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Re: [DIS] Level cap - CR1

Posted: 27 Oct 2009, 17:57
by Rotonen
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.

Re: [DIS] Level cap - CR1

Posted: 28 Oct 2009, 08:01
by Bertram
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.

Re: [DIS] Level cap - CR1

Posted: 28 Oct 2009, 16:52
by Crush
Bertam, please pay a bit more attention. As I wrote a hard limit on skill experience was implemented by Kage.

Re: [DIS] Level cap - CR1

Posted: 28 Oct 2009, 21:30
by Bertram
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.

Re: [DIS] Level cap - CR1

Posted: 24 Apr 2010, 14:31
by Rotonen
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.