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Author Topic: Experience for exploring the map and seeing new creatures.  (Read 2878 times)

Eternauta

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Re: Experience for exploring the map and seeing new creatures.
« Reply #30 on: September 15, 2011, 03:14:13 pm »

I personally wanted to have this "xp rate" to regenerate over time, so that the lowered xp amount is reseted each day or such. This way it would have lowered the very high creature farming rate (killing centaurs and more centaurs and more centaurs and even more centaurs,....), without ending in permanent 1xp per creature. Dunno why this never was done or tried.

Sounds interesting, I think it'd be a good feature.

Well, as said, an "achievement" system could do the magic.

Could be, but the achievements you mention there don't sound too attractive, and the rewards seem too high. I personally think that a reward of, say 1000-1500 xp for getting one of the titles which appear in the Pip-Boy Statistics would be better.
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Grommok

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Re: Experience for exploring the map and seeing new creatures.
« Reply #31 on: September 15, 2011, 03:55:50 pm »

It was just an example. In WoW for achievements you get almost only vanity rewards, like minipets and mounts.
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Johnnybravo

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Re: Experience for exploring the map and seeing new creatures.
« Reply #32 on: September 15, 2011, 04:18:05 pm »

But the sense behind it exactly has been that you shouldn't farm all day a certain creature to level up. Players will always do this if the gain is high, which was the reason for the idea at all: To make players look for other ways to do gain xp and of course to slow down the leveling process.
Which leads to question how long it should take and why.

There are several reasons for leveling to even exist:
*Allow players to learn the game, without facing all of it's features from the beginning.
Fonline currently fails here, because there's no tutorial, no critter progression and they have to use everything from the start. Players currently spend much more time with leveling than with learning the game, and frankly it's just grind no matter how you look at it.
*Reduce the amount of characters created by single player
Currently this kinda works, though there are ways to power-level characters way too fast, while some people might have nightmares from leveling just one guy.
*Entertain players
Obviously due to the lack of manpower, there's little here. Grind is not fun and (creative) quests are scarce. I think it might be worthwhile to think about other ways to entertain players that will not require that massive amount of work.

Also as for the variety, I don't really see much difference between farming centaurs to the max level, or travelling wasteland and killing everything you can. Both are the same grind, with exception that farming centaurs save you from frustration of not finding any suitable encounters or facing impossible challenges.
Every single Raider/Robber/Marauder thing like now feels just like death trap that is not even worth to fight back.
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