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Author Topic: Get experience by doing  (Read 3786 times)

Jorge Alonso

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Get experience by doing
« on: January 17, 2008, 02:58 »

I know that this idea, at actual state of the code, will be hard to implement, but it could be useful if someone try the 7-days-RL. The *crazy* idea is:

- You shoot to your enemies with the pistol, then you get experience in "son of a gun".
- You reload your shotgun with enemies in your LoV, then you get experience in "reloader".
- You run when there are enemies in your LoV, then you get experience in "hellrunner".
- You carry so much mods in your inventory, then you get experience in "whizkid".
- And so on.

Between levels, the experience screen is show and then you see:

- Son of a gun: 120%
- Reloader: 100%
- Hellrunner: 10%
- Whizkid: 0%
- Etc.

So you know you can level up "son of a gun" or "reloader", but only one trait (or nothing).
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Potman

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Re: Get experience by doing
« Reply #1 on: January 17, 2008, 03:35 »

Meanwhile, when leveling up, instead of getting a single point to put in a single trait, you could get ten points, each of them increasing the experience of the trait of your choice by 10%. You could spent them all on TaN, which would be on 0%, to gain one level on it, or instantly level up both SoaG and Reloader, as both were conveniently in 50%.

I think it'd bring a nice breeze of change.
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Malek Deneith

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Re: Get experience by doing
« Reply #2 on: January 17, 2008, 03:45 »

Meh... don't like that idea... yest it would be a change, but one that is unintuitive and that would require much too much thinking on players part to get the traits you want. DoomRL is a cofeebreak RL, new features are a good thing, but not when they complicate the gameplay too much.
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Kornel Kisielewicz

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Re: Get experience by doing
« Reply #3 on: January 17, 2008, 05:50 »

The main benefit of traits is that each of them gives an "almost visible" change, that is instant gratification. Instant gratification is fun. Slow progress of invisible stats is not fun. At least that's my opinion, but I'd like to hear others.
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Kornel Kisielewicz

Rola

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Re: Get experience by doing
« Reply #4 on: January 17, 2008, 06:22 »

Last time I've seen this system it was "Morrowind" (no, I haven't play "Oblivion" yet). So this can be implemented, but please, NOT in DoomRL.
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Blade

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Re: Get experience by doing
« Reply #5 on: January 17, 2008, 11:56 »

Yes, i agree too, such training system is nice, but it's nice in TES series, not in DooMRL. It's a good system for a long game that can be played for more than 100 hours, not for game that could be done in 1.5 hours.
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007bistromath

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Re: Get experience by doing
« Reply #6 on: January 17, 2008, 13:14 »

The main benefit of traits is that each of them gives an "almost visible" change, that is instant gratification. Instant gratification is fun. Slow progress of invisible stats is not fun. At least that's my opinion, but I'd like to hear others.
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Zeb

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Re: Get experience by doing
« Reply #7 on: January 17, 2008, 18:06 »

Doesn't fit well with DoomRL at all, but could be a good idea for GenRogue.

The main benefit of traits is that each of them gives an "almost visible" change, that is instant gratification. Instant gratification is fun. Slow progress of invisible stats is not fun. At least that's my opinion, but I'd like to hear others.
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« Last Edit: January 17, 2008, 18:08 by Zeb »
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Conker

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Re: Get experience by doing
« Reply #8 on: January 18, 2008, 10:44 »

Don't think it'd work so well with the current system, but I disagree that each trait gives a 'visible change'. 1 point of TaN, Hell Runner, Finesse, or a lot of other things, aren't exactly remarkable by themselves.
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Malek Deneith

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Re: Get experience by doing
« Reply #9 on: January 18, 2008, 14:45 »

I could probably agree on HR - which does seem underpowered ATM, but I do see diffrence between taking 1 level TaN, and not taking it, especially on lover levels. Won't speak about Finesse, as I rarely take it.
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