Experience and Training Ideas

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Experience and Training Ideas

Postby Hanma, Gennosuke » Tue Dec 20, 2011 8:36 am

Hey! I just finished reading the post on newbie experience, and I have some ideas for craziness maybe...

* - Receive another whole set of practice sessions starting at lvl 100, starting like you would at 1. With 100 ability points, the general idea is to be mastered in one tree, and then go on in another. This would be beneficial to most players, and also make sense role-play wise, that you learn more jutsus as you get older. If the levels aren't ideal, perhaps give them in increments of +3 and +5 for chuunin and jounin respectively. Or we could just roleplay for them. =p

* - Area Repopulation. I've been in, and currently am in, a situation where I can only gain from 1 mob on the entire mud. There are usually only 5-6 of said mob. Perhaps letting us force a repop?

* - Quests. A mission giver that will assign a mob(s) that is on your challenge list. Upon turning in your assassination you get gold and exp.

* - Perhaps have LSC also give minute exp gains.

Yeah... >.>
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Re: Experience and Training Ideas

Postby Ichiro » Tue Dec 20, 2011 2:14 pm

I -really- like this first suggestion. Especially since a lot more skills have been added. More practice sessions would allow players to branch out with their skills more so that fighting would be less repetitive, and it would give players an actual reason to level past 100.

I seem to only recall one point where there was only a single enemy I could fight for xp, and I think that issue was already fixed by either the addition of a new area or an alteration on some existing mobs. The problem is that some mobs are in "hidden" areas that don't show up on challenge global.
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Re: Experience and Training Ideas

Postby Gatz » Wed Dec 21, 2011 11:43 pm

Let me think about these...but I think I could get behind them. I'll post a follow up soon.
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Re: Experience and Training Ideas

Postby Ichiro » Wed Jan 04, 2012 6:40 pm

Anymore thought on this, Gatz?
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Re: Experience and Training Ideas

Postby Gatz » Mon Jan 16, 2012 11:07 am

Hanma, Gennosuke wrote:* - Receive another whole set of practice sessions starting at lvl 100, starting like you would at 1. With 100 ability points, the general idea is to be mastered in one tree, and then go on in another. This would be beneficial to most players, and also make sense role-play wise, that you learn more jutsus as you get older. If the levels aren't ideal, perhaps give them in increments of +3 and +5 for chuunin and jounin respectively. Or we could just roleplay for them. =p


Since you can convert ability points to practice points and visa-versa, I don't really see a strong need for this. I might re-consider if even people say so, but my goal has always been to not let players all have all the movies in even a skill tree, and to have every move (or try) have some value even at higher levels. So, some tough decisions have to be made.

Hanma, Gennosuke wrote:* - Area Repopulation. I've been in, and currently am in, a situation where I can only gain from 1 mob on the entire mud. There are usually only 5-6 of said mob. Perhaps letting us force a repop?


To me, this is more of a design issue. I believe SMAUG's underlying core concept is to only re-pop areas that have no active players in it, which for how we do things on NM leads to the issue you discribed. I think letting players manually repopulate an area is sort of counter-productive from a game play point. I think making areas truly obey their refresh rules is better.

Hanma, Gennosuke wrote:* - Quests. A mission giver that will assign a mob(s) that is on your challenge list. Upon turning in your assassination you get gold and exp.


I've though about an automated mission system that would randomly generate tougher NPCs to kill for extra ryo and experience. I think it'd be cool to have a wanted system in the game, like that.

Hanma, Gennosuke wrote:* - Perhaps have LSC also give minute exp gains.


I think I'm going to have to sit down long and hard and think about LSC. While the end goal I think was a good one, the implemention isn't good. Everyone sort of feels forced into it and no-one ever ops out, instead they just get upset about being put into such a monotous system. I think I will probably setup a MUD meeting and let anyone who wants to come, come, and we can discuss altering how the core of LSC works.

If everyone is just doing it, it should be adjusted to make it more worth-while and made more mandatory but more fun. Including rewarding experience, reducing how much it costs to gain a stat and other things. I'll think about it and maybe setup a MUD-wide meeting if I think anyone would be interested in showing up.

Sorry for taking so long in responding. Hopefully some of these areas are at least a bit inspiring. :)
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