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Tribulation's Leveling System
As you know, Tribulation is folowing a turn based scheme for combat. And you can't have turn based combat without levels. Here is YOUR chance to make a large influence on the design of a server. I need to design the exp/stat tables in the forseeable future. So, what do you want? The traditional RPG 100 levels and 99(or 999 depending on the stat) caps? Would you rather a style similar to the RoT (or was it RoM?) MUD design with only fifty levels.
So, give me your ideas and reasoning. If at all possible, allude to examples like "In such and such, they did it this way" |
If I ever make a PW, it'll probably only have about twenty character levels at first.
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Re: Tribulation's Leveling System
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Unfortunately you can't have a limitless leveling system unless you allow for limitless difficult monster. While doable, it seems a bit pointless, because the player would sooner or later get bored with all the monster types and not want to level anymore. Additionally, with the RP involved on the server, I don't want to have super saiyan players (please don't kill me for this reference) whomping on what I had originally designed to be a one time quest boss for a full team to have difficulty defeating.
Regardless, I want SLOW leveling. Whether 2 levels or 200, I want it to take a player MONTHS to reach that cap. A reason for that player to be dedicated to the server, and to make legendary strength of the cap level to be tempered with experience of the server's RP. |
I don't think levels should apply to how many monsters you kill. It should apply to everything. The overall expierience of the player. Not just how much the player enjoys pressing a button.
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I like the idea of involving submitted RP text like backstories, but the average Graalian is not that creative. Then again, I have been know to say this server is not intended for the average Graalian. |
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I don't like to see: Fighter Dude: Hey, look at me! I got toms of EXP because I fight a lot. Money Maker Dude: Hey, ........ I don't :( . Just becasue one guy doesn't fight doesn't mean he shouldn't be rewared with expierience. Like on Kingdoms, if you don't like fighting mindless hours in a dungeon then you don't get anything really. |
OH! Yeah I could do JP!
I know there was a game before iRO which did something like that. Definite possibility. |
I like the idea that you get EXP for other stuff too. Answering your question though, I think you should use 100 levels.
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Re: Tribulation's Leveling System
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I'd say 100 levels is good and I like the idea of being able to choose which stats to give an extra boost like in Diablo/Diablo 2
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100 levels me says. ;D Blast I forgot what I wanted to post.
ohhh yea!! The way I want it is once you reach a certain level soloing will become exceedingly difficult if not impossible. You'll need a group and to rely on your friends to pull their own weight in the fight. ;D Especially so with bosses. :) Any how I'll stop rambling now and just talk to you more about it on aim when I see you later Gilt. |
Why have the level cap at 100? I'm having mine at 999 or so... I mean, when you think about it, if it takes months to level, it would be illogical that you'd ever reach level 100 in the first place. :p
You won't have "SSJ" players running around, because nobody will dedicate 10 years of their life in order to achieve that title. If they did, then that is really, really, really sad. |
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Well, if anyone has played .. err wait, I can't mention that here.
But i'll mention how their system worked. There was a quest available to level 75 and above players, the quest of Remorph. You had to obtain specific, rare items, before you could do this, once you went through with it, you become a Seraph, become level one again, gain the possibility of using new abilities, and access to more areas. |
Oh! I remember remort! That is not a bad idea. I always thought that was a cool feature of certain MUD codebases.
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What's the point of a mystical "level" value that determines the strength of a character? That's pretty far from reality, methinks.
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Why not just have the player get stronger/better in the areas that s/he does the most and not not have any levels at all? Would seem more realisitc to me.
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Also, level values keep strong players from whomping on newbies. It is generally accepted on a 100 level scale to implement a 5-10 level cap on difference between party members and sparring opponents |
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