[DIS] Level cap - CR1
Forum rules
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
Re: [DIS] Level cap - CR1
If there is a way you can disable learning unwanted skills, that could work. This is somewhat of a problem in a learn-by-doing system.
I also want to help players to not bork up their character by dabbling a little bit in everything in the beginning. A harsh "you have to choose right away in the beginning and do everything right" type of a system is not what I want either.
An alternate route here would be to allow unlearning of skills against some sort of a fee (not necessarily money, could also be "take exp away from all skills") so you could rebalance your character if need be.
I also want to help players to not bork up their character by dabbling a little bit in everything in the beginning. A harsh "you have to choose right away in the beginning and do everything right" type of a system is not what I want either.
An alternate route here would be to allow unlearning of skills against some sort of a fee (not necessarily money, could also be "take exp away from all skills") so you could rebalance your character if need be.
This message used to be meaningful.
Re: [DIS] Level cap - CR1
Hi,
Ok, so far, we have:
- Soft Cap: Facility made by Crush.
- Hard Cap: To be made (?)
- Level Maximum Total: To be made.
Do we agree with these three parameters?
Are the soft, hard cap to be definable by skill or as an overall parameter (as it is made, by now), or both?
Regards.
Ok, so far, we have:
- Soft Cap: Facility made by Crush.
- Hard Cap: To be made (?)
- Level Maximum Total: To be made.
Do we agree with these three parameters?
Are the soft, hard cap to be definable by skill or as an overall parameter (as it is made, by now), or both?
Regards.
Re: [DIS] Level cap - CR1
Bertam, please pay a bit more attention. As I wrote a hard limit on skill experience was implemented by Kage.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: [DIS] Level cap - CR1
Hi Crush,
I had this in mind:
Are the soft, hard cap to be definable by skill or as an overall parameter (as it is made, by now), or both?
That's why I let the "to be made" sentence without noticing.
Regards.
I had this in mind:
Are the soft, hard cap to be definable by skill or as an overall parameter (as it is made, by now), or both?
That's why I let the "to be made" sentence without noticing.
Regards.
Re: [DIS] Level cap - CR1
A really simple ugly hack solution which I've not seen used anywhere just came to mind: we could have a per map level cap attribute for maps. The cap would define above which level you will not gain any experience on that particular map.
IMO this would work and propel people forward in the game once we have further content. It would also allow people to fully grind the content of each CR if they so desire for the item hunt aspect of it, which seems to be the highest motivation for our current userbase anyway.
IMO this would work and propel people forward in the game once we have further content. It would also allow people to fully grind the content of each CR if they so desire for the item hunt aspect of it, which seems to be the highest motivation for our current userbase anyway.
This message used to be meaningful.