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Layonara MMO Please use this forum to discuss the Layonara MMO.


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Old 03-20-08, 10:55 PM #1
ycleption
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Default XP capping

(first of all, I realize that this is making some assumptions about the nature of character progression... if it's not applicable to the way the MMO will work than ignore this... I would even suggest this for the present version, but I doubt this kind of major change would be implemented)

Now, I know a while ago there was a thread about a proposal for free xp or levels awarded at regular intervals as a way to even out progressing as a character for those characters who didn't choose to participate in lots of bashing (can't find it off-hand, think it was PnP?). That thread popped into my head the other day, and I got to thinking, and realized that what I think would be more fruitful is the opposite: a cap on xp that could be earned in a given amount of time from bashing... this would not preclude additional xp/levels/othercharactermeasure to be earned from RP or quests.
Whether this would be a hourly, weekly, or monthly cap, or combination would depend on how the game progressed. If the progression system is similar to NWN, it would have to scale with level.

Now, I know this would encourage some people to play in a frenzy to reach that cap and then not log in until the period of time passed. I'm sure that others would simply not play, because the system would deny them the opportunity to race to the top... but those players are not what Layonara is about, it's about RP. I think a lot of others would learn to pace themselves and enjoy RPing in the time when they've hit the cap. I also think that this kind of system would help with some of Acacea's points, in that the team could plan where the height of the player base is at, and not allow the world to get too epic too quickly.

Anyway, just an idea, feel free to rip to pieces now
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Old 03-21-08, 04:32 AM #2
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Default Re: XP capping

Have to say its quite a good idea but I think you're only taking into account a certain type of player, the general one who plays an average amount per week/month.

The thing is it would be a real kick to those who play irregularly. I'll just make up an example here, take someone who...I don't know...moves around regulary. This type of person may have a month of time to play without interruption but then Bam! They hit the xp cap. Then next month they have to move again and will lose the opportunity to play, thus loseing any chance to level allowing all their friends to race ahead. Whilst without an xp cap they would have been able to keep up with others by playings loads then not at all, intill time gave them a chance again.

That said I don't think this will matter to much as from what I have read so far I get the impression that that game will be skill based instead of level, a bit like Morrowind .
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Old 03-21-08, 05:41 AM #3
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Default Re: XP capping

I like any idea that reminds people that the journey is the point, that there is no 'destination'. I like any idea that helps reinforce that Layo (in whatever incarnation) will always recognise and acknowledge the achievement of the well RP'ed level 10 character over that of the level 20 'empty' character (or their skill based equivalent).
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Old 03-22-08, 04:01 PM #4
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Default Re: XP capping

Let's not forget that the new Layo is a business venture. We'll have to cater to a few folks we don't, currently. I'm sure L and Co. will do their best to keep 73h n00bz away from our pristine roleplaying grounds (), but as we're not a major development studio, we'll need nearly all the business we can get.

Spike's point is very valid. However, I'd like to propose something mayhap a bit different: Have vastly different standards of character progression from Hack server to RP server.
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Old 03-22-08, 04:18 PM #5
Falonthas
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Default Re: XP capping

another way as well to make sure people have well rounded char progression is to have you need so many tokens earned beyond any xp lvl or such to move to a major stage

the elcdq was a sort of this but needed tons of time

these can be earned over a chars lifetime through gm quests and such like bonus we get for rp now, they would be in the database and allow for when we hit a threshhold to move beyond it if we have the minimum required tokens

say 5 for 10th
10 for 15th
20 for 20th and its progressive

and they also count cumulutive

the first five count toward the 10 and so on
but because you gain so rapidly in the first 10 levels you only need 5 where as 11-15 takes a bit more time and you need 5 more
and then 10 more in the again doubled time of 16-20

this makes it so you take your char to regular quests and events and get involved in order to be able to continue being the best chef in the land or whatever

this also puts the powergamers on spot letting them run to 10 as fast as they can and then have to think about rp if they ever want something more
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Old 03-23-08, 01:13 AM #6
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Default Re: XP capping

Thats a neat system. But gms should be able to hand out those little gems as they see fit also. Not all players can make GM led quests.

Either due to RL constraints, level limits, or party numbers.

I remember my first 2 characters.

The only GM quest sakura was able to get too was the fall of pranzis. She did a couple of player led events. But no gm led quests aside from the aforementioned.

Erk made it too a couple of specific quests based on the bloody gate series, and one or 2 impromptus, and a few player led events but that was about it.

All this was due to RL issues which kept me from being able to attend GM led quests for the most part.

Just something to consider.
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