Other > Suggestions

Methods to encourage people not to make alts for everything

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naossano:
XP going down by doing the same thing again. 1st brahmin 80xp 2nd brahmin 70 xp 3rd brahmin 60xp after 8 : 10 xp
Double the number of xp you need to do next level : lvl 2 1000 xp  lvl 3 2000 xp lvl 4 4000 xp lvl5 8000 xp
Or skip the level cap : So the character get hard to level up, and you make less characters.
Get a special random (not chosen) bonus, every 500 000 xp point. (so you will still want to get xp with the same character. (could be a lvl3 weapon, a perk, a skill point, more hp. anyway, you don't choose it)


Make new upgrade that would prevent abuse of lvl1 char :
5 magnetic personality perks, so your upgraded leader will be better than lvl1 leader. (8 mercenaries instead of 4) (same thing exist with AP, HP, skill point, carry weight, why not charisma ?)
Need to increase science and outdoorsman to make a tent. (let's say 60%) So, you character has to level up in order to build a tent. The tent would also disapear, if the one who built it doesn't go in regularly. (and not just someone)
Need to be level 10 to be a faction member, whatever if the faction is player-driven or npc-driven. (so these alt have to be levelled, to take advantage of the faction)
Your armor and weapons would have a far lower deteration rate if you have science and repair (passive skill). Or, in the opposite, if you haven't, your weapon could go beyond repair, at any moment. (at every critical miss, like a jinxed) With your crafter, you're not a better fighter, but you are sure to keep your weapon more than 10 minutes.
With a low charisma, you're more likely to be targeted by npc (that can choose between you and other ennemies). And you have more chance to get collateral damage. (ooops, or zone damage) Yeah, your friend can love you, but, not much. They don't care if they shoot you.
With an high charisma, you can hit some npc, having a chance of not getting hit back.



Others character requirements could be made in order to prevent abuse of lvl 1 alts.




Wichura:
"How to make game real pain in the arse in few steps".

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---XP going down by doing the same thing again. 1st brahmin 80xp 2nd brahmin 70 xp 3rd brahmin 60xp after 8 : 10 xp
--- End quote ---
It was tested already, called XP dimishing. As always only no-lifers didn't notice the difference, and as always people wanted to get XP in normal way.

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Double the number of xp you need to do next level : lvl 2 1000 xp  lvl 3 2000 xp lvl 4 4000 xp lvl5 8000 xp
Or skip the level cap : So the character get hard to level up, and you make less characters.
--- End quote ---
Combined with previous idea this would cause more time required to level up your char, nothing more.

Removing level cap was suggested already many times, answer was always "no". It could get rid of some alts, true.

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Get a special random (not chosen) bonus, every 500 000 xp point. (so you will still want to get xp with the same character. (could be a lvl3 weapon, a perk, a skill point, more hp. anyway, you don't choose it)
--- End quote ---
Cool, let's get random perks, SPECIAL bonuses or items.

Besides how do you imagine getting 500k xp with "your" system? In a year of real time?

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Make new upgrade that would prevent abuse of lvl1 char :
5 magnetic personality perks, so your upgraded leader will be better than lvl1 leader. (8 mercenaries instead of 4) (same thing exist with AP, HP, skill point, carry weight, why not charisma ?)
--- End quote ---
There is no such thing as 1 lvl leader, because that kind of char has too low Outdoorsman skill.

I may be wrong, but I think you have no idea how mercenaries feature works, you've just seen or heard about bad guys with muties.

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Need to increase science and outdoorsman to make a tent. (let's say 60%) So, you character has to level up in order to build a tent. The tent would also disapear, if the one who built it doesn't go in regularly. (and not just someone)
--- End quote ---
Awesome, let's disable tents for new players or any chars other than crafters.

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Need to be level 10 to be a faction member, whatever if the faction is player-driven or npc-driven. (so these alt have to be levelled, to take advantage of the faction)
--- End quote ---
So if player makes another char and wants him to play with buddies, he needs to wander around alone? Makes no sense.

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---Your armor and weapons would have a far lower deteration rate if you have science and repair (passive skill). Or, in the opposite, if you haven't, your weapon could go beyond repair, at any moment. (at every critical miss, like a jinxed) With your crafter, you're not a better fighter, but you are sure to keep your weapon more than 10 minutes.
--- End quote ---
We need to stick with Melee then, this is the last weapon kind that doesn't deteriorate. Yet.
Besides this will make more alts to repair guns used by combat chars. You don't expect anyone will put a single point in Repair/Science at combat char, do you?

--- Quote from: naossano on January 23, 2011, 01:34:11 AM ---With a low charisma, you're more likely to be targeted by npc (that can choose between you and other ennemies). And you have more chance to get collateral damage. (ooops, or zone damage) Yeah, your friend can love you, but, not much. They don't care if they shoot you.
With an high charisma, you can hit some npc, having a chance of not getting hit back.
--- End quote ---
So "merc leader" will always win, because such char has high CH anyway.

naossano:
These suggestions don't necessary needs to be cumulated. These are propositions.

(the double xp requirement would replace the xp dimishing, or the special bonus every 500 k xp for instance) (or less than 500 k)

The very fast deteration rate for non crafter will make them unable to do a long fight. He couldn't wait to go back in his base to repair his weapon. If he is crafter, he would have a low rate of deterioration.

The idea of the leader is to put a large difference between the level 1 leader, created just to had 4 more mercenaries in the battleground and the leader who had level up, and would be stronger. So he won't have most of his efficiency at his first level. (he could, also share perk with his mercenaries, as long they are with him, so, a char with perk would have better mercenaries, than a lvl 1 leader, or than mercenaries just guarding)

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