Author Topic: A way to prevent powerlevelling and to encourage specialization.  (Read 5055 times)

zanzibar

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« Reply #45 on: November 01, 2005, 04:29:44 pm »
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Originally posted by Draklar
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Originally posted by zanzibar
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Originally posted by Draklar
Then remove insanely powerful loot and increase income from crafting..?
What\'s the problem?




That\'s a different issue.
That\'s something that obviously will happen. You\'re just dodging arguments.


*sigh*  No, it\'s a different issue.  Personally, I don\'t think that rogues and gladiators should drop anything except basic or damaged goods unless they\'re dangerous enough to warrant better loot.


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Originally posted by Cha0s
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Originally posted by zanzibar
i)  Not realistic.  One does not increase ability in swords by chatting in the tavern.

First, did I say that role-playing didn\'t involve killing things? That was rhetorical: I didn\'t. Second, are you saying that it makes sense that you increase your cartography skill by killing things? Or your Azure magic skill by mining?

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Huh?  Wha?  Cartography skill should advance by practicing cartography.... azure way should advance by practicing azure way.... not by chatting in the tavern or RPing though.  These things happen in and around and as a part of RP, but RP is more complex than that and I don\'t think it\'s something so easily measured.  Anyway, please don\'t put words in my mouth.  It means I have to spend more time correcting you.




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Originally posted by SeinTex
what about setting the max on the sum of levels in a group of several skills rather than on a skill ?
I\'m being unclear. let\'s say that instead of having a max for crystal way and a max for dark way (or in adition of that) there would be a max for crystal+dark magic ways. the more you develop one, the less you can develop the other... that would stop people to become super heros.



Ehhh.... I\'d rather people were encouraged to specialize in magic.  It would be better if you couldn\'t be a great magician and a great blacksmith or fighter, but to limmit magic skills relative to one another would be counter productive IMO.
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zanzibar

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« Reply #46 on: November 01, 2005, 04:31:24 pm »
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Originally posted by Draklar
You could make it that to kill someone you\'d need just 1-3 hits (or if someone\'s lucky, more) and use quality of swords to improve chance of hitting someone. That is of course if he isn\'t wearing plate, or something.




That\'s interesting.  Make better swords deal damage closer to basic weapons, but make them more accurate to make up for it.  Also, make them last longer before needing repair.  And so on.  I like that idea.
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james brown

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« Reply #47 on: November 02, 2005, 12:40:53 am »
Yes.. it is well known that main difference between high and low quality weapons is their durability. Good quality steel will stay sharper longer.

I think bonuses to hit n dmg from weapons should be fairly negligible.

and ... a person should be able to take a few hits b4 going down, specially if they wearing armour.

NOT every hit is a clean hit ..... some are just a nick, and some loop heads.
Perhaps instead of fixed dmg. your skill/stat/weapon quality should increase the dmg potential.

EG.  a person does 1-30 dmg instead of 30 each hit...
and bonuses increase the upper dmg limit...

Ikarsik

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« Reply #48 on: November 02, 2005, 08:32:22 am »
yes james brown that would make more sense and is probably already obvious to devs, but also after a point it should start going from x-30 to (x+1)-31 or something so that really strong players get a bonus of hitting for a minimum of like 5 instead of 1.

yes and it would be cool to see messages like \"you strike at somemonster, but miss completely\" or \"and slighlty hit it\" or \"and land a devestating blow\", and that could be related also to where you hit, like now you can hit on hands and torso and head. and of course maybe different weapon types could have different messages like \"sliced a main artery\" or \"crushed them good\" or \"shot through the heart\".

for the twinking thing where a new player can be given a sword of ultimate chaos +1000 dmg, you could have level requirements for weapons and armour, again obvious to devs, so that to use longswords you need lvl 10 sword or something, so then the only thing that could make a lesser skilled player stronger is who can gain the stroner weapon for their level, so whoever can pay for a really nice sword for their level or whoever does the right quest has a chance to be better than the other, but a higher level weapon will always be better than its corresponding lower level weapon.

for example rusty sword (sword lvl any) < sword (sword lvl > 5) < sword of the storm (sword lvl > 10).

this would be like having spells requiring certain levels of skills such as lvl 5 azure and lvl 3 brown for the spell \'summon flatbread\', where you need azure because bread is kinda related to healing and brown because bread is food and food is related to earth. maybe like that  3 pronged sword used for parrying could require both sword and dagger skills.

and also, an example from a highly addictive RPG game series, in Diablo, certain items also needed certain stats, like bows would need agility and strength, and other stuff would need other stats. This could be used for something in Planeshift maybe. or maybe not...

Valbrandr

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« Reply #49 on: November 03, 2005, 08:22:36 am »
I say that to prevent powerleveling just make all the monsters impervious to attack to frustrate all PLers to the point of leaving :P.. oh wait.. thats already happening :D.

Sorry had to do it  :]

Im sure there is a good reason and I dont mind.. I dont fight much at my old age anyway :).

Draklar

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« Reply #50 on: November 03, 2005, 08:30:18 am »
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Originally posted by Ikarsik
and also, an example from a highly addictive RPG game series, in Diablo, certain items also needed certain stats, like bows would need agility and strength, and other stuff would need other stats. This could be used for something in Planeshift maybe. or maybe not...
I don\'t see how low agility could disallow you to use a bow. All you need is strength, really. Things like agility can only influence your accuracy. Likewise for other items, with exception of some complicated ones, which might need endurance or agility too.
« Last Edit: November 03, 2005, 08:30:50 am by Draklar »
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zanzibar

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« Reply #51 on: November 03, 2005, 08:58:39 am »
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Originally posted by Valbrandr
I say that to prevent powerleveling just make all the monsters impervious to attack to frustrate all PLers to the point of leaving :P.. oh wait.. thats already happening :D.

Sorry had to do it  :]

Im sure there is a good reason and I dont mind.. I dont fight much at my old age anyway :).



I just like getting interesting loot.  I have 200k, and I only have dagger in the low 30\'s.  That\'s plenty high enough for me.  And I still spend time in the arena.  Not all of us are doing it to max out our characters.
Quote from: Raa
Immaturity is FTW.