Author Topic: A way to prevent powerlevelling and to encourage specialization.  (Read 5113 times)

zanzibar

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« Reply #30 on: October 30, 2005, 06:13:22 pm »
Quote
Originally posted by Karyuu
What prevents players from powerleveling to level 20 or 35 or 50? As has been stated before, even if players have -one- skill to \"level\" in, none of these ideas would stop them from enjoying leveling it in a grinding, OOC manner.



... Grinding is not OOC.  If someone spends all their time training instead of chatting, that\'s easily justified as in-character.
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Karyuu

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« Reply #31 on: October 30, 2005, 07:16:54 pm »
I said grinding OOC manner.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

zanzibar

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« Reply #32 on: October 30, 2005, 07:21:22 pm »
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Originally posted by Karyuu
I said grinding OOC manner.



And how is grinding \"OOC manner\" different to grinding \"IC manner\"?
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Draklar

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« Reply #33 on: October 30, 2005, 07:31:38 pm »
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Originally posted by Nikodemus
All the other ideas are unnatural
\"System message: Your brain has ran out of space, please insert new one to save skill progress data.\" :) (too bad brain isn\'t like harddrive :P )
Or
\"Your ability to learn has been stopped for the duration of this day. Do you want to spent your exp on skills?\" A Character has been fighting all the day and he increases his alchemy, crafting and mining skills.
My idea states that points would be distributed among the skills at the end of the day, depending on what skills you used during it. This way all characters would progress at same speed, only in different things. That\'s much more natural than one character living for 20 hours a day, while some other 2 hours a day. Realism in that? None.

But if you want a system in which progression is dependant on how much time you spend playing, here.

Quote
Originally posted by tefusang
Quote
Originally posted by Draklar
Not by definition:
Quote
Powerleveling - Playing the game with focus on finding the fastest and most efficient way to raise in level.
That doesn\'t exist if your progress is same no matter what you do.
You solely would decide what this progress will be aimed for.

People can abuse that too, i.e. staying logged in all night.
You didn\'t read... Points would have same number no matter how long you play.
« Last Edit: October 30, 2005, 07:42:55 pm by Draklar »
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zanzibar

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« Reply #34 on: October 30, 2005, 07:51:55 pm »
Draklar, I\'ve read that, and I don\'t think it solves the problem.  People would still \"powerlevel\" as that word is used in this forum, however as well as grinding training exercises, they would also grind to \"relax\".  Your whole idea doesn\'t sit well for another reason too... basically, I just don\'t like it. :)  I can\'t exactly put my finger on it, but it\'s weird.  I\'d rather the mechanics encouraged activity other than training by limmiting training activities.  That is to say, you can only do so much training (levelling) per period of time.  That\'s a much more tidy way of doing it.
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Draklar

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« Reply #35 on: October 30, 2005, 08:22:13 pm »
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Originally posted by zanzibar
People would still \"powerlevel\" as that word is used in this forum,
And that is? I don\'t see how power-leveling can be called anything other than looking for holes in system to progreess as fast as possible or to keep bashing monsters.
First isn\'t possible, second would be done as a role-play matter or as a sheer stupidity (note: still not power-leveling). But your idea doesn\'t change the last one in any way. Only makes it less stupid (aka worse).

Quote
Originally posted by zanzibar
however as well as grinding training exercises, they would also grind to \"relax\".
...Your idea doesn\'t change that.

 
Quote
Originally posted by zanzibar
 Your whole idea doesn\'t sit well for another reason too... basically, I just don\'t like it. :)  I can\'t exactly put my finger on it, but it\'s weird.  I\'d rather the mechanics encouraged activity other than training by limmiting training activities.

It isn\'t weird, I\'ve seen something similar used in tabletops. There you could see people simply play the quest (not caring about how much they\'ll level), rather than bash monsters to gain experience.

To sum it up:
Not thinking about experience = good.
Same possibilities for people who have a lot of time and those who don\'t  = good.
Encouraging to do something besides fighting (like talking or solving quests) = good.
Removing number of people camping spawn points = good.
Removing possibility of power-leveling = good.
« Last Edit: October 30, 2005, 08:23:52 pm by Draklar »
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zanzibar

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« Reply #36 on: October 30, 2005, 09:31:00 pm »
People camp spawn sites for loot more than training.....
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Draklar

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« Reply #37 on: October 30, 2005, 09:37:43 pm »
Then remove insanely powerful loot and increase income from crafting..?
What\'s the problem?
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james brown

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« Reply #38 on: October 31, 2005, 04:29:05 am »
While true hard core Power Leveler will be hard to stop..i agree that specialization can work....

For example a simple way to stop people learning too many skills to really high levels is..

First skill you increase is a base cost...

Each subsequent skill you try to learn will cost more..
Just work out a formula that exponentially increases the cost of learning new skills.
Work out what limit you want.. and from that a simple formula can be derived for skill cost progression.

THis will reflect the REAL LIFE situation as HUMANS can only master sooooo many skills.. (einstein was a briliant physicist, decent musitian, but pretty much inept as a sportsman). tho much better at spelling than i am.

my bro and i play the game... we both have backgroung in math / physics... is the DEV team would like us to propose a simple system to try to reduce PL... we would be happy to try to work it out.


CHeers..

zanzibar

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« Reply #39 on: October 31, 2005, 04:38:36 am »
Quote
Originally posted by Draklar
Then remove insanely powerful loot and increase income from crafting..?
What\'s the problem?




That\'s a different issue.
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Draklar

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« Reply #40 on: October 31, 2005, 07:01:43 am »
Quote
Originally posted by zanzibar
Quote
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.
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Ales

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« Reply #41 on: October 31, 2005, 10:51:33 am »
as long as items have so much more effekt in the game than your skills/stats, it won\'t be possible, to stop powergaming.


exp.: Fighting with swords:

a young (sword =3) char got lets say a 54 slash sword from a friend.
he will do more damage than on char (sword=10) with less good weapon ( slash in mid 20th)...

so for the older hcar (without friends) the solution is clear:
he must kill as long monsters, until he finds a 54 slash-sword....this player won\'t care, if it take him 1 oder 15 hours to find that weapon. he\'ll fight until he got it....
-------
maybe if weapons would resquest a certain level, this could be prevented....

james brown

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« Reply #42 on: October 31, 2005, 11:36:01 am »
yeah... weapons....

if a basic weapon like a sword does 2 dmg.... i dont think you should be able to find swd that does more than double it...

even D&D.. +5 long swd... is not even nearly close to being as overpowered as a 400 slash swd...

i mean...

i dont think anything more needs to be said...

Ales

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« Reply #43 on: November 01, 2005, 01:53:43 pm »
i agree on james.

maybe a standard sword should be around 10 damage...
so there is some room, to sacale for daggers(below) and mace and stuff (above).
the speed of a weapon does not have any effekt at all in my eyes at the moment... this should be more remarkable...

Draklar

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« Reply #44 on: November 01, 2005, 02:04:43 pm »
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.
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