Name: Anonymous 2018-08-08 9:11
ITT we discuss how to collaboratively design our games.
you seem hellbent on discouraging people from programming, guyThere are few factors to discourage you from making games
There alternatives to character levels:Its even worse as you're forced to use specific skills(which you want to upgrade) to get exp, instead of more convenient/practical skills. Rated 2/10 for grinding skillpoints
1,Skill-use leveling, all skills are available as level 1 and rise in levels by continued use(N*1.1^L per level) uses. Its intuitive but very tiresome to gain levels vs character leveling.
2.Upgrades from consumables: character stats are boosted by consuming some stuff that permanently alters stuff.This is bullshit designed for asian cash shop MMOs and extremely unbalanced. You just max stats in few moments of buying an assload of elixirs/potions that permanently add stats. Rated 1/10 for pay2win.
3.Skill upgrades from items:like reading a book in Diablo1 boost a skill by one level.The idea of farming items to upgrade skills is also unbalanced unless the skill cap is really low(farm 100 scrolls of skill upgrade, +100 skill). Also pay2win potential if the item is rare. Rated 1/10
4.Skill-use gated experience: basically you're leveling up a skill instead of character(expirience goes to skill exp). Doesn't work well with non-attack skills or utility skills.Same as #1 this is bullshit artificially increasing grinding. Its the same as leveling but each skill multiplies the time. Rated 2/10
5.Time-gated item-level expirience: like in EVE online, your equipment gains levels by just existing/being alive/being equipped. Most boring and least interactive option.Actually having items slowly increasing their power by use is opening potential to upgrading and trading such items, rated 5/10. It still grinding time less painful.
6.Consumable-Experience: expirience(gain) exists but levels don't, just all skills consume gained expirience points, like mana for spells. Hard to balance for lower levels(it needs a boost for beginners)Looks poor, how you gain enough experience? If all skills consume expirience, each use must gain more than invested. Rated 3/10.
7.Skill-use component upgrades: like #1, but instead of adding levels to a skill, you upgrade a level of component of a skill, like adding +1 range/+5 damage/+1 speed to fireball(i.e. upgrading stat components of skills by skill-level-points). Far more build diversity overall than any other option.This doesn't fix the level grinding disguised in skill grinding. Same as #1, rated 2/10.
8.Consumable skill component upgrades:same as #7 but you need to find magic reagents to upgrade your skill components.Thats same as #3. Rated 1/10
9.Charging skills: skills upgrade their stats by charging(continous usage) and lose with idle time. It can be combined with other systems.Basically character levels can be replaced, if skills/stats are upgraded somehow by player.
are broad enough to allow genre freedom and flexibilitylike, uh, call of duty and halo and fifa and madden, wow holy shit. go play those games you normie turd.
tfw playing on private servers and not donating
Modern gaming is gambling and social manipulation.So is poker, that's what makes it fun.
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