Difference between revisions of "AL Levels"

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(Created page with 'Character Level needs to be less about capability and more the number of "perks" you've obtained. Let me explain thussly: Everyone should have access, to some degree…')
 
 
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Character Level needs to be less about capability and more the number of "[[AL_Perks|perks]]" you've obtained. Let me explain thussly: Everyone should have access, to some degree, to every portion of the game. After a certain point, the perks start to provide diminishing returns; high level players are also more likely to want to branch out.
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What if level has less to do with achievment and was more about build? IE, you can play to cap in a couple of days easily, but that doesnt mean you're the most powerful being in the world. Really, the game isnt designed to make leveling a big part of it, and even under-level players can take on challenging content with the right skill.
  
Ideally, a character who has focused primarily on crafting should still be a competent fighter; while a fighter should be able to take up crafting without to much effort. Making level less of a divisor also promotes greater multi-player capability. The difference between seasoned players and beginners should not be utterly insurmountable.  
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There are two competing schools of thought to consider. The first is the "play to cap and park" system, and the second is "reincarnation". The latter turns the entire game into the end-game, making more content relevant; while the former requires an exciting and ever-improving end-game and probably routine level increases.  
  
Too that end, combat should be more about skill and gear than actual stats. The [[AL_Perk System#Combat|Combat Sphere]] has more to do with unlocking weapon options and special abilities than strictly making a character deal more damage. [[AL_Monsters|Monsters]] goes into more detail about how the battle system will work.
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What I'm going to propose is a sort of "Best of both worlds" approach, which rewards each style of gameplay without making both mandatory. We further need to ensure that we not stratify the game badly, thus dividing the player-base.  
  
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==Proposed Idea==
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The game is divided into two sections: the "Class" section and the "Legend" section. There are 18 class-specific levels(where you receive special [[AL Perk System|perks]] based on your level) and 4 Legend levels where you have access to the same legendary perks as everyone else. The legend levels will call for dramatically more experience points to advance, but offer compensatory increases in power and ability.
  
[[Category:Altitude]]
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===Reincarnation===
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At 18 and above, characters will have the option to "reincarnate", drop themselves back to level 1 and chose a new race and starting class. The second life will require 30% more experience than the first, and the third an additional 30%. However, starting with the 4th life, XP requirement goes down for each subsequent life by 10%, to a minimum of 80% of the original first life.
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===Rewards===
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The rewards for Reincarnation are mild. If you had at least 10 levels in a specific [[AL Classes|class]], you get to chose between a special 'perk' with a minor stacking increase related to that class, or an extra stat point. If you had fewer than 10 levels, you just get the extra stat point. More/better rewards can be considered.
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===Earning Reincarnation===
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In order to Reincarnate, you will have to obtain a special item. This is bought with [[AL_Currency|Favors]] from the Highers, and since favors can buy other things and there are limits to how many you can earn in a day, this serves to "gate" reincarnation.
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[[Category:Flight]]

Latest revision as of 18:50, 18 March 2020

What if level has less to do with achievment and was more about build? IE, you can play to cap in a couple of days easily, but that doesnt mean you're the most powerful being in the world. Really, the game isnt designed to make leveling a big part of it, and even under-level players can take on challenging content with the right skill.

There are two competing schools of thought to consider. The first is the "play to cap and park" system, and the second is "reincarnation". The latter turns the entire game into the end-game, making more content relevant; while the former requires an exciting and ever-improving end-game and probably routine level increases.

What I'm going to propose is a sort of "Best of both worlds" approach, which rewards each style of gameplay without making both mandatory. We further need to ensure that we not stratify the game badly, thus dividing the player-base.

Proposed Idea

The game is divided into two sections: the "Class" section and the "Legend" section. There are 18 class-specific levels(where you receive special perks based on your level) and 4 Legend levels where you have access to the same legendary perks as everyone else. The legend levels will call for dramatically more experience points to advance, but offer compensatory increases in power and ability.

Reincarnation

At 18 and above, characters will have the option to "reincarnate", drop themselves back to level 1 and chose a new race and starting class. The second life will require 30% more experience than the first, and the third an additional 30%. However, starting with the 4th life, XP requirement goes down for each subsequent life by 10%, to a minimum of 80% of the original first life.

Rewards

The rewards for Reincarnation are mild. If you had at least 10 levels in a specific class, you get to chose between a special 'perk' with a minor stacking increase related to that class, or an extra stat point. If you had fewer than 10 levels, you just get the extra stat point. More/better rewards can be considered.

Earning Reincarnation

In order to Reincarnate, you will have to obtain a special item. This is bought with Favors from the Highers, and since favors can buy other things and there are limits to how many you can earn in a day, this serves to "gate" reincarnation.