Addressing The Issue of Character Growth

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Re: Addressing The Issue of Character Growth

Postby DarkConvict » Sun Feb 14, 2010 7:56 pm

Peter wrote: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.


Sort of, the skills are always the same price, (100 X level), but as you use skills part of the LP gain is automatically put into them. The LP gain is still also the same, where you normally get 12 LP for harvesting, now you only get 6 because the other 6 is put into farming automatically. The 6 Lp you do get is like normal LP, meaning you can spend it on leveling skill attributes for buying the named skills like hunting, mining, etc.

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


To me it seems an obvious thing, but for that reason i am sure it is flawed somewhere.
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Re: Addressing The Issue of Character Growth

Postby theTrav » Sun Feb 14, 2010 9:18 pm

1 - character advancement is currently less than linear but slightly greater than logarithmic...

Cost of advancement increases exponentially and XP gain increases more or less linearly (although I think it caps out once you hit quality limitations from raw materials)


2 - Jorb and loftar already have a few posts brainstorming alternatives. They seem to involve completely different systems rather than trying to fuck with the XP for Skillz system
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