by Karl G. » Fri Jan 11, 2008 9:41 am
The problem with having very few levels is that that alone won't solve the problem you're trying to solve. I agree that fewer levels could help promote a feeling of camaraderie between players (after all, the difference between levels 18 and 19 isn't that much, to the human mind) however, we have to deal with the fact that players are going to get BORED as hell trying to get that next great ability. If you say the difference between levels 29 and 30 will be like the Xenimus levels in the 60's, it will take months of hard leveling just to achieve it--perhaps more than a year if you don't level 24/7. I know if I had to wait that long, I would get really bored with my character, and the whole game, and probably go do something else.
The easiest way to solve this issue is to spread out the levels more--this was one of the design decisions for BTR; we were going to allow hundreds of character levels, and give small bonuses each level-up. But since that won't be the case here, I suggest the following:
Players have their *choice* of skills & spells to learn each level. They can pick a limited number from a list of new abilities for that level, or possibly upgrade the power/range/duration/speed of previous abilities. I suggest a points system, where a player gets a number of points to spend on abilities equal to their new level (level 3 = 3 points, level 4 = 4 points, etc). Spells and talents each cost a number of points to learn (skills are acquired through practice/spending skill points, which are separate from this system). By "purchasing" a skill or spell, the player gains access to it.
Now here's the kicker--throughout a level, gaining experience gives you more points. You can use the points, in addition to points gained by "unlearning" skills (for half their original point value) to change your skill or spell set during that level.
By carefully balancing the possible spells/skills and their point value, it will be impossible for a player to learn all of the best abilities for a single level, but it *will* be possible for them to change their skills around to make the character more interesting to play. Furthermore, we can make the game more interesting by allowing skills from previous levels to be learned for a higher point value on future levels.
Level - points this level(total points)
level 2 - 3(3)
level 3 - 5(8)
level 4 - 7(15)
level 5 - 9(24)
level 6 - 11(35)
For example, level 2 spells for Warlocks:
0 - Nightvision
1 - Magic Armor (I)
1 - Poison Dart
2 - Confuse
3 - Firebreath
3 - Summon Skeleton
level 3 spells:
1 - Heal Self (I)
(2) - Magic Armor (I)
3 - Acid Rain
(4) - Summon Skeleton <-- if they didn't buy it last level, they can buy it now (but it costs more!)
(4) - Firebreath <-- if they didn't buy it last level, they can buy it now (but it costs more!)
6 - Acid Bomb
7 - Teleport
level 4 spells:
2 - Heal Self (II)
3 - Strength (I)
4 - Speed (I)
4 - Magic Armor (II)
(7) - Acid Bomb
(9) - Teleport
etc...