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PostPosted: Tue Dec 18, 2007 6:14 am 
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I agree, the game flows along quite niceley as well, it just seems that it mite move along to quickly. If the game is to quick then people might lose interest in playing. A leveling up mechanic I would like to see implemented that would be very cool would be when U level up you get X amount of "Training points" and you can choose whether you want to train your intellect at the Library/University, Strength at the guild, Reflexes in the obstacle course and each point could cost X dollars plus one point. Maybe even choosing whether or not you wanted each new skill or not. Then the casual people could play the game for longer in order to max out there character as much as possible and the players looking for more of a challenge could only train those stats to just enuf to get by each stage. As far as the badge goes, as the game is in beta then it could conceivable evolve to a point where certain badges would be no longer available


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PostPosted: Tue Dec 18, 2007 3:12 pm 
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The training points was something that (I think) Jick brought up a while ago. his idea was something along the lines of you getting a 'skill point' that would allow you to branch off down one of 2 'paths' for your character class. the paths would focus on different skills and such. It was a neat idea, similar to yours, and would help define the classes even more.


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PostPosted: Tue Dec 18, 2007 6:11 pm 
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That would be a really neat idea. Seeing as we only have four classes that could develop them more and make many many subclasses and a real chance for strategy. It could also separate the Elemental and Psion seeing as they are fairly similar so this could differ them more.


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PostPosted: Tue Dec 18, 2007 6:20 pm 
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Oops. I split this and I meant to merge it with the Creative Ideas thread. Apparently I don't have a merging power. So um. Awkward.

I did say "City of Heroes" styled character choosing...or something in that direction.


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PostPosted: Tue Dec 18, 2007 7:41 pm 
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I definitely would like to see some more complex leveling. I mean, maybe TH doesn't need an ascension mechanic. It'd be interesting to see some actual end-game content. The thing is, if you have ascension, that immediately just about eliminates any option of making the game more in depth, as people will complain about runs taking longer. Though it's more than likely that this will just be ascension-based. I don't know why I'm even talking...

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PostPosted: Tue Dec 18, 2007 8:39 pm 
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TheK3vin wrote:
It'd be interesting to see some actual end-game content.


I think some mid-game content should be higher on the priority list than end-game, since right now "end-game" is "above level 9".


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PostPosted: Wed Dec 19, 2007 5:35 am 
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Dybbuk wrote:
TheK3vin wrote:
It'd be interesting to see some actual end-game content.


I think some mid-game content should be higher on the priority list than end-game, since right now "end-game" is "above level 9".


Seing how casual end game in KoL was ca lvl 11 for a couple of years I'd say it's possible that after lvl9 we're alread into end game content :wink:

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PostPosted: Thu Dec 20, 2007 12:51 am 
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So basically endgame is after a week or so? Is "KoL did it" really a justification? I didn't play KoL, maybe I'm one of the few players who never did.


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PostPosted: Thu Dec 20, 2007 1:04 am 
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It's more that it's a good way to have reoccurring content without constantly writing new things or making it massively longer.

After all, many games end, and you basically start over, but with a new character. This way, you can start over with the same character.

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PostPosted: Thu Dec 20, 2007 8:38 am 
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Dybbuk wrote:
So basically endgame is after a week or so? Is "KoL did it" really a justification? I didn't play KoL, maybe I'm one of the few players who never did.


It's not that I'm doing it "because KoL did it". It's that the ascension and replay mechanic make KoL the first game that I've wanted to play every day for nearly two years straight. That combination provides a continued ever-renewing set of challenges, plus a way to continually allow your character to grow and develop. It's something I find exceptionally satisfying, whether it's collecting skills, trying for speed, messing around with different familiars, trying different combinations of starting scenarios, playing through with differing constraints (and rewards), and other stuff.

It's hard to explain to someone who doesn't play KoL, but without ascension KoL would be a fun place to explore for a couple of months (maybe five or six, even, with all the content they've got), but ascension and the replayability are the things that really keep me coming back. It's what I see as their key mechanic, and it's what I've planned this game around from the beginning.

Also, I'm not sure "endgame is in a week" is going to be an accurate summary. For those who want to, they ought to be able to get through the minimum amount of gameplay within a week and start over, yeah. However, for those who want to more fully explore ideally there will be enough to do that it takes longer than a week. And if getting to the "end" of the game isn't your goal, there should always be other things to do (merit badges, complicated things to explore, extensive but optional quests, etc.). Having a replay mechanism doesn't mean the game is "over" in a week if you don't want to replay.


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PostPosted: Thu Dec 20, 2007 11:07 am 
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I agree with Ryme. It seems everytime you ascend in KoL and you do a run, is less boring. It keeps me wanting to continue to ascend and keep acsending and everytime gets harder depending on what path you choose. Of course it has its own rewards and you unlock different places and quests, and that makes all hard work well rewarded. KoL can have 13 quests up to now but there are lots of sidequests, things to discover and many other minigames that makes KoL one of the games that you can play straight for lots of year and never get bored.


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PostPosted: Mon Dec 24, 2007 5:45 pm 
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I would like to see a way of restarting the whole game over while keeping some previous things from last time: there are some missions that I'd like to do over again, and leveling up from lower levels had more to look forward to.

Plus, any accompanying climactic, talisman-rending, reality-warping fight for the safety of the known universe would certainly be well received.

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PostPosted: Mon Dec 24, 2007 6:43 pm 
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Look. The game is still incredibly, incredibly young. Right now, it's at the point in its natural progression were the primary focuses for serious players are power-leveling, spading, collecting etc. There doesn't need to be an ultimate "goal" or endgame.

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PostPosted: Mon Dec 24, 2007 6:45 pm 
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You'll find that MANY suggestions of this degree and more are in the creative ideas thread. 11 pages worth. Please, take a read for your heart's content.


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