Level-less CoX
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Well Techbot, it sounds interesting enough and as you describe it even workable. Not sure if I would prefer it over our current system though. But you know there is one big big flaw with your setup.
No more Ding! + Grats!!!!!
I would sincerely miss that,
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Au contraire, my grinning friend There would be the Ding!, that of a skill finishing training, meaning it was fully powered and the character could then pick another power to work on.
Especially a Ding for training something large like Inferno or any of the nukes =]
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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That's one way of dealing with things. Though I am not sure if people like being hung out clueless all the time. I find that I like to have a clue if I am able to deal with my opponents or that it is time to start running hard. Finding out the hard way all the time is not something I really can appreciate.
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In one way I agree. I remember very well that the first time I played Darklands it was frustrating, because of an expectation that if the game let me do something, I ought to at least have some kind of a chance at it. Leaving the city was dangerous, doing anything which lead to a fight with the city guards was dangerous, people offered me missions my poor hapless characters would definitely die trying to complete... So I gave up for a while. When I eventually tried again, though, and figured out how the world worked, I ended up loving it more than practically any other game I've ever played.
So, on the one hand, the steep learning curve and the lack of structure made it harder for me to get into the game. But on the other hand, it was a part of what ultimately made the game so enjoyable, because it made the world feel a lot more real. If I knew what the perfect solution was to balancing those two things, I'd be designing games :-)
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
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Well Techbot, it sounds interesting enough and as you describe it even workable. Not sure if I would prefer it over our current system though. But you know there is one big big flaw with your setup.
No more Ding! + Grats!!!!!
I would sincerely miss that,
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Au contraire, my grinning friend There would be the Ding!, that of a skill finishing training, meaning it was fully powered and the character could then pick another power to work on.
Especially a Ding for training something large like Inferno or any of the nukes =]
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Well in that case, rejection withdrawn. Ding! Grats.
Right time to join the fray and start doing some DingGrats myself.
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That's one way of dealing with things. Though I am not sure if people like being hung out clueless all the time. I find that I like to have a clue if I am able to deal with my opponents or that it is time to start running hard. Finding out the hard way all the time is not something I really can appreciate.
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In one way I agree. I remember very well that the first time I played Darklands it was frustrating, because of an expectation that if the game let me do something, I ought to at least have some kind of a chance at it. Leaving the city was dangerous, doing anything which lead to a fight with the city guards was dangerous, people offered me missions my poor hapless characters would definitely die trying to complete... So I gave up for a while. When I eventually tried again, though, and figured out how the world worked, I ended up loving it more than practically any other game I've ever played.
So, on the one hand, the steep learning curve and the lack of structure made it harder for me to get into the game. But on the other hand, it was a part of what ultimately made the game so enjoyable, because it made the world feel a lot more real. If I knew what the perfect solution was to balancing those two things, I'd be designing games :-)
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Good point. Certain zones should maybe still have restrictions on them. Although basing it purely on 'level' doesnt really do it, maybe more a set of prerequisites, much like contacts have?
For example, to gain access to the RWZ, you first have to complete certain missions for a pair of Agents who mind the Portal in. The would (obviously) be Rikti related, and until you'd completed them you wouldn't be able to head in.
Also, using the powers idea again, there could be some sort of 'Tier' limit. So, if there were ten tiers, say, everything that was 'Tier 1' is open from the get go. Tier 2 is very easy to get into. Tier 10 is only available once you have trained one of your top level powers, either primary or secondary. That way, people will be properly equipped before being able to take on the zones.
For some of the lower tier things, there might well be some sort of 'Induction' mini-zone, to allow Players to see if the character can handle whats in that particular zone. So, for the Hollows for example, the PPD barricade area would have a little area where Characters could fight Hologram Trolls, or somesuch. If it was found to be too tough, they could head away, without having got pounded into the dirt needlessly. For City zones, maybe make the PPD Stations feature more.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Well Techbot, it sounds interesting enough and as you describe it even workable. Not sure if I would prefer it over our current system though. But you know there is one big big flaw with your setup.
No more Ding! + Grats!!!!!
I would sincerely miss that,