PlaneShift

Gameplay => Wish list => Topic started by: mikewsnc on April 04, 2005, 03:55:14 am

Title: Player Progresion limits
Post by: mikewsnc on April 04, 2005, 03:55:14 am
As it now stands there is no limit to your charictor. This has an up-side and a down-side. Up-side being that there is no limit to what you can do with your charictor.
Down-side is you have no limit to your charictor. :)

The reason I believe this system of player progresion is not the best way to go is because if i play for two years chances are I will have maxed out all skills or at least be ungodly high in many skills. This becomes a problem because if I am a master fighter and I need a new weapon but I am also a master miner and crafter then what is my need in any other players. There is none.
I can go mine my materials then forge my own weapon instead of needing to find a player who has specialized themselves in the art of crafting.

Solution:

Well my idea\'s I am sure will be flamed by some but oh well here they go

1: Skills max at 70 and then if you wish to skill more you would need to choose a path and then the skills required for that path would be made able to skill higher. IE: swordsman skills= strenth, sword, endurance, maybe some melee.

2: and my personal favorite would be as follows
        You choose your path at creation and also a secondary path. your main path skills could be trained till there max and your secondary path skill\'s could only be train to a max of 70 then all skill not in line with your chosen path\'s would be untrainable.

This would help to ensure the need of player co-operation and some type of economy. Me myself i do not like haveing NPC selling things. I believe makeing people buy there merchandice from other players who have train to make those things would help to grow a working economy. The miner pays a fighter to bodyguard as he mines, the crafter pays the miner for materials to build weapon\'s and armor, the fighter pays the crafter for the weapon or armor. and so on with other paths needing each other to function.

Just an idea have fun throwing it around.

Thanks,

Aranis
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Post by: Under the moon on April 04, 2005, 04:32:47 am
I like the idea of the old \'water in the holy bucket\' method.

Simply put, you have to spend PP to stay at a certain level once you reach it.

Lets take boxing for example.

You are a champion boxer. You work every day to be so. One day, you think, \"Hey, I wana cook for a while.\" You quit boxing to become a master chef. After a bit, you go back to boxing...and get the snot beat out of you.

What happened?

Your level has dropped due to lack of practice, that\'s what. You havent been feeding your boxing skill any PP. Some water has left the bucket.

This would limit people from becoming \'gods\' in the game. And it\'s more realistic.
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Post by: Icefalcon on April 04, 2005, 05:04:52 am
Or there could be no limit on skills. There is always room for improvement and you never get \"maxed out.\"
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Post by: mikewsnc on April 04, 2005, 05:13:36 am
ok under the moon i like you idea added on to part 2 of mine and ice your idea totaly kills mine and leads to godly players everywhere after a year or two

Aranis
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Post by: WizardsRule on April 04, 2005, 06:01:14 am
I prefer the current system.  Who else here relizes that the above mentioned system would be IMPOSSIBE. This would only lead to single skill giants making the game boring.
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Post by: mikewsnc on April 04, 2005, 06:14:45 am
I say it would not be as bad as you think. It would creat  a world where everyone needs someone else to get what they need. Me I like the thought of that.

Aranis
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Post by: WizardsRule on April 04, 2005, 06:21:11 am
And what about sarrow.  No offence man just picking up on old history for those who remember.
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Post by: Draklar on April 04, 2005, 06:54:30 am
Quote
Originally posted by mikewsnc
2: and my personal favorite would be as follows
        You choose your path at creation and also a secondary path. your main path skills could be trained till there max and your secondary path skill\'s could only be train to a max of 70 then all skill not in line with your chosen path\'s would be untrainable.
Well I strongly believe that the bards are pretty much handicapped already as it is. I doubt any form of support for that profession will be present any time soon (even whether such support will be ever present leaves a question), so I don\'t think making it even harder by eliminating possibility to advance equally in various skills is such a good idea.
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Post by: SnowWolf on April 04, 2005, 08:54:28 am
Ignoring the fact that the Devs can calculate formulaic rules to keep people from \'maxing out\' their characters in any realistic timeline, what\'s so bad about having people maxing out? In a supposively all RP community, skills don\'t matter as much as a rich world that encourages roleplay.

In general, if we\'re going to argue from the perspective of roleplayers on this board, we should avoid using powerplayer arguements, like maxing out characters, or worrying about cheaters getting too powerful - as long as they don\'t inhibit our rp, leave them be, it\'s their loss.

P.S. It\'s funny that in trying to be different from all the other MMORPGs, the main focus of our group is getting combat in place, as opposed to, say, clearing up some of the questions we all have about the background so that we can all get fully emersed.
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Post by: Under the moon on April 04, 2005, 09:21:55 am
Amen to that SnowWolf.

@Wiz> That is different from the current system how? I don\'t see how implementing this system would encourage \"single skill giants\". Well, maybe I do, since what we have now are \'all skill giants\' AKA powerlevelers.

But, in my book, that is an improvement.
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Post by: Merak on April 04, 2005, 09:47:45 am
Quote
Originally posted by Under the moon
I like the idea of the old \'water in the holy bucket\' method.


