite aps and hoping to loot some elite runners chests while on the other hand twinks are having lots of fun at active twink levels where they always can find someone to fight in any PvP area, which you cannot always say for endgame, twink levels are not as competitive as endgame, and yes, twink level gear is significantly cheaper, but that doesn't mean all twinks are poor(I am), and if you ever had a twink, you would just know why it's better, it's an unexplainable feeling, having a great KDR ( like thanhdaoz, yes, xxbanditkingxx, weedology, iovestars, hucca, the almighty ursot etc.) I only exampled the players that are 100% confirmed legit KDRs... jokes on aside, I like being more active on lower levels cause you can be very competitive in PvP even with legendary pets like swift, korruption etc. I use my endgame just to supply my twink most honestly. I think I reached no point in this little speech of mine but yeah whatever.

greekAL
08-13-2016, 06:07 AM
imo making the best endgame gears imposible to get make the most ppl lose their hope to be max geared and just quit endgame for twink lvls! i think endgame need more options of farm and more possible gears! compare glinstone set to antignome-banished i can say glinstone set was possible for all players not only for players that can afford crazy amounts of gold! making possible the best gears for all players give more farming options to the endgame will fix alot of things in the game! most of ppl ik already go offline till the season end cause nothing to do expect trying for a really hard drop that may u never get or farm km3! i think farm table of endgame need a fix at all!

Azerothraven
08-13-2016, 10:36 AM
Yep I think you are on the right track

Azerothraven
08-13-2016, 10:40 AM
I really like your idea espicially being guranteed an arc chest

Faliziaga
08-14-2016, 06:04 AM
I am interested in seeing how many players of each level have claimed the free boss loot elixirs, maybe you could visualize it by adding another bar to the diagram.

Lunarpvp
08-14-2016, 03:01 PM
Well from my perspective it seems the most heated/cheap pvp areas are 49-51 ...56 is only if your prepared to spend a few mill to get good lol.

iharsh
08-16-2016, 02:21 AM
1. Twink is easier to do event. Example in this gauntlet 7, no one endgamers in #1-#3. You need to scale this.
1. Pet Happines bonus is OP in twink, like munchmouth that give 228 armor will be more OP at twink than endgame.
1. Jewel price also cheaper and faster to make at twink.
2. Endgame items price dropping by huge value, twink items price is stable, if drop not so much.
3. Leveling from 1 to 36 is easy but for 36-56 is alot consuming time unless using platinum.
4. Some peoples like Slow paced PvP, Some like fast paced PvP.

Agreed, pet happiness bonus should be scaled

xxalivexx
08-16-2016, 03:23 AM
Eh, i say it's rigged, end game clearly is more popular :black_eyed:

Sazalie Tajud
09-18-2016, 08:50 PM
Arowsquad rogue,Arownina mage,Arowflash war

Terminhater
09-20-2016, 02:52 PM
It was that nasty grind from 46-56 that killed most of us. Also what incentives are there to reach level 56 ? It def isn't the antignome and banish set. There is nothing rewarding to loot, we're just waiting for mini events/seasonal events now, sadly.

3 maps on endgame, drops equivalent to 1/1000 or non-existent, just look at that antignome thief event after the update as a prime example, people just gave up. Loot devalued due to ppl running the same map over and over and over again, also running same old, same old tombs zzz. Don't take this post as something negative but more as constructive criticism (STS).

If you want ideas STS, you only got to read the AL SUGGESTIONS category on your forum.

BloodxBite
09-28-2016, 01:19 PM
I'll tell you exactly why it drops suddenly, that god damn trading pass. For a new player who wants better gear they have to log on for 10 days before that can get it, which is so boring and tentative I can assume. I'd understand maybe 2-3 days but not 10 - that's just way too long.

BloodxBite
09-28-2016, 01:26 PM
Here are some thoughts and analysis....

1) I'm assuming these numbers are "total" players rather than "active" players? If so, then it would be logical than many people try the game, and then quit after a short time. That is just normal and to be expected. So that would explain the spikes at the very low levels.


