First ideas for the game
+3
ricmax
James
KaoroSorane
7 posters
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Re: First ideas for the game
Thinking about it...
Yeah, you could be right. Just a click doesn't hurt does it?
Yeah, you could be right. Just a click doesn't hurt does it?
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: First ideas for the game
I think you should also be able to select an option in your menu to disable others joining your battles, or you might misclick on an important battle and be KS-ed.
By the way, should we put this system for all battles or just for important ones (like boss-battles and pvp)? Unless the system is really quick, having to enter the battle screen for every snail you kill would be a huge waste of time.
Or we could make longer battles, with more experience, so that you do less battles, but have the same curve of experience/time.
By the way, should we put this system for all battles or just for important ones (like boss-battles and pvp)? Unless the system is really quick, having to enter the battle screen for every snail you kill would be a huge waste of time.
Or we could make longer battles, with more experience, so that you do less battles, but have the same curve of experience/time.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
Leveling up shouldn't be based on gaining experience via Killing, it should be based on time Attacking/Defending in my opinion, the more you do the better that trait becomes. So kill stealing would be irrelivant to leveling up.
scrag_10- Posts : 55
Join date : 2009-06-02
Re: First ideas for the game
I see two problems with this.
First, if you find an overpowered mob that doesn't move too much, you'd just keep pressing over it all the time and getting exp.
Second, getting more powerful weapons wouldn't matter, since your experience is counted by number of attacks. It's actually better to only hit "miss" or "1".
This means a glitch for PvP. You'd get a low-power weapon, and so would your opponent, and each of you would keep the mouse over the other's character, pressed. Come back in ten minutes and you'll see you've upped 3 levels.
It's actually infinite if you have a item that recovers a little bit of your life at a determined rate.
Therefore, it CAN'T be based on the amount of attacks.
First, if you find an overpowered mob that doesn't move too much, you'd just keep pressing over it all the time and getting exp.
Second, getting more powerful weapons wouldn't matter, since your experience is counted by number of attacks. It's actually better to only hit "miss" or "1".
This means a glitch for PvP. You'd get a low-power weapon, and so would your opponent, and each of you would keep the mouse over the other's character, pressed. Come back in ten minutes and you'll see you've upped 3 levels.
It's actually infinite if you have a item that recovers a little bit of your life at a determined rate.
Therefore, it CAN'T be based on the amount of attacks.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
I see around the game's world some games that give you exp based in amoung of hp that you hit.
EX1:
1 hp = 1 exp
EX2:
1 slime's hp = 1 exp
1 dragon's hp = 5 exp
1 demon's hp = 10 exp
Could it work better than hit based?
EX1:
1 hp = 1 exp
EX2:
1 slime's hp = 1 exp
1 dragon's hp = 5 exp
1 demon's hp = 10 exp
Could it work better than hit based?
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: First ideas for the game
The experience grows with the level of the mob?
I think it should stay static at some relation (ex: 1hp = 1exp), considering your damage grows when you level up, the exp curve stays balanced.
Even because, if each of your attacks deal a damage of 50hp, you wouldn't train on snails of 10hp because you'd bewasting time not making good use of your time, you'd go for mobs around 50hp.
By the way, you must NOT gain any experience from "miss"-ing.
I think it should stay static at some relation (ex: 1hp = 1exp), considering your damage grows when you level up, the exp curve stays balanced.
Even because, if each of your attacks deal a damage of 50hp, you wouldn't train on snails of 10hp because you'd be
By the way, you must NOT gain any experience from "miss"-ing.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
Exactly, 'cause you don't take hp when you miss.
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: First ideas for the game
When I re-read it, I realized it was actually plain obvious, it's that when I wrote that, I was thinking about the "exp per attack" thing. There are hundreds of reasons why a failed attack should not grant you exp.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
Are you drunk?
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: First ideas for the game
I got an idea
how about each monsters gives SP and AP
SP for States and base Levels
so the player can increase whatever he want to increase
like from level 10 to 11 he needs 100 SP
each stat needs 1 SP and after 10 states it would increase 1 and so on
AP for Skills, abilities and Job level
tell me what do you think
for me I think exp is soo classic and lets make our own way to level up
how about each monsters gives SP and AP
SP for States and base Levels
so the player can increase whatever he want to increase
like from level 10 to 11 he needs 100 SP
each stat needs 1 SP and after 10 states it would increase 1 and so on
AP for Skills, abilities and Job level
tell me what do you think
for me I think exp is soo classic and lets make our own way to level up
Re: First ideas for the game
It's possible. You'd have two experience bars, a SP one and a AP one. After completing one of them, you get a point to spend on that characteristic.
We could also make the Skill Leveling per skill use. The more you use a skill, the more powerful it becomes. This one makes more sense logically.
Either one is good. What do you think, people?
We could also make the Skill Leveling per skill use. The more you use a skill, the more powerful it becomes. This one makes more sense logically.
Either one is good. What do you think, people?
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
I like it. (no time for coment now)
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
Re: First ideas for the game
With the way leveling skills would work, there would be a skill set, with a set of techniques? Each time a technique gets used, it becomes more effective? To acquire new skills within the skill set, the player would need to accumulate points to buy new ones?
For example, there could be various techniques for using a sword. The player becomes adept at a technique the more it's used. To learn new skills, the player would need to earn points to pay a teacher. This reminds me of Runescape. It is a nice way to level-up abilities.
For example, there could be various techniques for using a sword. The player becomes adept at a technique the more it's used. To learn new skills, the player would need to earn points to pay a teacher. This reminds me of Runescape. It is a nice way to level-up abilities.
tawna- Posts : 11
Join date : 2009-07-06
Re: First ideas for the game
Maybe not acquire points to pay for the next skills, but that's pretty much it. By repeatedly using a skill, it gains levels, as if you were more... um... skilled... on that skill.
And maybe we can have some skills that require other ones as prerequisites to be learned. So, a Hiten Mitsurugi teacher would never teach you the Ama Kakeru Ryu no Hirameki before you could master the Kuzu Ryu Sen, because this one is the base for Amakakeru.
And maybe we can have some skills that require other ones as prerequisites to be learned. So, a Hiten Mitsurugi teacher would never teach you the Ama Kakeru Ryu no Hirameki before you could master the Kuzu Ryu Sen, because this one is the base for Amakakeru.
KaoroSorane- Posts : 152
Join date : 2009-05-23
Age : 31
Location : Rio de Janeiro, Brazil
Re: First ideas for the game
Rurouni Kenshin rules!
It's like Kaoro said. More used, more skilled. And the Master thing that I liked most. You need to "convince" (buy, deserve or do a quest) a Master of some tech to teach you that.
I think that way will be cool!
ricmax- Posts : 80
Join date : 2009-05-27
Age : 35
Location : Londrina - PR - Brazil
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