h a l f b a k e r yTastes richer, less filling.
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While I like the concept of being able to lose skills if you
neglect them, I also think that the constant grinding in your
system would be monotonous, stressful, and boring. It's really
harsh to punish players for not being logged on. |
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I'm hoping to avoid the tedium of grinding on one monster type for a long period of time by giving the player a chance to constantly upgrade to a higher level while they are logged in. I'm also trying to avoid the boredom associated with having an uber character. With this system you may be the king of the hill for a while, but only a short while. |
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A major reason for level advancement is to offer the player some mere semblance of a 'capital accumulation' which can somehow be used to rationalize the often obscene investment of time and money (in terms of fees and opportunity costs) spent near inertly reacting to sequences of sounds and images in an alienated social world. |
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True. Most games are set up to give a long term accumulation on invested time. This game would be more like a montage as opposed to a game where you actually work for months to achieve greatness. In montage you can realize quick gains. As your character progresses, you will have access to better equipment which also degrades quickly with use. Fleeting moments of greatness are frequently realized and gameplay is fast paced. |
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'Montage' would be an awesome magic item in any
game. You use it and it shows you a montage of how
you completed the level. |
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you should put the anno about items into the main
idea. I almost boned because of the item problem
until I read that.(+) |
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