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Levels?

Message 1894

From: kajari
Date: 2002-08-19 15:44:08


Will there be samekind exp-system that for example runescape has? It's simple but perhaps too simple..?

Message 1895

From: origon
Date: 2002-08-19 15:47:53
In-Reply-To: 1894


From asking that question, you upset many majikists ;). There will not be any exp, you get good at what you do (Skill based).

Message 1903

From: mandor
Date: 2002-08-20 15:04:11
In-Reply-To: 1895


truly spoken. I could add an utterance: "please, kill me now" ;-)

Message 1904

From: Zandor
Date: 2002-08-20 21:29:58
In-Reply-To: 1895


But Runescape is skill-based as well, but the skills are based on exp and levels. If Majik's skill system doesn't work this way, then how DOES it work?

Message 1964

From: Mernof
Date: 2002-09-01 19:16:02
In-Reply-To: 1904


I've seen games work on radom success chance ;p but that wasnt really the best game made ;)

Message 1924

From: Yendor
Date: 2002-08-21 14:14:41
In-Reply-To: 1904


They will work differently. In real world there isn't stuff like : Now that I've smithed 100 daggers with 30% success rate, my skill level's raised and now the success level is 35%.

This indeed doesn't reflect real life. It's just plain stupif. If you really want to know how we'll make it is to think how skill would be done in real life. How you'll learn doing something in real life. Now think about this and you'll prolly have almost identical ideas as some of us had. We've gathered all of those ideas into one lump, picked out the best things from it and dropped the impractical and other unsuited approaches.
This is how we always design stuff.

Just because some games may often implement some stuff stupidly, doesn't mean that we'd do it the same way. Now that we're designing this stuff and no restricting stuff from software, hardware or from lack of developing resources why aim low when only our imaginations are the biggest obstacles. Why not design realistic, lifelike implementations?
No reason whatsoever not to do so.

Message 1921

From: yorkaturr
Date: 2002-08-21 10:39:21
In-Reply-To: 1904


I refrain from answering this question, and I hope that everyone else does the same. I don't see why you should know.

Message 1905

From: Zandor
Date: 2002-08-20 21:30:23
In-Reply-To: 1904


Oops, messed up the tags

Message 1930

From: Zandor
Date: 2002-08-21 20:08:12
In-Reply-To: 1924


Yeah, cuz skill-building in real life doesn't involve mindlessly clicking on a rock for hours at a time, which is basically how Runescape works

Message 1947

From: Zandor
Date: 2002-08-22 22:22:34
In-Reply-To: 1924


With low skill, you make crappy daggers, then as you get better, the quality improves, making them stronger, sharper, etc.

And how will you prevent skill building from being boring and repetitive like in Runescape? Because in Runescape, you have to mine for iron, walk allllll the way to the furnace, smelt the iron, walk alllll the way to the anvils, hammer the iron bars into stuff, then sell the stuff, then walk allllllll the way back to the mines to repeat this monotony (But I make a hell of a lot of money this way :) ).

Message 1944

From: kajari
Date: 2002-08-22 16:12:49
In-Reply-To: 1930


That's true...

Message 1948

From: Archantes
Date: 2002-08-22 22:53:11
In-Reply-To: 1947


Why not to ask someone else to do the mining and someone else to do the smelting? Why not to ask someone to help you to carry the ore? Why not to keep your furnace, anvil and hammer in same place?

Why not only make the swords and earn less? You want more money?

Do the job then.

Message 2658

From: Bradur
Date: 2003-03-07 19:20:55
In-Reply-To: 1947


Hmm.. simply getting good at making daggers isn't the only skill a blacksmiths need to make a living... mix it... makes it more fun :)