by Draco » Fri Sep 05, 2008 10:51 pm
September 5th 2008:My Adjustments: Edited out some
If everyone likes the simplicity of old Xenimus, fine, I'll change my ideas around a bit to better comfort you and help you understand what I mean more like in lay mans terms...
September 5th 2008:The Leveling "OMFG CAP"
I had a feeling people would flip out upon hearing "level cap" and instantly say NO NO NO without even knowing where someone is going with it.
I'm really sorry to say: You can't fix the problem of leveling being really hard and yet still give people good benefits to look forward to, it's just impossible... you'd have people grinding away at leveling thinking it's all pretty much the same exp to level just a little bit more per level, and leveling being too easy... it's just not going to fix the problem. You'll have players way too high up there or giving up right away.
Leveling was too hard in Xenimus in my opinion... not too much to look forward to, and not very motivating.
In xen, leveling started out hard even at level 1... it took a while for a newb to hit level 2 and much less 3. That drove away new players.
If leveling is made easy, like other games, such as being able to kill 3-4 monsters and leveling to 2, then about 12-14 more to level 3, and gradually got harder, to the point where leveling from 59 to 60 would be like level from 51 to 52... that would be our "normal cap"
Thats when leveling gets HARD... I'd like to debate with a few people interested in this system about whether characters topped out at 60 and higher should be able to still gain EXP from "normal" places and not the "advanced" places in the other server. Seeing as how this is a possible way to separate hunting grounds and allow players to hunt places they should be hunting. It would also force players level 60 and higher to hunt the places in the dungeon-server where there's other players much stronger than they are. There's an added difficulty and exhilarating experience for ya.
Characters at level 60 can level further still, but thats where it gets a lot harder but much better benefits for leveling, and still gaining normal-server benefits as well as dungeon-server benefits, with a few extra benefits on the side.
After level 60, there can be about 30 extra levels which every 2 levels the players gain something special... A character at "Extra level 30 or i.e. level 90" would be the equivalent of a level 75 in Xenimus... honestly, who the f- is going to get that far?
In all actuality, my idea for this has not much more of a level cap than Xenimus already does, so don't go flipping out saying "NO LEVWL: CAP{S OMFG!!!!!1"
September 5th 2008:Run/Walk comparison
I'm still holding strong on this, some people may not understand what I mean by this, but I'm just saying RUNNING model animations would be more appealing than WALK animations, and can do more to the game than many people may think.
September 5th 2008:Spell System adjustments: Edited out to new idea
I have a new spell effect idea on the 15th reply of this thread, please take a look.
I honestly didn't think my spell system would be sooooo much different than Xen's old systems, the ranks would be barely noticable... one of the only things to run through a players head would be "hey, I can easily make my adgredi stronger so I can blast stuff cheap for fun, and if I level it up to 3 or so, I can blast like 2-3 shots at once, and at 5 it turns into a VFV omg!" or "if I save all my spell points, I can make my beam a lil faster and stronger and really whoop some bum"
VERSATILITY VERSATILITYVERSATILITY VERSATILITYVERSATILITY VERSATILITY!!!!
As for xens old skill system... oh god... considering in order to gain skills you had to spend at least 25 points in the skill for it to do anything, and other skills came from that, but if my idea would seem too much trouble for the "spell" system, maybe this would be better for a similar "skill" system... you guys have to agree adding 25 points into a skill you wanted, no more, no less, in order to gain something was pretty f-ing pointless and boring. I'm taking it to the next level.
September 5th 2008:Safe House adjustments
Changing my idea a bit to fit the classical feel of xenimus a little bit more.
If safe houses exist, even if players don't use them, it can still give somewhat of a secure feeling to players that safe houses DO exist, and they can use them in case they need to.
I'm adding this to my suggestion:
In order to actually be safe in a safe house, you must be ALIVE in the safe house for at least 30 seconds... THEN you'll be protected and also be allowed to use the teleport to the big house.
If you're in Battle Mode and you run to a safe house, you must stay there until at least 30 seconds after you're out of battle mode to become protected and use the teleporter.
No evil characters are safe in a safe house, and no evil characters may enter the big safe house until they've re-aligned.
If you log off while you're already protected in a safe house, then you will be protected when you log back on.
Here's another question for you guys: Do you really think the game should be so unfriendly, it shouldn't allow any players to gather at one neutral ground to chat, trade, ect? Why should new players have to deal with the trouble of finding people? Especially in a small-commute game... a lot of people agree the auction house was probably the best addition to Xenimus, others disagree and say it was better when people hand-traded items, this is mixing both worlds.
Last edited by
Draco on Mon Sep 08, 2008 2:12 pm, edited 2 times in total.