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Radical Change To Leveling

Posted: Thu Mar 05, 2015 6:31 am
by Bunzi
I know this will not be implemented, but I've always thought of this as a good way to structure leveling and game progression.

Crafting should have separate experience for each type of craft. Killing should also have its own exp. Basically, you should get better at what you do.

But here is the radical part...you should also lose some exp for what you don't do.

Let's say you hunt until level 30 and don't craft at all. You take a break from hunting and begin leveling lumberjacking. As your exp rises in lumberjacking, you are forgetting a little about hunting and begin to lose exp in hunting.

What you lose is divided amongst all experiences. So if there's hunting, mining, lumberjacking, and crafting, 1/3 of the experience gained in one will be deducted from each of the others.

Think about this...it would keep characters from being maxed out in all phases. You would rely on others who have put the time in to becoming masters at one phase.

And there could be gear with level requirements of all phases. For example, "Resource Gloves" requiring level 50 in lumberjacking, mining, and crafting...+10 levels and resources stack.

Or "Woodman's Axe" requiring level 75 lumberjacking and hunting...+150 damage & (((lumberjacking level + hunting level)-150)/6)% chance of critical hit. The formula would give a lvl 150 lumberjack and lvl 150 hunter a 25% chance of striking a critical cleave with the axe. This character is basically a level 300 character with heavy axe skills and hunting ability.

You could do the same with a miner's pick.

And there could be special items only craftable buy a master craftsman who works with that resource. High lumberjacking and crafting, for example, could produce finely crafted wood for a higher grade seige weapon.