Cale
Great Old One
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Post by Cale on Jun 14, 2015 19:28:36 GMT -6
Well I think the easiest way to do that would be having an ability or option to turn off xp gain. Could be in the form of a spell, soul, relic, piece of equipment. An example would be Dark Souls II. The Agape Ring: ALL souls obtained, online AND offline, including NPC enemies during player vs. environment, are absorbed by the ring.
So ya, just disable xp gain for how long you want. Simple work around.
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 14, 2015 19:49:24 GMT -6
Cale thanks for your answer... I just hope they include this in the Bloodstained XD
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Post by nekurors on Jun 14, 2015 22:18:00 GMT -6
I see your point, but it is just a matter of balance, if you stay in a room farming for an item, developers are supposed to know it and change experience you gain or need for the next level. I would say the best way should be that the exp needed for the next level is far higher, so if you stay killing the same enemies over and over again and dont advance, you are supposed to soon reach a point where the experience gained from them are useless. It forces you to advance and look for stronger enemies who gives far more exp.
Plus i always like the idea of the experience you receive not being fixed, depends on the difference between your level and monster level, so if you keep killing the same monster you will surpass his level too much, meaning you get less exp than you supposed to get. Just an example: if you are Lv20 and are killing a Lv20 monster, you get 20/20(1) of his experience (or 100%), but if you are Lv 25 you get 20/25(0.8 or 80%) of his exp. Of course the formula should decreasethe exp gained harder, that was just an example.
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Cale
Great Old One
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 14, 2015 22:28:16 GMT -6
I don't want to get to that point where to get max level you have to keep killing Golden Golems with 9999 Hp and 9999 Defence just to level up. Balance is important, if I want to kill bats for 32 hours to get from level 95 to 96 shouldn't that be my choice?
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Post by nekurors on Jun 14, 2015 22:36:32 GMT -6
I don't want to get to that point where to get max level you have to keep killing Golden Golems with 9999 Hp and 9999 Defence just to level up. Balance is important, if I want to kill bats for 32 hours to get from level 95 to 96 shouldn't that be my choice? Well, minimum experience you get from creatures will be at least 1 even if you have Level 10x higher (this happens on SOTN), so you can stay killing bats, but for higher exp from a single enemy yes you are supposed to be killing pretty hard enemies like the Golden Golems.
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Post by ghaleon on Jun 15, 2015 2:24:05 GMT -6
I generally dislike games that allow you to level items up. Because that encourages you to hoard level item leveling materials, then blow them all at once on some good drop or another, then you're basically 'stuck' with that item forever.
Leveling up your character does NOT neccesarily make a game easy, it just depends on how easy it is to level, how significant levels are, and how well enemies scale in the game. I dislike how dark souls is like the standard for games people consider not easy, because there are countless more difficult games before it. But it really does make a good example of how level ups can make a meaningful impact on your character, but truth is if you're having trouble with something at level 200, being level 250 wont make THAT much of a difference.
Then there are games like Ys, where the leveling is extremely...monitored...basically when you enter a new dungeon that's pretty high level for you, the enemies practically 1shot you and you take like 30 hits to kill one..but you level up after killing a single one like 4 times in a row, then in all of like 3 minutes only, you'll be able to survive 4 hits from them and take like 8 hits to kill em... 3 more minutes, and they'll be giving you only 1 experience point each and you need like 60k to level. It's really pretty silly how fast those games go from making you level up faster than light, to not leveling at all when you are the appropriate level.
In any case, I want this game to offer the player some customization with their levels. Strength, vitality, luck, etc... Some people dislike doing this because they feel insecure about their choice, but fact is these games can normally let you get by simply by rotating them 1 at a time. These aren't online MMOs where people will kick you from the group if you aren't the 'proper' spec. Just do whatever and have fun with it... then you can play the game again with a completely different set of level up choices, the game will feel different, you'll enjoy it, and you can do it again. what's not to like?
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 15, 2015 3:05:58 GMT -6
ghaleon these are the answers I'm looking for. again as I have stated, taking out the RPG element completely is stupid. I just love reading peoples ideas, opinion and maybe possible solution to the question.
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Post by ghaleon on Jun 15, 2015 4:44:46 GMT -6
Err, you miss my point. I'm trying to say that sometimes, a solution isn't even required depending on how significant leveling up is. You can't solve a problem without a problem existing in the first place. Sometimes level mechanics make a game too easy yes, sometimes they don't... sometimes when they make the game too easy, the dynamics of that problem are different. For example. Sometimes games have additive/subtractive damage formulas, and allow the player to make their character full on defense and take 1s and 0s from virtually everything. The solution to this problem woudln't necessarily be making level ups slower or weaker, but to make the damage formulas multiplicative, or perhaps by adding a piercing element to all attacks, or something. However this wouldn't necessarily solve other games where leveling up makes it too easy.
I'm all over proposing solutions and ideas to problems, but 'leveling problem' is just too vague without a specific example.
One concept I really dislike though is making it so every enemy you encounter magically leveling up with you whenever you level up. This imo makes the whole leveling process meaningless, and oftentimes makes it so there are arbitrary bad levels and good levels depending on the part of the game you are at. A great example of this being done in a way that's just horrible is the SNES RPG The 7th saga. *shudders*.
