mg Joda VVV
Prowler
- Joined
- Oct 31, 2006
- Posts
- 1,246
- Avatar Name
- mg Joda VVV VVV
Hi Guys,
I've been giving skill devaluation some thought and end game content.
What i would like to see as a motivator for people to keep their skills and to skill up to unlock game content i think there need to be goals that can add dimensions to game play where players get to be strategic about their game goals/choices.
By making areas level restricted it can increase traffic to land areas to cater to players that prefer a different play style and by making sure that the level restricted areas are not the only way to finish missions.
By creating level restrictions its also possible to guide newer players to areas that are well suited for their level, and for them to progress to new areas once they outgrow it.
This could be done by level capping or gear capping certain areas so the playing field is levveld.
Some of the ideas i had;
-zones in which u have indoor mining like hunting so less loots, but higher loots.
-zones with increased boss mob spawns
-zones where u have increased skill gains, but lose skills gained upon death to the mobs inside. Or where if killed by an other player skills gained since entering are 'stolen'
-zones where a skill bonus is gained if surviving long enough against a wave.
-zones where the minimum loot of mobs is 90% but max loot is also reduced by the same formula making it more accesible for budget players to hunt at their level and keep the reasons for skilling up intact.
I've been giving skill devaluation some thought and end game content.
What i would like to see as a motivator for people to keep their skills and to skill up to unlock game content i think there need to be goals that can add dimensions to game play where players get to be strategic about their game goals/choices.
By making areas level restricted it can increase traffic to land areas to cater to players that prefer a different play style and by making sure that the level restricted areas are not the only way to finish missions.
By creating level restrictions its also possible to guide newer players to areas that are well suited for their level, and for them to progress to new areas once they outgrow it.
This could be done by level capping or gear capping certain areas so the playing field is levveld.
Some of the ideas i had;
-zones in which u have indoor mining like hunting so less loots, but higher loots.
-zones with increased boss mob spawns
-zones where u have increased skill gains, but lose skills gained upon death to the mobs inside. Or where if killed by an other player skills gained since entering are 'stolen'
-zones where a skill bonus is gained if surviving long enough against a wave.
-zones where the minimum loot of mobs is 90% but max loot is also reduced by the same formula making it more accesible for budget players to hunt at their level and keep the reasons for skilling up intact.