Re: Statcap
Posted: 21 Jun 2010 12:24
So if it was up to me, this is how I would change Genesis starting with a statcap.
Stacap - make it at the size of the biggest character who ever played. Also make the cap a stat average so people can still emphasize certain stats and so racial differences don't get lost when the cap is reached.
Make growth entirely dependent on killing. All experience a character has presently would be counted as kill exp. Get rid of general experience. Find a brute level that creates a growth speed that is reasonable and balanced. For example someone with a full time job, family, etc who still finds time to play for 10 to 15 hours a week should be able to hit champion in 12 to 18 months. Give everyone that brute level and then hide it so no one knows what it is. If some levels are cruised through and others take forever this way then change the titles.
Make a level of experience a milestone that once reached you can never fall below - champion maybe
Find new and creative reasons for people to do quests. I don't think we need anymore quests, I would just use the ones we have differently.
Examples:
- Like Rhaegar suggested, if you want to grow to legend or myth size then you have to have done either a certain number of quests, have a certain amount of quest exp or have done certain specific quests.
- If you want to use certain equipent you need to have completed a specific quest or quests - so if you want to use a runed falchion, for example, you need to complete certain quests in Sybarus.
- Certain quests could allow access to certain areas.
- Maybe some guilds might require a certain amount of quest experience or a series of quests completed in the domain the guild is located in in order to join.
- Give meaningful rewards to people who have reached a certain amount of quest experience or completed a certain number of quests
I am sure there are loads of things quests could be related to besides growth.
About quests in General:
Create a way in game for people to discuss quests openly and constructively-Perhaps by expanding the use of the newbie pin to include quest discussions. Encourage discussions that go beyond just vague hints. Draw the line at step by step maybe, but help with accurate syntax and fairly specific areas that items are found in should be encouraged.
Create a new, interesting endgame structure for those who reach the cap. Include the following characteristics...
The cap is reasonably reached by everyone but difficult to sustain for any length of time. PvP, crit hits, poison, traps, random deaths even. Make the endgame not so much reaching the cap but staying there. Make recovering and reaching the cap again much easier then reaching it the first time.
The endgame structure would demand a different playing style. Perhaps PvP and guild wars could become the focus for some. For others Neutral guild management, newbie/quest helping, area creation or roleplay challenges (whatever they mght be)
First and foremost though - the statcap!!!
Stacap - make it at the size of the biggest character who ever played. Also make the cap a stat average so people can still emphasize certain stats and so racial differences don't get lost when the cap is reached.
Make growth entirely dependent on killing. All experience a character has presently would be counted as kill exp. Get rid of general experience. Find a brute level that creates a growth speed that is reasonable and balanced. For example someone with a full time job, family, etc who still finds time to play for 10 to 15 hours a week should be able to hit champion in 12 to 18 months. Give everyone that brute level and then hide it so no one knows what it is. If some levels are cruised through and others take forever this way then change the titles.
Make a level of experience a milestone that once reached you can never fall below - champion maybe
Find new and creative reasons for people to do quests. I don't think we need anymore quests, I would just use the ones we have differently.
Examples:
- Like Rhaegar suggested, if you want to grow to legend or myth size then you have to have done either a certain number of quests, have a certain amount of quest exp or have done certain specific quests.
- If you want to use certain equipent you need to have completed a specific quest or quests - so if you want to use a runed falchion, for example, you need to complete certain quests in Sybarus.
- Certain quests could allow access to certain areas.
- Maybe some guilds might require a certain amount of quest experience or a series of quests completed in the domain the guild is located in in order to join.
- Give meaningful rewards to people who have reached a certain amount of quest experience or completed a certain number of quests
I am sure there are loads of things quests could be related to besides growth.
About quests in General:
Create a way in game for people to discuss quests openly and constructively-Perhaps by expanding the use of the newbie pin to include quest discussions. Encourage discussions that go beyond just vague hints. Draw the line at step by step maybe, but help with accurate syntax and fairly specific areas that items are found in should be encouraged.
Create a new, interesting endgame structure for those who reach the cap. Include the following characteristics...
The cap is reasonably reached by everyone but difficult to sustain for any length of time. PvP, crit hits, poison, traps, random deaths even. Make the endgame not so much reaching the cap but staying there. Make recovering and reaching the cap again much easier then reaching it the first time.
The endgame structure would demand a different playing style. Perhaps PvP and guild wars could become the focus for some. For others Neutral guild management, newbie/quest helping, area creation or roleplay challenges (whatever they mght be)
First and foremost though - the statcap!!!