2) Another explanation is events.... Prior to there being events, I just had my main endgame character. Then when the first elondrian event happened and we started being given good loot for reaching silver/gold/platinum event tiers, it just became logical to run the event on as many characters as possible. And then when the Para and Eye gems were being given out, the number of players running the events on multiple toons increased drastically. Many of us, myself included, made a number of "extra" characters just to run events, and since it's easier and takes less time to make a lower level character, those are the ones that are out there. A good analysis of this would be to show a similar chart, but instead of total number of characters that exist for each level, how about the number of hours played in a given month for each level. I think you would find endgame would be the highest, and lower levels would only peak during an event.

3) Another reason lower levels are popular is that scaling based on level in PvE has failed. Why? Because many items have stats which do NOT scale. For example, pet happiness bonuses do not scale. So a level 5 player with munch mouth pet still gets 200+ armor from the happiness bonus, which will more than double his armor. Other items that have health/mana bonuses also do NOT scale. They give the same +50 or +100 health/mana bonus that the same item at end game does. As a result, twinks who are well geared are much more powerful for their level than higher level players. But if scaling was adjusted to account for this, then a new player with lousy gear would have no chance to complete a typical dungeon and would be discouraging. So this system encourages players to run events at twink levels.

4) As for the middle levels being dead, there is simply no reason to play the middle levels. There is no good loot to be had by running any of the mid level dungeons. For example, let's take level 31. You would expect this to be a popular level because of all the good mythic gear that exists at level 31. The problem is that none of that gear can actually be farmed by someone who is level 31. The level 31 mythic weapons are all discontinued. The armor/helm/ring and amulet all come in elite golden chests that cannot be farmed by level 31 players, only by endgame players.

5) With all the event gear that has come out over the past 2 years, the best items at most levels are now event gear. The legendary items that still drop in the dungeons -- none of them are worth much at all since none are the best for that level anymore. Other than a few eggs, I cannot think of any legendary gear at any level that is worth farming. And I think that is a big problem. In Pocket Legends, there was tons of gear to farm at every level. Everyone was always interested in farming "sets". Unfortunately, sets in AL are a recent addition, and no sets appear at lower levels.

6) Another phenomenon in Pocket Legends was farming for scaled gear. For example, level 56 gear could only be farmed by a level 56 player. A player level 60 or higher farming the same dungeon would get the same item in level 60. So having level 56 farmers became a popular thing. No such phenomenon exists in AL. The recent addition of the level 16 arcane weapons was a good addition to encourage lower level farming, but it should have been limited to players under a certain level. Unfortunately, most of the players farming for the arcane chests are endgame. If only players level 21 or lower could loot an arcane chests, that would have encouraged much more play at the lower levels.

In the end, what is killing AL is that the fun runs out after around level 16, and then you must level all the way up to 56 before any more fun is to be found. And that takes a lot of time, and I think many new players just get bored long before getting there and give up.

I began playing Pocket Legends during the level 66 cap, and it took me 6 months to reach endgame, which I did for the first time at level 71. That 6 months of leveling was tons of fun. I can't imagine having to do that in Arcane Legends -- it would be very boring as virtually nobody is running the lower and mid level non-elite dungeons. In Pocket Legends, you could join just about any dungeons and there were always random players running. You need to find a way to bring that aspect to AL, and the way to do it is by making desirable items that can only be farmed by lower and mid level players.

I couldn't agree more, if you want advice sts listen to this guy and arcane would become something so much better than what it is. I think everyone agrees levelling sucks and there is nothing fun about it, no reason to stay at any level as dungeons are only for endgame and many drop little worth items. If you did everything this guy said I think I'd much enjoy it so much more, and it would make many more people stay.

GoodSyntax
09-28-2016, 05:44 PM
Yeah, I know this post is late, but I've just returned to the game, so....


From what I remember, levels 10, 15/16, 18 are very popular PvP levels for twinks, so peaks there aren't surprising.

A big reason for the spike at level 5 is that opens up trading, so there are A LOT of mule/merch/scam/stash accounts at this level.

