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Post by Beagle on Dec 23, 2003 17:02:09 GMT -5
Right now in NW, the only advancement that occurs is levelling up which increase your maximum health and your strength. We can do better.
In fact, I did make it so that the red ninja skill, Fire Bolt, would increase in power as you gained levels. That's the kind of stuff I'm talking about.
What do you think of only giving one skill to players when they first start their ninja? That would be the "Level 1" skill for that class, so an example would be Sight for the white ninja. Then, as you level, we can give you more skills, so at level (?5,6,7?) you get your second skill, and then at the next tier (?10,12,15?) you'd get your third skill and so on.
This would give more incentive for levelling up, and make things more interesting I think. What do you think?
--Woof
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Post by shurato68 on Dec 29, 2003 10:30:36 GMT -5
I think that is a very interesting and exciting idea.
But, can I add one thing?
How about setting a certain amount of kills for players... that is.. .level 2 players can only kill a maximum of 5 level 1 players... or if they prefer, if they can kill maybe 3 or 4 level 3 or above, then they will get advancement faster?
I know this may soud complex... but I was thinking of making it so that it would be harder for higher level players to pick on level 1 players all the time. I mean, if they have a certain amount of kills restricted to lower level players, then they would have to seek out same level or higher level players... that would make it more fun and exciting... that is, in my point of view...
Or maybe they get extra items or more money if they kill higher level players?
what say you bro beagle?
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Post by Beagle on Dec 29, 2003 11:23:40 GMT -5
I say you should check out the thread on experience points ;D
--Woof
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Post by shurato68 on Dec 30, 2003 22:21:03 GMT -5
oops... my bad...
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Post by Tchalvak on Jan 13, 2004 11:28:40 GMT -5
Here's my only concern on the idea of "at a higher level you get the rest of your skills". If we have a level cap, (which I presume we'll pretty much have to) then only a small percentage of characters (the higher levels) get to taste the enjoyment of these great skills that all that trouble was taken to code. That kind of thing. Though I guess it'll be a good initiative for people to get to the high levels. *shrugs*
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Post by Will on May 4, 2004 13:57:47 GMT -5
I've noticed that you can only do so many things with the limited amount of turns that you have. How about you raise that max amout of turns that a player could have by 10 every couple of levels. and to keep things even make some "high level" only stuff that costs extra turns so that its more interesting of, will i do a bunch of low level things or some high level things.
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Post by Beagle on May 4, 2004 22:02:14 GMT -5
Hey that's an interesting idea, increasing the max turns cap as you level. That's a good solution to some of the balance issues we've been discussing. I like it Will!
--Woof
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Post by jthm on May 20, 2004 6:42:51 GMT -5
ok increasing the amount of turns you get per lvl makes sense and makes things easier on peple but really if you make the increase in the max amount of turns too high it will be a good way to make those who are at the top of the game stay at the top of the game while newcomers to the game will have a really ahrd time ever reaching pro status because pro status will raise due to the fact that they have more turns to get more experience and to get more items and stuff like that. to balance that you'll have to work with the whole experience issue and making it so that lvl advancement is harder as you get to higher lvls but you also don't want to make it too hard to the point that its boring to play because you'll have to wait like 3 weeks or something just to lvl once... its a lot of stuff to take into consideration when dealing with all this. i'm always big on bonus's for advancement but i think some of the bonus's for at higher lvls should be more like unique items and special power's and things like that while at lower lvls you get more or maybe an option of a higher max turn or some cool items or higher stats or something to that effect. i don't know its probably just me but i don't like getting the same thing everytime i lvl in any game. there needs to be some diversity that way you can work on something and get good at it while someelse takes another technique and gets good at that to counter what you have but you can get like an item to block his technique. but after spending all that on the item to block his technique someone messes you up with something else... that way there is no one single i rule all char everyone has a chance depending on what they pick. to beat anyone just not everyone. i don't i'm just rambling now... but something in that rambling nonsense might be worth thinking about.
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Post by Beagle on May 26, 2004 20:08:29 GMT -5
Hey jthm, I agree, much in your rambling is worth thinking about. Many of your points are points we discuss regularly. Allows me to list the important things we discuss to help you see that we care about this game and are working to make it better for you.
1) The game should get harder, not easier, as you advance. Right now, level 1's have it the hardest. That's bad. We're working on fixing this with the experience system and the combat system.
2) Leveling should involve advancement choices. Currently, when you level you get HP and strength. Nothing else. Boring! We're dividing up class skills by level, we're adding advancement points that you need to allocate in areas of your choosing, and we've got some other ideas too involving combat.
3) Avoid the slippery slope. Instead of making it so that the top players have an incredible advantage with all the things they gain, create strategy, so it's more difficult, and keep them vulnerable to lower level players. The top players should not be immortal, though they should still be rewarded.
So those are some of the key points from your post I just wanted to make sure everyone knows we're working on. Thanks for the comments! We appreciate them.
--Woof
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