• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5

IMPORTANT - The developers needs our opinion on how difficult it is to gain levels.

Star
Offline
#1 jhamm
I got asked to make a poll that will help figure out what the players think of the amount of time it takes to gain a level. They have heard a mix of; it's too easy to gain levels and it's too hard to gain levels, so let's see what the most people think. It will help a lot in figuring out how much exp should be given, so please take your time and give a vote.

Thanks for helping out, here is the link: http://www.strawpoll.me/11783263
jhamm
Moderator and member of the circle of the guilded
Offline
#2 Oyjord
My two cents? It should be easy to get to maybe 10 (as it is now) then geometrically harder afterwards.
Offline
#3 jhamm
(12-03-2016, 12:27 AM)Oyjord Wrote: My two cents? It should be easy to get to maybe 10 (as it is now) then geometrically harder afterwards.

Yeah that seems like a pretty good idea. I'll wait a bit longer before sending the poll, would like a few more to vote.
jhamm
Moderator and member of the circle of the guilded
Offline
#4 Lilithian
There are still exploits around, which make exping pretty easy.

Those will be fixed tho, so Ill focus on imho unnecessary exp gains/distribution changes:

- spellcasting exp from trades should be removed?

- battles should have capped experience to avoid deliberate prolonging?

- potion brewing should have exp gain based on difficulty of recipe (There again - max 3 glyphs per type of ingredient. Drawing 20 same glyphs in a row, not to mention waving with wand...)?

These r bugging me the most atm.

Id rather raise level cap and upgrade spells than make exp gain slower overall. The player needs to have feeling of progress.


Void shadow assassin of Highmoon brotherhood

Achieved lvl 50 in Alpha 2.0 on 27.1.2017


Device info:
Archos 55 diamond Selfie
Android 6.0.1

Maguss - CZ FAN facebook community admin. PM me for invite Smile


Offline
#5 Seraphina985
(12-03-2016, 11:53 AM)Lilithian Wrote: There are still exploits around, which make exping pretty easy.

Those will be fixed tho, so Ill focus on imho unnecessary exp gains/distribution changes:

- spellcasting exp from trades should be removed?

- battles should have capped experience to avoid deliberate prolonging?

- potion brewing should have exp gain based on difficulty of recipe (There again - max 3 glyphs per type of ingredient. Drawing 20 same glyphs in a row, not to mention waving with wand...)?

These r bugging me the most atm.

Id rather raise level cap and upgrade spells than make exp gain slower overall. The player needs to have feeling of progress.

Perhaps another one worth mentioning that I noticed is the fact that explorer EXP will rise quite fast if you simply open the app and set your phone on the table while travelling by train even if not doing anything.

Lord only knows how fast your explorer EXP would go up if sitting in the window seat of an airliner (typically you can get a workable GPS reception in the window seat).

Maybe this could be corrected by using the GPS velocity measurement ie ignore the motion if the speed is over 10 m/s (36 km/h) so it still works for walking or cycling but not so much for powered vehicles like cars, trains or aircraft. Doesn't need to be a complete speedlock like the one in say ingress don't see a reason why it should stop people interacting with the game completely but no reason why you should get EXP just for sitting there and letting a machine transport your phone either.
Offline
#6 gamemakerpro
There are two groups of players that need different methods of handling exp.
The average player levels should be set so they can be achieved by “adventuring” using a classical RPG leveling system. Say levels 1 through 10 or 1 to 100. Lower levels should be easy to reach and later levels harder.

A second player is the one that wants to form the base of the Maguss economy.  For example, a crafter wants to buy Ingredients form others, make potions, and sell them. The leveling of this type of player should be more difficult.

(While getting started, the Maguss economy will require having an unlimited inventory of potions, but once established potions could only be produced. A higher tradesmen level would allow abilities like bulk crafting at lower costs. The ability, to make 100 weak health potion for 80 ginger and 80 rosewater.)
Offline
#7 Deinara
So non combat focus players should get their own separate system? Lol thats not realistic. As of now I believe you get Pxp from everything and thats fine, but there should not be a different system for people who choose not to fight. That would be unequal and unnecesary work. Besides, I dont really think there will be as many as you seem to suggest totally shunning combat (which is fun, and designed to be a part of the game).

Remember, the devs havent even said what trade will look like lol. Just crafting might not be really viable, and its certainly not what the game is, or should be, made for.

As to levelling, its a bit hard to say before all activities are unlocked, but seems good so far (its also hard as idk what max lvl is, or what the xp rate will look like then)
Offline
#8 Manaricelle
(12-03-2016, 05:25 PM)gamemakerpro Wrote: There are two groups of players that need different methods of handling exp.
The average player levels should be set so they can be achieved by “adventuring” using a classical RPG leveling system. Say levels 1 through 10 or 1 to 100. Lower levels should be easy to reach and later levels harder.

A second player is the one that wants to form the base of the Maguss economy.  For example, a crafter wants to buy Ingredients form others, make potions, and sell them. The leveling of this type of player should be more difficult.

(While getting started, the Maguss economy will require having an unlimited inventory of potions, but once established potions could only be produced. A higher tradesmen level would allow abilities like bulk crafting at lower costs. The ability, to make 100 weak health potion for 80 ginger and 80 rosewater.)

Isn't that basically what the they have already? The perks for doing things besides fighting? Exploration and crafting already earn separate experience from battling and you can unlock perks. I think thats a pretty boss leveling system if you ask me.
[Image: pkQYYHo.gif]
Offline
#9 Alkhemeia
(12-03-2016, 12:27 AM)Oyjord Wrote: My two cents? It should be easy to get to maybe 10 (as it is now) then geometrically harder afterwards.

i agree
Forum Jump:

Users browsing this thread: 1 Guest(s)