I like it too, but with minor details:
. The loss of water should be logarithmic: fast at the beginning, then more and more slow.
. It should be easier (XP expense, training) to get the skill at its former level, than to make it reach this level at the first time. (you\'re just a bit rusty, but your body remember things faster than it learns them)

(For what I know, this system is alredy used in Kengo II, sword of the samurai, and it is quite realist.)
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Post by: Vandel on April 04, 2005, 02:00:32 pm
We\'re running around in circles... this has been so beaten to death.  I know I write novels... pick apart the threads that already have these discussions instead of starting new ones.  Having to write novel replies on a load of different threads sucks.

This is very similar.

http://planeshift.oodlz.com/wbboard/thread.php?threadid=13701&boardid=11&styleid=3&sid=88dbeab8edd9be52ea32f46bd2b7fb1a

As Moogie would say... use the search.


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Post by: mikewsnc on April 05, 2005, 03:30:46 am
And as I would say I USED THE SEARCH!!

Now that thats out of the way I hope you will be able to live your life without replying to a thread just because it has been sorta talked about but this sir is a new idea on the system not just a thread saying change it.

Aranis
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Post by: Vandel on April 05, 2005, 07:38:27 am
Quote
Originally posted by mikewsnc
Now that thats out of the way I hope you will be able to live your life without replying to a thread just because it has been sorta talked about but this sir is a new idea on the system not just a thread saying change it.


It\'s all good man, I know that looks a little harsh, and everyone knows I\'ve been doing my own share of \'this is new\' rants.  And it\'s not.  I can\'t find a way to tag a thread for post in here.  Don\'t know what I\'m doing wrong.  But there\'s a lot of reading to tag trough, with a lot of novel posts by a lot of users.  Don\'t sweat it.... ;))

You\'re touching on leveling, economy, jobs, and the need for Player-to-Player involvement, instead of relying on NPC\'s... these are some threads to start from.  I know at first appearance when looking at them they don\'t look the same, but you put them all together, and add a few things in the progression of the thread, and \'yes\', this has been discussed before, just think splitting up ideas, it\'s a hard one for me, so it\'s cool.  

It\'s just hard when ideas are fragmented.  ;) Now I know, not all of these existed when you wrote yours, but the \'Weapons are Rare\', \'When you talk to People\' threads are ancient, and there are other than do touch on what you were talking about.  Just start reading posts.  Titles is a bad way to go. ;( It took me a bit to get used to is well.

There are others, even I\'m a little lazy.  Peace man, seriously, no diss.  ;)  Just some of the long threads are like reading a small book, and those are threads we should be concentrating on.  

http://planeshift.oodlz.com/wbboard/thread.php?threadid=7864&boardid=11&styleid=3&sid=88dbeab8edd9be52ea32f46bd2b7fb1a

http://planeshift.oodlz.com/wbboard/thread.php?threadid=14019&boardid=11&styleid=3&sid=88dbeab8edd9be52ea32f46bd2b7fb1a

http://planeshift.oodlz.com/wbboard/thread.php?threadid=15758&boardid=11&styleid=3&sid=88dbeab8edd9be52ea32f46bd2b7fb1a
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Post by: Soulless_Body on April 05, 2005, 11:37:02 am
Quote
Originally posted by Under the moon
I like the idea of the old \'water in the holy bucket\' method.

Simply put, you have to spend PP to stay at a certain level once you reach it.

Lets take boxing for example.

You are a champion boxer. You work every day to be so. One day, you think, \"Hey, I wana cook for a while.\" You quit boxing to become a master chef. After a bit, you go back to boxing...and get the snot beat out of you.

What happened?

Your level has dropped due to lack of practice, that\'s what. You havent been feeding your boxing skill any PP. Some water has left the bucket.

This would limit people from becoming \'gods\' in the game. And it\'s more realistic.


Lol thats dumb. Lol I mean what if something came up in real life and you could not play planeshift for 2 weeks. Then when you get back on your guy will be all stuffed up with all your skill down low again all the the time spent getting them up is wasted?

I dont know about you but i dont want to spend all this time getting a skill up just for it to go down?
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Post by: Vandel on April 05, 2005, 12:46:51 pm
Quote
Originally posted by Soulless_Body
Lol thats dumb. Lol I mean what if something came up in real life and you could not play planeshift for 2 weeks. Then when you get back on your guy will be all stuffed up with all your skill down low again all the the time spent getting them up is wasted?


It shouldn\'t degrade while you\'re offline, but during physical time connected.  That would be unfair.  

Quote
Originally posted by Soulless_Body
I dont know about you but i dont want to spend all this time getting a skill up just for it to go down?


There are systems being discussed, that make this quite feasible, practical, and I\'m all for it.  But with modifications.  There\'s some extra stuff at the top, obviously as it\'s part of a different thread... but for example...

http://planeshift.oodlz.com/wbboard/thread.php?threadid=6616&boardid=11&sid=88dbeab8edd9be52ea32f46bd2b7fb1a&page=1#9
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Post by: Under the moon on April 05, 2005, 11:08:53 pm
Soulless, Soulless... Vandal is correct in his assumption. By saying, \"You quit boxing to become a master chef.\" it was implied that you are still in-game, only leveling a different skill. This would be more than fair, creating a sort of checks and balances system. Different races and character types would lose \'water\' differently than others, depending on the skill they train and the level they are trained to. Masters getting \'rusty\' and novices forgeting their lessons completely, or something like that. It wouldn\'t be a fast process. That is unrealistic. More like a slow drip.

I only wish I had Vandal\'s coding abilities, then I would figure out how to do it. But I am just a mere thinker and writer.