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Re: Two types of Characters.
Posted: 25 Jan 2011 20:32
by Greneth
Long as I get a titan and can look like chuck norris I like your idea
Re: Two types of Characters.
Posted: 25 Jan 2011 20:40
by Makfly
Rhaegar wrote:But in EVE your skills kept increasing even if you weren't logged in...
Well, technically, you had to log in to set new skills to train. So you'd still have to log in to make sure you got the skills you wanted eventually.
Re: Two types of Characters.
Posted: 26 Jan 2011 01:50
by Cherek
Greneth: I still dont understand you really. You are afraid experience rewards will be abused. Then you suggest quest rewards that you think are MORE desiriable. You wont have the abuse problem then you think? If you make more desiriable rewards people will feel even more forced to quest to get access to your new cool things. Thus "abuse" solutions just as they do today, and complain about how illogical and buggy and forced quests are...
And why do feel it is it more "okay" to use quest solutions to get access to your suggested new rewards, then to get experience rewards? No matter what type of reward we have, quest solutions will be used as long as many quests remain illogical, buggy and annoying.
I think many of you see this very one-sided. You do not want quests to be forced. Nobody should HAVE to do quests. So you want the only way to grow your stats is by killing things, because you happen to like that part of the game, and doesnt like having to quest. So with your suggestion everyone instead HAS to randomly kill stuff to gain levels. You dont want to force things on players, but yet you suggest we force everyone to grind even more than we have to now. How is that improvement? Its just turning it around so instead of forced quests we have even more forced grinding than we already have.
I just do not understand why you want to take away the option of gaining levels by doing other things than killing stuff. I agree on the point that it would perhaps be better if you do not have to quest to gain a reasonable size. But the solution should not be to force everyone else into a playing style that you guys happen like, that is grinding.
No, I am not convinced at all. If anything should change, and thats a big IF, then I think the concept of different types of experience should be removed and we just have "XP". That can be gained in multiple ways.
Re: Two types of Characters.
Posted: 26 Jan 2011 01:59
by Rhaegar
And how about making brute not depend on your qexp but on the player level instead? Quests giving full exp, regardless of brute but are not lowering the brute.
myth - extremely violent
legend - very violent
champion - violent
titan - somewhat violent
hero - slightly violent
rising hero - extremely brutal
expert - very brutal
veteran - brutal
great adventurer - somewhat brutal
adept - slightly brutal
adventurer - extremely touchy
wanderer - very touchy
apprentice - touchy
beginner - somewhat touchy
greenhorne - slightly touchy
novice - extremely meek
This would be the brute caps for respective player levels. They would allow you to get bigger faster and halt your progress when you reach the top tier, and that would be the point where you want to start doing some questing to bypass the brute.
Seems fair for everyone, no one is forced to quest, quests can be used to boost your progress at higher levels (hero and above) so people opting to do them still get the benefits.
Another idea is for quests to give you the 'death recovery' type assistance, lowering your brute for certain amount of time, the bigger the quest, the longer the reward lasts.
How about such solution?
Re: Two types of Characters.
Posted: 26 Jan 2011 02:10
by Cherek
Rhaegar: I think both are pretty good ideas.
But how about those who already did many of the quests? (most of us) We all get a VERY long period of "death recovery" when this is implemented? That would.. drastically increase sizes even more... and quick.
I do like the idea of myths becoming extremely violent by default, that would make growth beyond myth very hard, as it should be I think. Almost like a cap. But do you mean you can lower your brute evn from ext violent by doing quests? I am not sure I got that part.
Re: Two types of Characters.
Posted: 26 Jan 2011 02:29
by Ilrahil
Well I'm sorry that I have worked hard to get my brute, and I can hit myth at violent. That's me putting the work in. Screw being put to extremely violent when I'm nowhere near it. Because other people don't want to put work in to have a lower brute at that level?
Re: Two types of Characters.
Posted: 26 Jan 2011 03:11
by OgreToyBoy
bah brutal doesn't matter. I more violent than most, even though there is a reason for that I think I'll manage anyway. *poke Shadowlynx eyestalk*
Re: Two types of Characters.
Posted: 26 Jan 2011 03:49
by Amberlee
Sometimes... Ok not just sometimes..
Rhaegar types too much..
Re: Two types of Characters.
Posted: 26 Jan 2011 04:24
by Celephias
Hell has clearly frozen over.
I agree with Ilrahil.
Prepare yourself for the End of Days!
Re: Two types of Characters.
Posted: 26 Jan 2011 06:29
by Rhaegar
Ilrahil wrote:Well I'm sorry that I have worked hard to get my brute, and I can hit myth at violent. That's me putting the work in. Screw being put to extremely violent when I'm nowhere near it. Because other people don't want to put work in to have a lower brute at that level?
Let me explain further why your questing would be beneficial to you with the system I proposed:
When you hit myth, you stop growing, end of the road (yes, I'm actually talking about the limit to which players can grow here, something that should be implemented in gen long time ago). Now, qexp not only provides you with immediate boost to your experience but it also allows you to go over the cap.
In other words, if you want to be a bigger myth than others, you need to quest. Grinding alone can bring you to the slowest myth level and that's it (you would still get exp that goes towards guildstat though).
Now, with this system, when a new quest is introduced, myths can grow a bit more (thus increasing the available player cap) and when we reach the situation when myth saturation becomes too much (a bit like the old days, when almost everyone was champion) wizzies can just add another player level(s) and the brute table is pushed down one place for each added level (so, with 2 new mortal levels added myths would drop from ex vio to vio and continue growing).
So, if you have completed all the quests, you could be the biggest bastard out there, with power level being over nine thousand and what not.
Everyone can become a myth but only the most dedicated of players can be really big, giving them advantage over the others.
Does this sound appealing to you at all?