Skyforge monetization is detailed, Nexon announces when Ghost In The Shell Online will be released, all that and more, this is Free-to-Play Weekly!

Free-To-Play Weekly with Zach Sharpes is your weekly web show about free to play multiplayer online games from This show presents you with the most important news of the week about free-to-play online games and the latest releases, with a few jokes thrown in for good measure. Have fun and expect a new show next week!

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  1. you people mostly don’t understand the concept of lvl cap…1) when a game is kinda old..ppl are caped to get balanced…so the newbies can catch up to them..when the game is too old, the way to help ppl not get bored is that they upgrade stuff and they add new stuff to make it less boring for the caped oens…it

  2. umm you all miss the greatness of the idea. No Level cap meaning you are trully free to be what you want and for programing problem as mentioned in first post actually its pretty simple too solve. Make a generator for levels and monsters put it in a tower like structure with no top floor give random missions that are generated differently each time and call them challenges.
    And thats it its challenging, interesting and involves end game of pve not just pvp.
    For sake of argument I will give you all an example.
    Imagine you reach max level got the best gear most powerful guild all thats left is too dominate pvp for your name too sink peoples mind but then guild members start too deviate too other games or simply become inactive because not every one likes pvp I for example find it boring
    after couple matches and victories all you have left is repetitive and muddy feeling “I done this before”, but with tower system developers can alway’s come up with new monsters new challenges that will always keep you on your toes and does not requires extra purchase or 25 gigs of space.

  3. Level cap is strictly design decision. The most common design is the have level cap based on content and raising level cap with each expansion. This allows for players to level up over the years but keeping it challenging in most current dungeons. Best example would be EverQuest and World of Warcraft. Level cap were raised with each expansion but just enough to keep the new content challenging. After few years of expansion, when you go back to old dungeons you could just stream roll through it while half asleep and usually boring.
    Removing level cap means the developers have to spend awful lot of time purely focusing on content and challenges for higher levels in a very fast pace that leaves no time for any bug fixes or resolving issues. If they higher more coders. well, that will put a hole in their pocket and lose profit.
    So, what else is there? PVP… seems any game I have come across that had no level cap always heavily leaned toward RvR/FvF/PvP. Why? Because the best challenge any high level player can get at current technological state (or lack of) is another player who can smack you around.
    EVE Online has no levels, except skill level and that can get very boring in long run. Pretty much same with RF Online.
    Now… question is… “Is EverQuest Next up to that challenge as they claim?” As they said, players don’t level vertically but rather horizontally, meaning that there are NO levels per say like any standard MMO, but rather skill based and the challengers of getting those skills.
    In my opinion overall. I think they should remove levels and level caps along with skill level bars. Let the player’s skills in their character role determine if they do well in various situation (questing, PvE, Dungeon and Raids).

  4. Level caps bring Limitation, Limitation brings Compatative play, Compatative play brings fun and a healthy environment. There is nothing fun about a Lv 90 grinding 20 years to reach that Level 365 Player that always 1 Shots you.. It results in ultimate boredom and players quitting, leaving only a dozen *Highest Leveled Players* to battle among themselves.

  5. I think level caps are needed, if only so that most everyone is on the same level, for balance sake. While I do realize it feels great to be that person who dumped hundreds of hours into your character to make them Godlike, and thus you do in fact function almost like a God… anyone getting torn apart by said God gets bored fast and quits, and that’s not fun.

    Not to say I think SKILL LEVEL should be watered down. I think a game should be easy to access, but hard to truly master. This is why I like Guild wars 2 and Heroes of the Storm. Everyone is equal, but it still has customization, which leads to someone learning the finer points and becoming even better.

  6. I I am for not having level caps. I think it continuously gives a player something to work for. Though there should have certain parameters in place that will scale a player’s level for zones, instances, pvp, and etc. At the same time be areas where there is no scale.

    • that’s for old players…new players want to catch up with the old ones…and there is no reason for it as long as it will ruin the balance of a game..and there is also no point in that cuz in every game there is an update that the lvl cap is increased…this always happens..if a game works with your opinion would be more stupid that p2w would be like beold2win

      • Tibia’s mechanics and gameplay is by far better than any of the current shitty mmos that are coming out, just saying. Not a fanboy talking, just a fact.

        • If I were to tell you that there’s a Western MMO out there that’s as old as Ultima Online and yet still has a half-million players, would you believe me? Heck, I wouldn’t believe me even if I came back from the future of having written this article to talk to the past version of me who had yet to start it! But that’s Tibia for you: a weird underdog of an MMO that’s cruised underneath most players’ radars for over a decade and a half.