The drop at level 11 is because 10 and 15 are very, very efficient levels for event farming. With high end gear, you are literally OP in events....even solo, and the gear that you earn at levels 10 and 15 are extremely valuable.

Level 18 is another popular PvP level, mainly because there isn't a big jump in scaling versus a lv19/20.

I would say that through level 18, there is a good mixture of PvP and PvE farmers (albeit, many farmers are simply event toons). Level 19+, there is no value in farmed gear and you are on the wrong side of the mob scaling equation; therefore, no interest.

Keep in mind, that this charts ALL players, not ACTIVE players. Many new players join the game, check it out, and a percentage will either quit or go inactive for long stretches. I do expect the distribution to be skewed to the lower levels.

I am also not surprised by all the Warriors at the lower levels. A lot of these would be your new players, because tanking is inexpensive. At low levels, Sorcs do consume a lot of HP pots, but that changes pretty quickly, and they become one of the least expensive classes to maintain. Rogues are just plain expensive to run with - at any level, so the rogues at these lower levels are going to be your PvP'ers or those that intend to run to cap.

The peak at 41 and 46 are probably players that capped in those respective seasons and either quit or are saying behind improve their PvP stats. Another consideration is the power leveling platinum package. Some players probably bought the boost to 41, realized that they were out of their element (having not worked their way through the game, didn't join a good guild, didn't make friends, etc.) and have left. I'm willing to bet that most of the population stuck at 41 and 46 have left the game. People have short attention spans, so if there wasn't new content/gear/etc. to keep them interested, the moved on to something else.

I'm a little bit surprised by the numbers between levels 19-40. I would suspect that the overwhelming majority of this population is either inactive (gave up on the grind) or are in the midst of going to cap. There is simply nothing at these levels to be interested in, so I can only conclude that the active players in this level band are doing everything that they can to level up.

If you were to chart "active" players, I think you would see peaks at 5, 10, 15/16, 18/19 and 56, with a deep trough from level 20-54. There could be a small peak at level 25/26 (because I do remember some PvP guilds there).

Origin
09-29-2016, 06:09 AM
No mid-level content substantial enough to hold its own community around it, nothing fresh being introduced around there too. All the earlier twinking communities are self-evident as with those who chose to stay at the pre-56 cap. Some games have several types of repetitive party quests or guild quests, which can't be played once u go above certain levels, as incentives to even out the level distribution. Those help keep those pockets of communities around, in those awkward level ranges of past level caps.

BloodxBite
10-01-2016, 02:01 PM
Not anymore

Jairnicius
10-03-2016, 07:58 PM
Why the mages re the best? Now they have the best attack skills... best heal skill... a Better shield.... just need some arc items and nekro to be immortals in a duel... the inmuty of a stuns and debuffs and high percent of apply bleed effect to the others players .. it no is fair

Fllwtowin
10-06-2016, 12:06 PM
Mage definitely feels the most fluid when casting damaging spells, healing, and support. although I can't stand the look compared to rogues but that is just my personal preference!

pukki
10-22-2016, 05:25 PM
I thought i saw "Cheaters at different levels" hahaha

Ciclosfim
11-13-2016, 03:15 PM
:)
11char11char

Xstealthxx
11-22-2016, 10:29 PM
Go to lvl 47-50.. and meet your doom at PVP.. haha

ayakding
12-23-2016, 12:44 AM
Why nothing new character?

Shrexxxk
01-01-2017, 12:18 AM
good info 10 chaz

Potato is me
01-01-2017, 08:42 AM
Right now the situation is
People are all exiting the lvl 10 brackets in pursuit of higher brackets (16 onwards) due to the advent of awakening which broke the low level bracket pretty badly because it takes 30 minutes to get a kill in clash between two evenly balanced teams thus making the game very very boring.

People in the 47-50 brackets and 58 brackets mostly go on to endgame due to the alluring profits from farming in end game thus PvP is getting less and less popular at higher levels.

Poorturk
01-12-2017, 02:54 PM
Yes,There are people pushing Kraken!

avi1612
05-04-2017, 03:56 PM
I hope you can help me Justg

I won't do that again even if I'm asked for help If ever i get my account back..

