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xp as an item? *read*

Should xp be used for items and skills.

  • Yes

    Votes: 5 41.7%
  • No

    Votes: 7 58.3%

  • Total voters
    12

pker overkil

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should the xp you get from killing monsters have the ability to be spent in talents/skills AND items or exclusively for talents/skills. Maybe there could be special weapons you could buy with xp?
 
Great idea. I'd prefer this over training countlessly trying to raise up EXP yourself.

This "spend-your-own" EXP technique is similar to ones used in RPG video games, such as Champions of Norrath, Marvel: Ultimate Alliance, Baldur's Gate, etc.

EDIT:

Let me restate what I said :D

I'd prefer choosing what I want to do with my EXP.
 
should the xp you get from killing monsters have the ability to be spent in talents/skills AND items or exclusively for talents/skills. Maybe there could be special weapons you could buy with xp?

think in rl models. What vendor would possibly trade xp for swords?
 
It could be optional, people should be able to choose what they want
 
NEW IDEA: xp could be turned into gold to spend not just spent directly. and you also have the option of turning xp into gold and you can obtain gold other ways.
 
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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.
 
So your saying, this game is gonna be like a fps based on skill with exp?
I don't think that would work out, I think we should just stick to skills = skills and not rl skills= skills
If I read it wrong sorry my bad.
 
Not sure if srs or just newfag...
I like sythe's idea with depending how well you kill something the more xp will be received.
But xp for money or increasing drop rate of something because of how well you kill it is a big no from me.
 
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