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JeffCross
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Post by JeffCross on Jun 15, 2015 5:14:14 GMT -6
Err, you miss my point. I'm trying to say that sometimes, a solution isn't even required depending on how significant leveling up is. You can't solve a problem without a problem existing in the first place. Sometimes level mechanics make a game too easy yes, sometimes they don't... sometimes when they make the game too easy, the dynamics of that problem are different. For example. Sometimes games have additive/subtractive damage formulas, and allow the player to make their character full on defense and take 1s and 0s from virtually everything. The solution to this problem woudln't necessarily be making level ups slower or weaker, but to make the damage formulas multiplicative, or perhaps by adding a piercing element to all attacks, or something. However this wouldn't necessarily solve other games where leveling up makes it too easy. I'm all over proposing solutions and ideas to problems, but 'leveling problem' is just too vague without a specific example. One concept I really dislike though is making it so every enemy you encounter magically leveling up with you whenever you level up. This imo makes the whole leveling process meaningless, and oftentimes makes it so there are arbitrary bad levels and good levels depending on the part of the game you are at. A great example of this being done in a way that's just horrible is the SNES RPG The 7th saga. *shudders*. I'm sorry I guess it was my fault for saying "answers" when I meant to say "response" or "...replies I'm looking for..." Personally I don't think I missed your point, I completely agree there might be no real solution to this question that is why I stated it as a "question" and not a "problem" I love seeing peoples ideas or thoughts on the threads I write... I don't want a fix all, but instead a sharing of points of view. it might spark something new ways of thinking if I read other peoples comments, replies or thoughts. that is why I like your responses they are well thought out, and you back up the idea with samples, so thank you for your replies. and yes I do agree monsters leveling up with the character is not a good Idea, it would make the player feel they have gotten nowhere after hours of work. but my favorite reponce was simply have an option to switch your exp on/off through the system, like in bravely default or an equippable item that directs you exp to something else like to a familiar...
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Cale
Great Old One
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Jun 15, 2015 6:25:42 GMT -6
Err, you miss my point. I'm trying to say that sometimes, a solution isn't even required depending on how significant leveling up is. You can't solve a problem without a problem existing in the first place. Sometimes level mechanics make a game too easy yes, sometimes they don't... sometimes when they make the game too easy, the dynamics of that problem are different. For example. Sometimes games have additive/subtractive damage formulas, and allow the player to make their character full on defense and take 1s and 0s from virtually everything. The solution to this problem woudln't necessarily be making level ups slower or weaker, but to make the damage formulas multiplicative, or perhaps by adding a piercing element to all attacks, or something. However this wouldn't necessarily solve other games where leveling up makes it too easy. I'm all over proposing solutions and ideas to problems, but 'leveling problem' is just too vague without a specific example. One concept I really dislike though is making it so every enemy you encounter magically leveling up with you whenever you level up. This imo makes the whole leveling process meaningless, and oftentimes makes it so there are arbitrary bad levels and good levels depending on the part of the game you are at. A great example of this being done in a way that's just horrible is the SNES RPG The 7th saga. *shudders*. I hate when enemies level up with you. It makes leveling pointless like you said. Now to rant off topic a little. It reminds me of Big Number Syndrome. RPGs used to be fine with 4 digit cap. 9999 damage was max. But now we got 10k 100k 1000k damage floating around; after a certain point wouldn't it be easier (and less exciting) to make it all %? WOW I just did 0.5% damage. . . I would rather have solid #s that are meaningful than large numbers.
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JeffCross
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Post by JeffCross on Jun 16, 2015 21:24:48 GMT -6
I think there should be a special bonus if you reach the max lv before the end of the game
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hybridmiriam
Envoy of Tongues
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Post by hybridmiriam on Jun 16, 2015 21:29:21 GMT -6
I think there should be a special bonus if you reach the max lv before the end of the game Like a unique weapon, or area or something? I would think there'd be a bonus for something like beating the game at a lower level, adds to the challenge.
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JeffCross
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Post by JeffCross on Jun 16, 2015 21:40:02 GMT -6
yeah that sounds good too XD I think there should be a bonus for that too... I think the bonus for the low lv challenge should be bigger XD
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hybridmiriam
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Post by hybridmiriam on Jun 16, 2015 21:43:27 GMT -6
I don't know how many people would go for that though...
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Arcueid Brunestud
True Ancestor
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Post by Arcueid Brunestud on Jun 16, 2015 21:44:26 GMT -6
I think there should be a special bonus if you reach the max lv before the end of the game Perhaps a super secret boss that can only be accessed at a high enough level? That could work.
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Post by SookyLala on Jun 16, 2015 21:55:38 GMT -6
I think there should be a special bonus if you reach the max lv before the end of the game Perhaps a super secret boss that can only be accessed at a high enough level? That could work. Maybe that's how you get to fight IGA
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Post by ghaleon on Jun 16, 2015 22:04:12 GMT -6
Eh, I disagree about having bonuses for being max level. Players should be allowed to fight bosses at lower levels for added challenge if they want to IMO. Part of the fun of games with leveling mechanics is to beat it at lower and lower levels each time. Just look at how many people enjoy playing dark souls at level 1 the whole time. Basically, the more options you give the player, the better IMO. I generally never think taking options away is a good idea.
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 17, 2015 1:31:49 GMT -6
Getting to Max level should never be the prerequisite for anything. In most of these games, when you get to max level, not only does it take a LONG time, but you wreck everything. Even with underpowered gear. That should be enough.
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JeffCross
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Post by JeffCross on Jun 17, 2015 4:13:58 GMT -6
of course this is only after you beat everything else in the game... I mean I hate grinding to the max lv and you get nothing... playing for so long I kinda want a reward. what if it is nothing big? what if a player reaches lv99 (or lv100) and next time they go to the store there is an outfit or costume for the player... something not everyone would really care about (except for completionist and obsessive folks like me)?
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ChucklesTheJester
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Post by ChucklesTheJester on Jun 17, 2015 4:22:36 GMT -6
Literally "I got to level 100 and all I got was this stupid T-shirt."
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