Sorry for being persistent..
I just miss my Avi, I worked hard for it..

Thanks..


Sent from my SM-G530H using Tapatalk

gunlet
07-16-2017, 11:15 AM
:banana: :banana: :banana: :banana: . :banana: :banana: :banana: :banana: :banana:

Reakmgc
07-16-2017, 11:19 AM
In short, from level1-18, they are many alts because they have twink chars and some people just join game. And they are find it hard to level up because they have less gold and they give up at those levels.

Sent from my SM-G720N0 using Tapatalk

gunlet
07-16-2017, 11:57 AM
:banana: :banana: :banana: :banana: :banana:

gunlet
07-16-2017, 12:00 PM
:banana: No More twinks :banana:

No more end game farming..

Only :banana: :banana: fun

Dandremic
07-16-2017, 09:11 PM
Every now and then we will look at the game to see how people are progressing through the level curves. Here is a recent run:

Rogues are Blue
Mages are Orange
Warriors are Green

154074

We have our own ideas, but we thought it would be fun to get your impressions as well:

- Why the spike at 5?
- Why the drop from 10 to 11?
- Why the drop from 18 to 19?
- Is the distribution what you would expect?

Thanks!

- gCan u please unban my Dandremic account it was my first ever offence to the terms of service and I can't just give up this Lovely game I feel like I would die without that account after all those years in it . please I'm begging it will never happen again IGN Dandremic
Yours sincerely D'Andre Palmer (Dandremic)

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Gueido Edwards
07-18-2017, 10:15 AM
Why cant i log in on my pc using my facebook account?

Zylx
07-23-2017, 12:25 PM
G, I'm curious as to what the distribution is now at the 66 cap

Gouiwaa9000
07-23-2017, 03:09 PM
would be nice to update this thread .

DeathbyAL
08-02-2017, 08:55 PM
Nicejwjwjwjss

op4111
08-05-2017, 07:23 PM
all the lower end are stuck together like wolves but most old people are still here so it makes sense

DemonicOculus
08-18-2017, 05:56 PM
What is twinking

tahtto007
08-20-2017, 02:21 AM
Hi just wanted to get my post count up :) but its quite easy to lvl up to 46 nowadays

Algorhythm
11-22-2017, 02:04 AM
Simple really.... Anything above Lvl 24-40 have limited amount of items being circulated which is why there are fewer people within those Lvl brackets

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enzelkidz
11-22-2017, 03:28 AM
i believe all due to twinking.

boonmee007x
11-29-2017, 10:42 PM
Yes id say mages are because mages are the cheapest to use as you save a ton in mana pots and gear is cheaper.


สล็อตออนไลน์ (https://goo.gl/GNJ5F2)

geromearchie
12-22-2017, 08:51 AM
banned :( help guys been playing for like 5 years and i've sent a ticket i get no replies at all
ign : geromearchie

Justg
12-22-2017, 10:47 AM
banned :( help guys been playing for like 5 years and i've sent a ticket i get no replies at all
ign : geromearchie

Selling gold gets you banned, pretty sure you knew that.

Pxoo
12-22-2017, 01:43 PM
Selling gold gets you banned, pretty sure you knew that.May we have an image of the current situation with such statistics from the end of 2017, please? (The one this thread was made for xD)

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Dollarr
01-09-2018, 07:45 PM
I played lvl 41-42 in AL not higher than that

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yuyie
02-26-2018, 08:35 AM
Still miss level 16! [emoji30][emoji31] Why all gone..


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Easterboy
03-26-2018, 05:53 PM
Think most people make it to 5 and then quit sadly

gordefb
04-11-2018, 05:08 AM
Mage the Best

gordefb
04-11-2018, 05:33 AM
but mage can spam

geromearchie
05-21-2018, 11:58 PM
Selling gold gets you banned, pretty sure you knew that.


But u banned both of my accounts.. the other one on spacetime and the gmail acc it should be just the gmail. Bring it back just my sorcerer Geromearchiee.