From the programming side of things, it wouldn't be that difficult code-wise to increase the skill caps. It'd take up considerably more database space (not a lot per character, but multiply by # of characters out there.. 400k x anything is still a lot.), but wouldn't be "difficult".
However, I see it as incredibly unlikely, unless other skills were able to be raised to that level as well. Currently tradeskills are the only skills that are able to be raised above the standard 5*level + 5 cap - and most skills even have some penalties with that.
From a game design standpoint, it wouldn't make sense to up the level - items which are currently difficult and high risk (PoP armor, for example) could actually become trivial, and while the drop rate remains low the success rates would increase. Same goes for BD cultural, GM trophies, etc.
IMHO, I think the level v. skill caps should be used, and recipes adjusted accordingly by level/usefulness so that a level 1 character can't make elemental armor, but by level 5-10 or so could make some banded, maybe by 20 could make basic cultural and by 45 when they can USE BD cultural they'd be able to make it. Stat food/drink would just start being made around 20 when the stats start to matter, and the "good stuff" wouldn't be able to be made until 45 when you have a high enough cap to actually hit 250. Maybe even adjust trivials so the gear you make as a tradeskiller is better than comparable drop/quest gear at that level.
Which is probably going to get me flamed, but here's why:
If I take a level one cleric, I can cast the hardest spell available to me (Minor healing? Lesser Healing? Don't remember the name but it's 10 points) ALL DAY LONG and never skill up beyond 10 in alteration. No amount of practice will let me ever get a better spell, or "skill up".
However, I *CAN* get my main to dump a bajillion plat into the shared bank, buy the hell outta stuff in the bazaar, and gm tradeskills to my heart's desire.
ALSO part of my opinion would be that skillups past 180 should be a little easier (no more 400 streaks with no skillup) since you've added in the timesink of level requirements.
In this type of system, lower level characters (and casual players) would still be able to progress *AND* create things that are worthwhile at their level, but there'd be significantly less reason to "powerskill" because there'd be less point.
To make the best stuff available in the game, a character would have to be level 50. But realistically, a character has to be 50 anyways to do some of it due to farming or gaining plat. While a level 5 character *COULD* technically make 200k farming greens, it's not likely to happen within anyone's lifetime, but for a level 50-65 it's more realistic.
Spell research is a good example of this system. A level 25 wizard can make spells that are about equal (sometimes slightly better than) his current ability to cast. As the wizard gains levels, his spells become harder to make, but his cap raises to accomodate.
SFG
However, I see it as incredibly unlikely, unless other skills were able to be raised to that level as well. Currently tradeskills are the only skills that are able to be raised above the standard 5*level + 5 cap - and most skills even have some penalties with that.
From a game design standpoint, it wouldn't make sense to up the level - items which are currently difficult and high risk (PoP armor, for example) could actually become trivial, and while the drop rate remains low the success rates would increase. Same goes for BD cultural, GM trophies, etc.
IMHO, I think the level v. skill caps should be used, and recipes adjusted accordingly by level/usefulness so that a level 1 character can't make elemental armor, but by level 5-10 or so could make some banded, maybe by 20 could make basic cultural and by 45 when they can USE BD cultural they'd be able to make it. Stat food/drink would just start being made around 20 when the stats start to matter, and the "good stuff" wouldn't be able to be made until 45 when you have a high enough cap to actually hit 250. Maybe even adjust trivials so the gear you make as a tradeskiller is better than comparable drop/quest gear at that level.
Which is probably going to get me flamed, but here's why:
If I take a level one cleric, I can cast the hardest spell available to me (Minor healing? Lesser Healing? Don't remember the name but it's 10 points) ALL DAY LONG and never skill up beyond 10 in alteration. No amount of practice will let me ever get a better spell, or "skill up".
However, I *CAN* get my main to dump a bajillion plat into the shared bank, buy the hell outta stuff in the bazaar, and gm tradeskills to my heart's desire.
ALSO part of my opinion would be that skillups past 180 should be a little easier (no more 400 streaks with no skillup) since you've added in the timesink of level requirements.
In this type of system, lower level characters (and casual players) would still be able to progress *AND* create things that are worthwhile at their level, but there'd be significantly less reason to "powerskill" because there'd be less point.
To make the best stuff available in the game, a character would have to be level 50. But realistically, a character has to be 50 anyways to do some of it due to farming or gaining plat. While a level 5 character *COULD* technically make 200k farming greens, it's not likely to happen within anyone's lifetime, but for a level 50-65 it's more realistic.
Spell research is a good example of this system. A level 25 wizard can make spells that are about equal (sometimes slightly better than) his current ability to cast. As the wizard gains levels, his spells become harder to make, but his cap raises to accomodate.
SFG
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