Author Topic: Points Of Exploration  (Read 947 times)

Wedge

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Points Of Exploration
« on: August 16, 2003, 04:34:17 am »
I\'m not to sure about how the skills/experience system is going to work, but I\'m guessing the point is you will be able to gain experience from doing things other than killing.  So I\'m trying to think of a way to make exploring one of these things.  I\'ve got an idea started now.

First of all, this hinges largely upon how large and, well, \"designed\" the level design will be in the areas of the game.  The premise is this though.  There would be invisible nodes setup throughout the areas of the world.  When a player comes within the radius of this node, it would register it and they would gain experience, although it wouldn\'t give you any direct notice that you did.  You could view your stats in whatever from they may be to see if you were gaining anything.  Now the point behind exploration is to go places no one else has been.  So the nodes would keep track of how many people have been in their region, and the more people that have been there, the less experience it gives, right down to none.  In time though, if no people visited a node, and it becomes \"forgotten\" as it is, the experience gained begans to increase.  To prevent instant experience grabs when areas are put up, the nodes could be pre-adjusted to a certain level.  This would require some very sound level design, both in the actual maps and the placement and sizing of the nodes, but it\'s the best idea I can think of for making exploration an actual activity you can do in the game.  So obviously I\'m thinking there will be many places in the game you can\'t simply just walk too, and places that are hidden out of sight, and I don\'t know if any of that will ever happen, but that\'s one thing I think they could add.
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zaphar

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« Reply #1 on: August 16, 2003, 07:33:16 am »
you know I rather like this idea. ALOT. this bears some consideration from the dev\'s
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DannMann99

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« Reply #2 on: August 16, 2003, 07:44:03 am »
it is a good idea in theory... but what about the people who would just sit idle in a zone to reap XP all night. Granted it may not be alot, but over the course of 8 hours...
For EQ i would have left my computer on all night if i could get half a level for free...

If you could find a way around this, like you only get the xp once you zone... or something similar, then thats great. But you shouldn\'t put it in without having a fix to that potential problem.

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AendarCallenlasse

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« Reply #3 on: August 16, 2003, 07:48:01 am »
I actually like this idea a lot.  And as far as XP leeching just have it where everytime they visit the same node they get less XP, so in order to gain more they have to move somewhere else.  But good thinking Wedge.

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zaphar

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« Reply #4 on: August 16, 2003, 04:48:57 pm »
actually Leeching is very easy to fix.

1. multiple visits to a location have progressively less exp

2. only get experience once per node per entry to zone. (e.g. you would have to exit the area and reenter to get exp from a node again. and each visit to a node location has less exp than the previous one.) That way you can\'t just sit on a node and garner experience in exploration.
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Isgrimnur

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« Reply #5 on: August 16, 2003, 07:11:49 pm »
Great Idea but what overall affect on the character would gaining experiece from Exploration have.?

What advantages would they get from having a high exploration experience besides showing off (Yes I know people like to do that and will)?
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zaphar

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« Reply #6 on: August 16, 2003, 07:54:15 pm »
hmmm good question.

Perhaps some things like better sense of direction ability to sense hidden entrances, and faster movement.

All things which will aid in further exploration activities.
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Vengeance

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« Reply #7 on: August 16, 2003, 08:02:29 pm »
I like this idea too, but I wouldn\'t reward people for visiting the same places multiple times.  You should get the exploration exp (XXP?) for where you explore, not where you go back and forth.

I would also see this as an entirely different way to complete from leveling and skill leveling.  If we allow people to see their XXP totals and those of others, it would be like the Crystal Hunt--a game within the game for people who would rather explore than kill stuff.

Something tells me that if we had this system now, the Explorers Guild would pwnXors.   :-)

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Wedge

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« Reply #8 on: August 17, 2003, 12:43:08 am »
Yeah I\'m a big Metroid/Castlevania (the Metroid style Castlevania games) fan, and the exploration of the map is one of the reasons they\'re so addictive.  I\'m not to sure exactly how this would make sense to benefit your character, but like Venge says, exploration could be a game in it self.  And perhaps some of the skills, like climbing, oh and yeah, this would be a great way to gauge the spell level of explorer-type spells growing stronger!  

The pre-conception of combat and being very skilled in it as the only way to gain notoriety is something that is just starting to be changed in gaming.  In fact though, it rather makes sense to this world, since the ultimate goal is to find your way to the surface of the world, a very explorerly task.  Something like that would certainly be very boundary breaking, but put an awful lot of pressure on the design team to make places that were challenging to find and get to (see some of the exploration spells that have been in the spell wish list thread for ways places would be designed so they were hard to get to) and honestly the artists would have to do a good job as well, since part of the reason to explore is to see new places, and it helps if they are places youl\'d actually want to see.  

It would be a great way to increase the adventure aspect of the game though, because you could combine those skilled in adventuring with warriors to combat the enemies they might encounter in their travels and wow.... wow.... damn... that would rule so much... that\'s something I don\'t know of any game that does that.
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Vengeance

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« Reply #9 on: August 17, 2003, 07:53:39 pm »
I\'d like to see several ways to compete in PS, rather than having everyone in the world trying to get XP and leveling up.  This involves giving different types of players different ways to measure themselves.  Impossible you say?  Well a lot of people are finding the simple crystal hunt pretty fun and a way to compete and it doesn\'t use XP....

Level/Killing is one of course, but how about who is the most well traveled (like this thread suggests), who is the richest, who is the most popular, who makes the best items (crafting competition), etc.  All these can be tracked independently and the players who consider themselves as part of each of those will almost be like a community unto themselves.

As I said, this is my preference.  I don\'t know what will end up in the final game.

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icosiel

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« Reply #10 on: August 17, 2003, 10:15:28 pm »
I agrre with the many, it\'s a good idea. If there are different creatures in the regions then that will also be interesting for the economy, assuming that is that certain items such as animal parts are used in potions, construction etc.

As for those who do like to level up *blushes* that is one way of advancing socially, but at the end of the day it can become tedious. The idea of being proficient in one\'s job is a great one as you have something to fall back on when constant monster bashing looses it\'s appeal.
« Last Edit: August 17, 2003, 10:16:29 pm by icosiel »

Drilixer

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« Reply #11 on: August 22, 2003, 03:18:33 am »
exploration would be an interesting way to play the game - (dont forget that an exploration system has been included in several mmorpgs including EA\'s Earth and Beyond MMOG) - but what kind of skills would you want to see associated with such a skill?