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Legacy System
Posted: Thu Feb 09, 2012 2:30 pm
by Gatz
I am going to write up how the remort system will work. I've officially decided to call it 'Legacy'. The idea behind it is your character is sort of passing the torch to the next generate. This will be for players who have maxed their combat level (300).
The syntax will be: Legacy (Password), then it'll take you into a special prompt to ask for you to confirm this decision. Once you do, it'll ask if you want to change your village, which you don't have to. Then, the magic happens. Your character reverts to level 1, and everything that makes you, you is removed, except for what is listed below.
Once fresh from doing Legacy, you are whisked back to the start of the game, like a fresh player. Here is what is reset versus what is not in a more listly format.
Reset to what a level 1 player has:
- Stats
- Any LSC training
- Abilities
- Skills (Non-Myth)
- Being RP Authorized
- Title
- Age
- Height/Weight
- Kill History
- Favorite Skill List
- Ninja Rank
What doesn't reset:
- Clan
- Arena Stats
- Achievements
- Total hours played
- Friend's List
- Myth
- Equipment
Every time a player uses Legacy, they will receive a passive bonus to:
- Total Practices
- Total Stats
- Experience
- LSC Gaining
So, people who use Legacy will see increases to the above, to help make up for being back to square one, in some cases it might be double, in others just a small increase. Every time someone uses Legacy, it stacks. So someone who has done Legacy 5 times will gain way, way more experience than someone who has only used Legacy once or never. The ultimate goal of the system will be a way for people to put in the work to make ungodly characters like the Uchiha Madaras of the NM world.
All this said, my assumption is that the majority of players will never use Legacy even once, and that a minority will use Legacy one time, then only a handful will ever use Legacy more than once.
Edit: Adjusted things based on our discussions to be the more finalized version of this.
Re: Legacy System
Posted: Thu Feb 09, 2012 3:49 pm
by Ichiro
Would SBA's be reset also?
(Mostly I'm interested for the sake of tactic, but also partially for suiken style)
Re: Legacy System
Posted: Thu Feb 09, 2012 4:41 pm
by Hazamishi
Gatz wrote:I see only a few people ever doing this and maybe one crazy doing it a handful of times.
Re: Legacy System
Posted: Fri Feb 10, 2012 2:13 pm
by Gatz
Ichiro wrote:Would SBA's be reset also?
(Mostly I'm interested for the sake of tactic, but also partially for suiken style)
For now, yes. Just because using legacy will give you a big boost to experience. It'll be like getting Haburi for free, plus all the hours you play boost your experience. So, leveling up your second go round will be much, much faster. As well as, you'll be keeping your equipment.
I want to make Legacy something some players will want to do, but I also think it won't be for everyone. I want to make sure it is balanced so it isn't just a pure victory.
Re: Legacy System
Posted: Tue Feb 14, 2012 5:34 pm
by Ichiro
Will achievements be reset when we go Legacy?
Also, it would kind of nice to be able to keep tactic...but I understand if you would rather not allow that/it's too much extra headache to code.
Re: Legacy System
Posted: Tue Feb 14, 2012 8:24 pm
by Gatz
Ichiro wrote:Will achievements be reset when we go Legacy?
Anything that is OOC-esque won't be reset...I'll think hard about SBAs...some of them are PITAs to gain, but at the same time if I let one go, they all need to go. It isn't that letting them go is a 'pain' to code, it is more the balance of risk/reward. Legacy should carry a weighty 'risk', but the reward is more points for everything (EXP, Practices, Trains, Myth, Abilities). Letting the SBAs roll, specifically Eiyorei, would probably make it way easy to power level, since you're already gaining 2x experience and with how many hours it takes to get to level 300, probably a 5-10x experience bonus anyways.
Re: Legacy System
Posted: Wed Feb 15, 2012 12:21 am
by Hazamishi
I was thinking about this and I was curious what everyone would think of being able to legacy into a different village, maybe?
