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[For Migration - Experience and leveling system]

Which experience system?

  • System 1

    Votes: 1 9.1%
  • System 2

    Votes: 3 27.3%
  • System 3

    Votes: 7 63.6%

  • Total voters
    11

I Rape Jagex

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IF YOU LOOK AT THE THREAD VOTE IN THE POLL!

Ok, there are a couple ways we could do this.

Number 1: You have an overall combat level not effected by your skills.
Your skills are preset for each class you choose, no other class has your skills,your combat level has its own experience.
Each time you gain a combat level you gain 1 skill point and (lets say 5) attribute points
You put your skill point into your choosen class specific skill, and your atrribute points into the base stat (Every character has the same attributes but different skills).

Or

Number 2: The basic system. All skills are the same for each person. Experience is gained by kill or by activity done. (Runescapes System)

Or

Sythes Experience System

I suggest we redesign the XP paradigm instead of mindlessly following it.

Perhaps we could combine skill metrics (measures of real user skill) with the traditional xp per kill system.

For example if you miss 90% of the enemies attacks and hit 75% of the time, then you should get a better score than someone who kills the same enemy but gets hit more often and misses the target more often.

Further, successfully blocking attacks, dodging, aiming, etc should contribute to a fixed set of player stats. So if you are really good at dodging then you get more agility points which makes your character faster, which makes you still better at dodging. This is called a positive feedback loop.

In addition to the xp automatically gained on the skills you use while fighting, you might accure bonus points which can be added to any skill later, or turned into gold as was suggested above.

In reward for your efforts I think monsters should drop gems or something. INRL certain whales have a highly valuable substance inside them which is used for making fine perfume. Using this same concept we could develop a range of monsters each with different kill values plus or minus a random amount.

This way you could start off killing low level monsters for no profit until you've established your skill set (by being a skilled player in real life) then you could move up to other players and valuable monsters.

Of course these are just my thoughts. Anyone is free to add.
 
For the least trouble, which, at the making and releasing of a new game, the runescape system is the way to go.

For Number one, it has a good idea about it, giving more variety and choice. It would though, be hard to mantain all the classess, they would have to be equal in overall skill (how much exp and such they give), and when updates happen, they'll have to be seperate for every class, and every skill they posesses. Where as with the runescape system, its easier, everything is applied to everyone.

The sythe idea is very, very interesting I have to say. I definitley agree with the last part, saying than monsters drop items and stuff, be it occassionaly or not, as that'll give a good incencitive to get their ass on and do it.
The xp system could work, it is decently thought out and with a little more thought and checking, it could do well with problems avoided. However, I would have to feel quite sorry for the coder, or coders it would have to be.
 
Ah, you confused me. >.> I picked system 2 accidentally. Can you put 'system 3' in parenthesis next to Sythe's Experience system?
 
i would say system 2 ( runescape ) Ther is not enough games like runescape that are good. they all follow lineage and WoW.
 
I'd say a system like sythe's, but a bit easier. We still want smaller kids playing this.
PS. Mike I live a hour away from you :P wooooo
 
Sorry that i have not been on latelly but i would dfinentlly like more people to look into this guide becuase it has ideas which are very interesting and can be used for a game and the ideas are very worthy too... especially for sythes idea which is a perfect system for a new game...
 
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