Detective Jake Peralta

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Total Posts: 798
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Thu Oct 25 9:19:11 EDT 2012

Quote from Cyberkilla
I need to sit and read this properly tonight, but one thing that strikes me is this:

If you gain 10 million exp, you're going to have to be offered some serious rewards to even consider going back down to 0 exp. As it works at the moment, here are the issues that would have to be overcome:

- Current level affects whether you can create guilds, post shout messages, etc. This will have to change to "max achieved level" (which we already have, secretly).
- You can't equip items until you meet the min level requirement. Again, we could move to max_achieved_level.
- Items for a level 150, being used by a level 10 player, would totally obliterate other "real" level 10s. We'd need to do something about that.

All in all, it seems that there'd need to be a decoupling of the "level" attribute from the user's actual power. Not impossible, just needs consideration. We wouldn't want to make this fundamental aspect of the game overly complicated.

I see what you mean. I do believe, however, that someone who's Generation 2++ (max level one or more times) would have the willingness to grow past the first levels. If they have their old armor on, they can attack higher level mobs, and will be out of the 'real' level 10's way quickly. I don't believe someone who's keen on prestiging will worry about attacking lowly level 10's, you know?



Detective Jake Peralta

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Total Posts: 798
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Thu Oct 25 9:45:49 EDT 2012

Quote from Dekcah

1) To prevent people like CG from prestiging to the max in a day.

2) This is still a business and while you may want everything to be free we still need to throw CK a bone. You're not paying to keep the item, you're paying to be able to use it before you reach the appropriate level and it accomodates by lowering the item stats based on your level.

3) I like that idea.


1. CK would have to figure out what to do with current high-exp players. Either they get their prestiges worth of their exp, or receive some sort of item to compensate their growth, but they go up 1 prestige like everyone else.

Not sure about this TBH.

2. I would be much more likely to spend money when I know that I get value for my money. Right now (besides maybe world-builder), I don't see enough benefits.


Edited 1 time(s). Last edited by Detective Jake Peralta @ Thu Oct 25 10:06:12 EDT 2012

Cyberkilla

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Thu Oct 25 12:17:56 EDT 2012

Quote from Maddox
Quote from Dekcah

1) To prevent people like CG from prestiging to the max in a day.

2) This is still a business and while you may want everything to be free we still need to throw CK a bone. You're not paying to keep the item, you're paying to be able to use it before you reach the appropriate level and it accomodates by lowering the item stats based on your level.

3) I like that idea.


1. CK would have to figure out what to do with current high-exp players. Either they get their prestiges worth of their exp, or receive some sort of item to compensate their growth, but they go up 1 prestige like everyone else.

Not sure about this TBH.

2. I would be much more likely to spend money when I know that I get value for my money. Right now (besides maybe world-builder), I don't see enough benefits.

(smiley) World Builder. I do need some extra stuff for PP. I have some ideas though (smiley)


Invisible War ][

Detective Jake Peralta

Member

Total Posts: 798
Online Status: Offline
Thu Oct 25 14:29:00 EDT 2012

Quote from Cyberkilla

(smiley) World Builder. I do need some extra stuff for PP. I have some ideas though (smiley)

 My idea for exp/points per 'x' mobs killed could be something to implement based on PP type. As much as I'd like to spend 4$ and get the same benefits as 20$, as someone said earlier in this chat, "have to throw CK a bone".

So: Adjust exp/point rate per 'x' mobs killed on your map