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Author Topic: Raise lvl cap  (Read 16018 times)

Re: Raise lvl cap
« Reply #75 on: May 08, 2012, 07:01:00 am »

i also think we should have more skill points available to spend

maybe differentiate fighting skill from non-fighting skills and make separate skills at level up for fighting skills and separate for non fighting ... hmm

or just double the skill points gained... or triple!
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dlaczego muzyka black metalowa jest szybka?  bo gdy sie czlowiek spieszy to sie diabel cieszy :)
Re: Raise lvl cap
« Reply #76 on: May 08, 2012, 09:37:34 am »

You do realize that the object of fonline is not to troll the user, right? What would making leveling even slower and boring accomplish?
The problem of FOnline is that PvP is the only thing implemented in game. Another problem that PvP is possible only on capped level for max potential of your character. So 1-23 level your character is nothing. That's the main problem, and actually you should start from 24th level after character registration just not to waste your time in this game. There're many solutions to force players to PvP on different levels: from rebalancing leveling system, to hard punishing for death (higher level, higher risk).

Leveling in FOnline is just plain grinding and linear. You can even plan your character and then you just need to waste some time of your life to create him. Instead there can be implemented many unpredictable and different ways of leveling by introducing limited XP that will exhaust some day, depending on your actions and character progression, this way different characters will have different level caps depending on their actions throughout whole game, from different skill usage in quests and number of deaths in quests to different ways of completions. Slow XP diminishing for every action that gives XP, probably introduced by different ways: for example "FA yourself" and "FA other" can be different actions. XP from different sources can be affected by reputation/karma/skill/other factor for quests/killing in different places/crafting, this way leveling can be entertaining, tactical and you'll plan your leveling, not build, well.. and build too. With game progression (new updates) can be added new content from new quests/new creatures/new way to spend time/new locations required exploration/new craft/or changing something old, thus raising level cap for every existent character because of new source of XP.
But this all are dreams :D
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Re: Raise lvl cap
« Reply #77 on: May 08, 2012, 12:42:11 pm »

here is my thought

free 5% per lvl to tag skills, this would make tags much more important, as well as allowing for more free points over all, atm it seems like having two skills about 200% can be pretty tricky, leaving not much wiggle room for things like crafting and outdoors, two skills that im sure every player could do with a few extra % in.

example, player tags small guns, and gains 5% to small guns every lvl

if no points are spent skilling it, it would be a bit over 150% at lvl 24
lets say this player spends points getting it about 200% fast, where the cost to skill up starts to cost alot, lets say player gets his small guns to 200% around lvl 15
at lvl 15 he still gains 5% small guns on lvl, so going from 15-24, he has skill points to spend on other skills he/she may want, and still end with just under 250% smallguns.

same player has outdoorsmen tag, spends no points in it, and at lvl 24, he/she will have around 150% outdoors, leaving those skill points left secondary skills, repair/fristaid/traps/lockpick

For me it is perfect suggestion :D
When i started to play fallout, it was fallout 2, i was wondering, why i tagged skills, got 2nd lvl and this *gray-or-white* text + % in table is not raising by themselv.

for example player can tag od and sg, have before that 65% and 40% and for 24 lvl he is even not dropping a point to that 2 skills, waiting till it raise up to 200+% and 200% again :D problem is just perks which require skill%
but specific build dont need all that %, so this can make characters more various.
and more easy to players to make 300% to 1 skill, with this suggestion even 3 skills up to 300% with no hard problem
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Let the Force be with You.
Re: Raise lvl cap
« Reply #78 on: May 08, 2012, 11:34:15 pm »

with a free 5% per level it could be even more important to skill up tags early, i was thinking of how much a bonus 5% would be after 200%

lets say player puts tons of points into small guns to get his perks, he skills small guns to 200% as soon as he can.

now, lets say he is lvl 15 and has 200% gun skill and also is getting 5% each lvl, now, instead of spending 5 SP for 1% he is getting a shitload of "free points"

people would still want to put up tags, but still gain a ton of extra points to spend in otherskills becuase the cost to put up tag would be alot less
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Re: Raise lvl cap
« Reply #79 on: May 08, 2012, 11:53:34 pm »

lets think of it this way

Skill Level % ---- SP it would cost to increase

0%-100% -- 1 SP for 2% skill --- free 5% at these levels is equal to 2.5 SP

100%-130% -- 2 SP for 2% skill -- Free 5% at these levels is equal to 5 SP

130% - 150%  --  3 SP for 2% skill -- Free 5% at these levels is equal to 7.5 SP

150% - 175% -- 4 SP for 2% skill, free 5% at these levels is equal to 10 SP

175% - 200% -- 5 SP for 2% skill -- free 5% at these levels is worth 12.5 SP

+200%  --- 6 SP for 2% skill -- free 5% at these levels is equal to 15 SP

================================================================

So, it would still be highly advantageous to get your tag skills up first, people would not wait till 24 to spend skill points, as maciek83 was thinking, in fact, it would encourage people to skill up lower skill early

right now, people just skill one skill till its where they want it, then go to the next, under this system, someone who wanted to get a bonus to sneak and small guns from the free 5% would want to skill them both early, tryin to get them up so they can get the best possible bonus from free skills
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Re: Raise lvl cap
« Reply #80 on: May 10, 2012, 12:26:51 am »

ITT There Be Munchkins.
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I wish there were bags, backpacks, etc. in Fonline.
Re: Raise lvl cap
« Reply #81 on: May 14, 2012, 12:43:20 am »

... people would not wait till 24 to spend skill points, as maciek83 was thinking, ...

and where exactly i was 'thinking' that?
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dlaczego muzyka black metalowa jest szybka?  bo gdy sie czlowiek spieszy to sie diabel cieszy :)
Re: Raise lvl cap
« Reply #82 on: May 14, 2012, 12:45:42 am »



edit, super stoned most of the time, sorry about the mistake
« Last Edit: May 14, 2012, 08:31:37 am by Blarg »
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Re: Raise lvl cap
« Reply #83 on: May 14, 2012, 12:47:01 am »



for example player can tag od and sg, have before that 65% and 40% and for 24 lvl he is even not dropping a point to that 2 skills, waiting till it raise up to 200+% and 200% again :D problem is just perks which require skill%
but specific build dont need all that %, so this can make characters more various.
and more easy to players to make 300% to 1 skill, with this suggestion even 3 skills up to 300% with no hard problem
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Ox-Skull

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Re: Raise lvl cap
« Reply #84 on: May 18, 2012, 01:57:17 am »

Four more lvls, making it 28, would be perfect amount. skilled and non skilled get 1 more perk plus 4 lvls of SP.


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Ranger of the Wastes. The Wastes still needs civilised people.
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