Re: Legacy System
Posted: Wed Feb 15, 2012 11:31 am
by Ichiro
I definitely think that Eiyorei should NOT carry over Legacy. You're right, it would make it entirely too easy to level. Theoretically, once you get an SBA, you know how to get it again. For me personally, I don't know how I ended up with tactic as I had apparently already fulfilled the requirements when it was implemented? So I don't really know how difficult/long it would take to get it again.
One the one hand, I definitely agree that opening that door and letting one transfer over will probably have people complaining that the others don't stay. However, tactic doesn't seem to be quite as.....game altering(?) as the others. (Don't get me wrong, it's super awesome....if you have a team).
Also, I definitely think it would be nice to be able to Legacy into a different village if you want.
Re: Legacy System
Posted: Wed Feb 15, 2012 3:27 pm
by Gatz
I have no problem with letting people use Legacy to go to another village.
So, the syntax could be:
Legacy (password) (village) (heirloom name)
If there gets to be more stuff, I'll probably have a setlegacy
Re: Legacy System
Posted: Tue Feb 21, 2012 2:17 pm
by Gatz
Basically, as outlined this system won't be hard to do...but I am going to put it at a lower priority until some actually hits level 300. It is a bit of a moot point when there is literally not 1 player able to use this.
Re: Legacy System
Posted: Mon Feb 27, 2012 12:04 pm
by Gatz
So, after Ichi posted in Myth about this, I've been thinking about changing the reward from an heirloom item to this:
You can either get more Myth Points (10) or keep your Myth skills that you've earned over that Legacy.
For example, Bill the Cloud-nin is crazy excited he got Iron Body and Implant Sharingan. He wants to start at level 1 to show people how 1337 he now is, so he decides to use Legacy and keep all his earned Myth skills, but he is at level 1 and will earn the normal 5 MP over his play-through. However, Bill is a tough sonovagun and uses Legacy again, he keeps the skills he earned from his first Legacy, but this time he choose to just go for the more MP and he loses what he earned this past legacy, which is Mangekyo Sharingan and a summon.
To sum up Bill's experience:
Legacy 0:
Implant Sharingan, Iron Body
Legacy 1: (Rolled skills, didn't get any boosted MP)
Implant Sharingan (Rolled), Iron Body (Rolled), Mangekyo Sharingan, Summon
Legacy 2: (Didn't roll skills, will get boosted MP)
Implant Sharingan (Perma-Rolled), Iron Body (Perma-Rolled), (Will have to learn new skills)
Hopefully that isn't confusing. This also might not be how it turns out. I definitely want to balance things out so rolling stuff isn't just a 'duh, of course' thing to do. If I allow rolling, more skills will be in the 6-10 and 11-15 range of MP, basically making someone sacrifice the -crazy cool- skills to be able to roll forward. If I don't allow rolling or a better balance, I'd let things stay at their currently proposed MP levels to make it a bit easier to get things like Sharingan and the super cool skills.
Re: Legacy System
Posted: Mon Feb 27, 2012 1:21 pm
by Ichiro
I really like the sound of this, especially because it gives a lot of flexibility and seems like it could be balanced fairly easily. The only question I have is how it would work if Bill reversed those so that he got boosted on Legacy 1, but perm on Legacy 2. How many MP would he earn on that time through?
Re: Legacy System
Posted: Mon Feb 27, 2012 2:07 pm
by Gatz
Ichiro wrote: How many MP would he earn on that time through?
It'd be 10 in that case. It'd be 5 + ((Legacy - Rolled Legacies) * 5)
So every Legacy you don't roll is +5, every legacy you do roll is -5, for a minimum of 5.
Re: Legacy System
Posted: Thu Mar 01, 2012 6:27 pm
by Hazamishi
Deleted because it was an awful idea >_>
Re: Legacy System
Posted: Thu Mar 01, 2012 6:37 pm
by Hanma, Gennosuke
Editted: NarutoMUD Rocks!