          From its origins as a student project, Tibia jumped in the unexplored waters of the early MMO era and dog paddled for all its worth. This 17-year-old title remains one of the very few active MMOs from the ’90s and one of only a handful that stubbornly stuck to a 2-D graphics format even as 3-D swept the gaming genre. And trust me, those aren’t even the most interesting facts about it!

          Welcome to 1997

          Nineteen ninety-seven: The year that saw games like Diablo and Grand Theft Auto launch. MMOs were almost unheard-of at the time except for the attention of dedicated geeks. While Korea’s incredibly popular Lineage had released and Ultima Online had broken into six-digit populations, they weren’t the only ones who showed up to the online party.

          A few students at Germany’s University of Regensburg decided to craft their own MMO in 1996, a project that became Tibia when it officially launched on January 7th, 1997. The first non-dev player took a few days to show up, and from then on a slow trickle of adventurers gathered inside the game.

          Tibia grew steadily over the year, and the developers realized that the tiny server no longer fit their needs. A larger server was set up in 1998 at the University of Passau, and the game’s code was rewritten from scratch. This second, more improved version of Tibia launched a new beta program in 1999 and saw its player population grow to 150.

          Meanwhile, the developers graduated and decided to turn this fun hobby into a full-time job. In June of 2001, CipSoft became an actual company, and the team took a major step forward in presenting Tibia as a professional project.

          From there, CipSoft and Tibia took off. The company that began with four founders in 2001 grew to 30 developers by 2006 and 70 today. Tibia did even better, swelling to hundreds of thousands of players, 72 servers, and over 1.3 million registered accounts. The official game site boasts that the game currently has more than 500,000 players, a number that is disputed by other claims.

          RuneScape’s cousin

          For the uninitiated, Tibia is usually compared to two of its contemporaries: Ultima Online (mostly for the similar 2-D isometric graphics) and RuneScape. Both RuneScape and Tibia shared forward-thinking ideas back in the early 2000s, including a free-to-play model that tempted players with a “premium” membership, skill-based leveling, and some of the most generous, lenient system requirements known to humankind. In fact, much of Tibia’s success has been attributed to the fact that pretty much anyone, anywhere could play it. Today, both a Flash-based browser version and a standalone client are given as options to the community.

          While Tibia started off rather small, it’s since grown to include two continents, dozens of islands, and 17,854,464 squares. In this world, players assumed the roles of one of four “vocations” (classes): Knights, Paladins, Sorcerers, and Druids. Interestingly enough, all of these vocations had the ability to do both magic and melee. And if you can get past the graphics, the actual options of things to do in the game are as robust as any you might find in a modern MMO.

          For example, players can customize outfits, explore “limitless” character development, go on quests, join guilds, buy houses, and interact with NPCs using an old-fashioned parser (i.e., you actually had to type to NPCs to “talk” with them). The world of Tibia used to be a lot harsher than it is today, with a severe death penalty that included corpse runs. And that NPC interaction system? It used to be that only one player could talk to an NPC at a time, leading to lines as folks queued up for their turn to chat with a questgiver.

          So here’s one incredibly unique thing about this game that rocked me back on my heels: Tibia has no sound. As in, it lacks all sound effects and music. Fans of the game have defended that move, but you can’t deny that it sets it apart. After giving this some thought, I could see it as a connection to the MUD days of yore (which, of course, lacked sound as well). Sound in MMOs is a relatively newer feature if you look at the grand scheme of things.

          As with any MMO, players in Tibia could be both supreme jerks and pretty darn awesome. It’s not uncommon to read stories about the various scams that players used against new fish, and when a form of griefing that saw players walling others into an area with furniture became en vogue, the company had to step in to make the furniture breakable. Some server communities have generated a bad reputation for creating and enforcing player-made rules, something CipSoft has teetered between approving of and fighting against.” – You keep derpin there

  7. Honestly, i just hope skyforge doesn’t have a money limit like in SWTOR for free players. That bugged the crap out of me and even though I’m a preffered status player, i can barely buy anything worthwhile on the auction house

    • indeed, but what amazes me most are the people selling those passes that are meant for f2p players in market for prices we have almost no way of paying

      • Well, you can technically get it, but you’d have to pay real money to temporarily exceed the credit cap to buy it. Which is stupid because we might aswell use that money to just buy the pass and not spend the credits

  8. I feel a level cap is mandatory to help balance players and game play, without one hardcore players may have an edge. Also, It helps for players to easily recognize what areas they should be progressing through, because even though you may not have a cap, some monsters are sure to hit harder.


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