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-   -   Tribulation's Leveling System (https://forums.graalonline.com/forums/showthread.php?t=46655)

TribulationStaff 07-31-2003 08:05 AM

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"

Kaimetsu 07-31-2003 08:08 AM

If I ever make a PW, it'll probably only have about twenty character levels at first.

bo0ey 07-31-2003 08:08 AM

Re: Tribulation's Leveling System
 
Quote:

Originally posted by TribulationStaff
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"

Is it possible to script a leveling thing that lets you level Forever? If not, 100 or "***" is good. :o

tlf288 07-31-2003 08:12 AM

Quote:

Originally posted by Kaimetsu
If I ever make a PW, it'll probably only have about twenty character levels at first.
If you ever make a PW..... heh, yea right.

Kaimetsu 07-31-2003 08:16 AM

Quote:

Originally posted by tlf288
If you ever make a PW..... heh, yea right.
It could happen :)

tlf288 07-31-2003 08:19 AM

Quote:

Originally posted by Kaimetsu


It could happen :)

Methinks you're to lazy :p .

TribulationStaff 07-31-2003 08:21 AM

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.

tlf288 07-31-2003 08:24 AM

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.

TribulationStaff 07-31-2003 08:30 AM

Quote:

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.
Agreed. Perhaps I need to figure out a way to fairly require some sort of RP experience into the levels.

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.

tlf288 07-31-2003 08:47 AM

Quote:

Originally posted by TribulationStaff


Agreed. Perhaps I need to figure out a way to fairly require some sort of RP experience into the levels.

I think there should should be different sets of expieirence points. One for every part of the game. If you're a fighter, you get expierence points in the fighting area.

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.

TribulationStaff 07-31-2003 08:49 AM

OH! Yeah I could do JP!

I know there was a game before iRO which did something like that. Definite possibility.

Nick1988 07-31-2003 10:19 AM

I like the idea that you get EXP for other stuff too. Answering your question though, I think you should use 100 levels.

Loriel 07-31-2003 01:36 PM

Re: Tribulation's Leveling System
 
Quote:

Originally posted by TribulationStaff
And you can't have turn based combat without levels.
Why is that?

superb 07-31-2003 04:54 PM

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

draygin 07-31-2003 09:36 PM

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.

konidias 07-31-2003 10:09 PM

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.

Kaimetsu 07-31-2003 10:53 PM

Quote:

Originally posted by konidias
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.

If you're designing under the assumption that nobody will exceed level 100 then what harm could come from putting the cap there?

Thought 07-31-2003 11:33 PM

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.

TribulationStaff 07-31-2003 11:38 PM

Oh! I remember remort! That is not a bad idea. I always thought that was a cool feature of certain MUD codebases.

Loriel 08-01-2003 12:49 AM

What's the point of a mystical "level" value that determines the strength of a character? That's pretty far from reality, methinks.

tlf288 08-01-2003 12:55 AM

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.

TribulationStaff 08-01-2003 12:56 AM

Quote:

What's the point of a mystical "level" value that determines the strength of a character? That's pretty far from reality, methinks.
RPG tradition, mostly. I am looking to reinvent the wagon, not the wheel.

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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