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- Development Discussion
- Item and Player Progression Changes Discussion
Fri Dec 27 20:08:04 EST 2019
The subject of game content has been on my mind for quite
some time, and the more I think about it, the more I believe that the
problem is the player progression curve....
I am in the process of creating a new set of items for the
game, including entirely new mapsets to explore. Properly defined
locations to visit and slightly more fleshed out game lore.
As part of the designs, I'm obviously having to
decide how to spread the content between the level
ranges.
It's not a new problem; it has been deterring me from making
progress in this area for some time, as I know before I even begin, that
I can't keep up with users levelling beyond the available
content.
As such, I was wondering what people thought about
inst*tuting the following changes:
- Build game content for a specific level range (perhaps 1-60. It depends on the final formula).
- Lock the maximum level to 60, and only raise it in 5 or 10 level chunks, when a new content pack is released.
- Make base attributes from levelling more linear, and smaller increments, and make item attributes larger and more important.
The reasoning is, you can't run off too far ahead and be
untouchable, but also unable to play with everyone else, and all of your
items are useless because you're just too strong.
Imagine a system where you can pick up a sword you like the
look of, have it remain useful to you for quite some levels, and have it
maintain its relevance. The only way it loses relevance is because you
found a better, or rarer sword, not because you levelled up once or
twice and now it's just too low level for you.
With regards to the idea of capping player levels... I'm open
to suggestions. It may not need to be a hard cap, it could be an
attribute cap -- perhaps you don't get any more base attribs from
levelling past the max level, but you do get to continue
levelling?
I don't want anyone to be robbed of their efforts by a change
of this magnitude, so regardless of what we decide, there'll need to be
some way to compensate anyone beyond the cap with something of
equivalent prestige on their account.
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Fri Dec 27 20:11:26 EST 2019
Fri Dec 27 20:56:27 EST 2019
Sounds like what you're wanting to do is something like diablo 3 and their paragon system.
Check This out. It's not a terrible idea I guess.
Fri Dec 27 21:01:28 EST 2019
While we're debating this, I'm continuing to populate a list of all the items we'll need for phase one of this change.
We'll also be getting proper consumables (food, beverages, potions), resources (ores, etc.,). Along with a rudimentary crafting system, though I may start just with vendors selling the materials for phase 1, to stop it getting out of control. Needs to be manageable.
I have a handful of good ideas written out for new locations, and once we're borderline happy with the level system, I can start tying it all together. But again, nothing is blocking me from doing the maps and artwork while we think about this.
In terms of timeframes, I'm not going to say anything specific for now, not until I have the item drafts completed. Perhaps I can open up the test site for everyone to have a mess about in though, to help guide the progress.
I'll have more updates on this in a day or so.
Invisible War ][
Fri Dec 27 21:04:21 EST 2019
Quote from Captain Raymond Holt
Sounds like what you're wanting to do is something like diablo 3 and their paragon system.
Check This out. It's not a terrible idea I guess.
Thanks, I'll take a look at this. I've been playing a few of the Elder Scrolls games lately, and I feel like they keep the item system quite straightforward, so there are probably lessons to be learned from there.
But the Blizzard games have always been quite interesting wrt player progression. We really should have dealt with this levelling issue long before now, but better late than never I suppose
Invisible War ][
Fri Dec 27 21:15:32 EST 2019
Quote from Cyberkilla
Quote from Captain Raymond Holt
Sounds like what you're wanting to do is something like diablo 3 and their paragon system.
Check This out. It's not a terrible idea I guess.
Thanks, I'll take a look at this. I've been playing a few of the Elder Scrolls games lately, and I feel like they keep the item system quite straightforward, so there are probably lessons to be learned from there.
But the Blizzard games have always been quite interesting wrt player progression. We really should have dealt with this levelling issue long before now, but better late than never I suppose
What about prestiging? Once you hit a max level (60 for example), you can choose to return to level 0, but get access to new content/items/skills that you couldn't do/equip/cast before?
This will need to be well thought out so that players are encouraged to prestige, but without making them too OP that the same issue that currently exists arises again.
I can put more thought into it, if the FRP community likes this idea.
Fri Dec 27 21:22:37 EST 2019
I'm not opposed to a cap.
I think something along the lines of paragon would work. Instead of pure power, a paragon could be more along the lines of improving the per hour stats. This could also go into the power of the guild you're in as well. Maybe you show up more to help an ally in a fight? Unless you're reworking stats, things such as speed could be improved via paragon as well. While not overpowering, if everyone is the same level, a higher paragon player would have the first attack edge. Something like that.
I'm still pretty fond of a cap, with a pet that will level with you, and once you cap, continue to level. This could be robots, whatever fits the universe. Maybe even a ship that you can invest power into.
As you said, items are mostly worthless at the end of the day, when your level is so high. If there was more weight in items, over power of levels, it would be more about acquiring powerful items. I wonder if you could even randomize stats on the gear, a range to the power, making near perfect items valuable, and also refreshing the market of something that is desirable and giving our currency a purpose.
Seems like a lot of work, people took advantage of player designed maps and items, me included. Though ESSM and child map attempted to have a story and a somewhat convoluted design. No one wants to lose their work, but the game does need something if you're willing to update, I don't mind anything. It's really hard to think of rewarding ways for hard work.
Don't forget the thread compilation of ideas that I did at least, a lot there to think about.