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Re: Re: [Adonthell-general] Fw: Ideas, review of rules... WARNING does n


From: Nils Fohrbeck
Subject: Re: Re: [Adonthell-general] Fw: Ideas, review of rules... WARNING does not contain any Yeti
Date: Tue, 9 Jul 2002 12:04:33 +0200

To continue the discussion:

As far as experience is concerned. The reason why or why not we should use an 
exponential formula or not is mostly one of game balance. For example we will 
have to decide just how important we want to make side quests. Should they make 
a big difference as far as experience is concerned or should they reward the 
player with powerful items. In an exponential system the player needs a lot of 
experience points to to gain a new level later on in the game. This means that 
players who do all the sidequests will still be on the same level (or maybe one 
level higher) as players who do none of the sidequests. So it comes down to 
personal taste once again.

To indicate experience we could just have a little bar (in addition to the 
numbers), which indicates how long it takes to reach the next level (Diablo 
does this quite well).


Talking about side quests, and killing monsters I think we should have some 
areas that can be cleaned by the player (so there is only a limited amount of 
monsters), while in some  areas the monsters will always respawn (so I can go 
there to gain experience and level up before I take on the next challenging 
enemy I have to kill for the main plot).

As far as side quests subquests are concerned all the subquests should be 
rewarding enough, so that noone wouldwant to miss them. So no shortcuts are 
needed ;-)

One think we should not forget when we talk about rules is that in an RPG not 
everything is defined by the rules. Adonthell allows for a lot of scripted 
events, which can cover a lot of situations. A rules system should not really 
describe every detail about a world. It should just be flexible enough to allow 
for most situations. Ebven with our current rules systen (which is points 
based). It should be no problem to give a character who wins the local drinking 
contest one extra rank in drinking.

And of course we will have multible ways of solving problems. You can either 
talk to an NPC to get his key, or you can kill him (and maybe risk being 
attacked by the guards).

One thing I personally dont like about a skill system without points is that it 
favours average characters who specify in the skills used the most. This was 
actuallyone thing that annoyed me in Morrowind. Alchemy is an interesting 
skill, but in order to use it properly I have to use it very often, definately 
more often than I would want to. I think a points based skill system leaves 
more room for strategic decisions, which I think is something nice.

Well, I 've got to eat now, Nils 


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