Addressing The Issue of Character Growth

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Re: Addressing The Issue of Character Growth

Postby Peter » Sun Feb 14, 2010 4:42 am

Why is there so much hate? If an idea is really bad, there's no need to comment on it; J&L are not idiots, and can tell perfectly well when an idea is bad.
Most of those ideas have been discussed before, yes, but it's always good to look back on ideas and discuss them.
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Re:

Postby Devour » Sun Feb 14, 2010 5:05 am

Jackard wrote:way to go misquoting people champ


EDITIN YO POST IS COOl BUSNESS BRO
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Re: Re:

Postby Nanothnir » Sun Feb 14, 2010 6:19 am

Devour wrote:
Jackard wrote:way to go misquoting people champ


EDITIN YO POST IS COOl BUSNESS BRO

Actually he didn't...
There would be something like "Last edited by Jackard on Sun Feb 14, 2010 4:18 am, edited 1 time in total." at the bottom of his post, much like there is at the bottom of this one...

But seeing as he doesn't, that means he didn't edit...
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Re: Re:

Postby Peter » Sun Feb 14, 2010 7:42 am

Devour wrote:
Jackard wrote:way to go misquoting people champ


EATN YO PONIES IS TASTY BUSNESS BRO
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Re: Re:

Postby Devour » Sun Feb 14, 2010 10:28 am

Nanothnir wrote:Actually he didn't...
There would be something like "Last edited by Jackard on Sun Feb 14, 2010 4:18 am, edited 1 time in total." at the bottom of his post, much like there is at the bottom of this one...

But seeing as he doesn't, that means he didn't edit...


At the bottom of your post? Where there is none?
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Re: Addressing The Issue of Character Growth

Postby DarkConvict » Sun Feb 14, 2010 6:10 pm

Im not a great fan of the ideas suggusted so far, maybe i didnt understand them as they should be.

An alternative I thought of in the last 10 seconds, so no real thought at all is a change to the leveling system.
Much in the way food affects certain attributes.

They still need, 100, 200, 300 etc to level up, but instead of a 1 off purchase they can be increased gradually, progress bars for each skill.

Reason being, that how about when you perform actions the LP gained is split up, say when you chop a tree (50 LP), lp is split as follows 50% (25 LP) is put in the LP pool (which we have now) but 40% (20 LP) goes into carpentry, 10% combat (5 LP). Assuming all skills at level 1, chopping down 5 trees would have you with 125LP to spend, level 2 carpentry, and 25% of level 2 combat completed (only 75 LP needed to reach level 2).
If you were a farmer, you would be leveling your farming skill as you plant, plow and harvest, but it would also give you a generic set of LP you can spend on skills and other attributes as you wish.
Where as some actions like take branch, chip stone, lay path give 100% to generic Lp (as it is now)

If a skill is part leveled, say your at level 9 marksmenship, 50% towards level 10. When you click on the level up button it would only cost 500 generic lp.

So to address your issue it would mean if you went out killing everything, you are going to be skilling up the combat skill automatically, whilst there is a pool of LP you could spend on smithing, someone who did smithing all the time is going to have leveled it quicker. Your character would level based on their actions, it would mean you could not repeat the same action over and over and use LP to level up other skills super quick, say the PvP murder kills 100 people, gets 100k LP. He would probably only be able to invest a proportion maybe 30-40K into non combat skills.

Edit - Added some numbers
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Re: Addressing The Issue of Character Growth

Postby Wellenbrecher » Sun Feb 14, 2010 7:31 pm

DarkConvict wrote:Im not a great fan of the ideas suggusted so far, maybe i didnt understand them as they should be.

An alternative I thought of in the last 10 seconds, so no real thought at all is a change to the leveling system.
Much in the way food affects certain attributes.

They still need, 100, 200, 300 etc to level up, but instead of a 1 off purchase they can be increased gradually, progress bars for each skill.

Reason being, that how about when you perform actions the LP gained is split up, say when you chop a tree (50 LP), lp is split as follows 50% (25 LP) is put in the LP pool (which we have now) but 40% (20 LP) goes into carpentry, 10% combat (5 LP). Assuming all skills at level 1, chopping down 5 trees would have you with 125LP to spend, level 2 carpentry, and 25% of level 2 combat completed (only 75 LP needed to reach level 2).
If you were a farmer, you would be leveling your farming skill as you plant, plow and harvest, but it would also give you a generic set of LP you can spend on skills and other attributes as you wish.
Where as some actions like take branch, chip stone, lay path give 100% to generic Lp (as it is now)

If a skill is part leveled, say your at level 9 marksmenship, 50% towards level 10. When you click on the level up button it would only cost 500 generic lp.

So to address your issue it would mean if you went out killing everything, you are going to be skilling up the combat skill automatically, whilst there is a pool of LP you could spend on smithing, someone who did smithing all the time is going to have leveled it quicker. Your character would level based on their actions, it would mean you could not repeat the same action over and over and use LP to level up other skills super quick, say the PvP murder kills 100 people, gets 100k LP. He would probably only be able to invest a proportion maybe 30-40K into non combat skills.

Edit - Added some numbers

I'm sure many will disagree with you, but I for one like it.
Even if that doesn't count much/anything.
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Re: Addressing The Issue of Character Growth

Postby DarkConvict » Sun Feb 14, 2010 7:38 pm

Thanks :)

I know not everyone will like it, leveling systems can be too linear (kill/quest -> exp = level up), too complex (Huge skill trees), require to much active time (EVE Online, level by just having an active subscription)

Others that dislike it is those that want to totally specilise, the PvPers will hate that part of their LP gain it put into other skills. But atleast with having a % of generic LP they can invest that straight back into the combat skills. Try to balence a game without been draconian about it.
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Re: Addressing The Issue of Character Growth

Postby Peter » Sun Feb 14, 2010 7:43 pm

Kinda a hybrid between use-based leveling and point-based leveling?
I think I see what you're saying; skills get cheaper the more you use them.
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Re: Addressing The Issue of Character Growth

Postby sabinati » Sun Feb 14, 2010 7:47 pm

i think i suggested something similar once, and i still think it would be a good system
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