ITT a discussion on where the exp points from leveling up should go. Sorry if this already exists, I searched for it and got nothing, but the search isn't always perfect. If it does exist, feel free to delete this thread. XD
This is a sort of "upgrade tree." As you gain experience you can purchase new upgrades and improve many things about your character. When you pick up experience, instead of having a bar to fill with the points, there would instead be a counter of how many you have attained, and the are traded in like money.
This would involve removing some current features and making them be purchasable (this goes perfectly with the idea of rewarding through exploration and fighting), and for many of them the max level would be the current level or slightly higher. Some of them are a one time purchase, not multiple levels. Stats with a * are in more than one category.
~~Food and Health +a few more~~
•Food Eating Speed (how quickly you can gobble down a pork chop. Perfect for healing quickly in a long battle!)
•Mob Drop Chance (the chance of a mob dropping their drops. A lot of mobs have a random chance of dropping between 0-2 drops. This leans it toward two.)
•Experience Drop Chance (how many experience points will be dropped by mobs upon their death)
•Hunger Bar Decrease Rate (how fast you become hungry)
•Healing Speed (when hunger is above the limit)
•Healing Limit (how low your hunger bar can be and still have you heal)
•Starvation Limit (how high your hunger bar can be and have you not take pain)
•Starvation Speed (how fast you starve)
~~Critical Hits~~
•Critical Hit Chance (chance of doing increased damage. Ranges from 0%-wherever it is now)
•Critical Boost (how much extra damage you do from getting a crit)
•Flying Crits (ability to get guaranteed crits on your way down)
•Headshot Crits* (headshot with an arrow will always do crits)
•Crits at Max* (when fully charged, the arrow does guaranteed crits)
~~Sprinting~~
•Sprinting (grants the player the ability to sprint)
•Sprint Duration (makes sprinting not infinite, but based upon the level of this upgrade)
•Sprinting Speed (this one might start some controversy with adventure map builders)
•Foe Knockback (how far foes get knocked back when hit with a sprinting attack)
•Hunger Bar Drainage (how much sprinting will affect your hunger bar)
~~Bow 'n Arrow~~
•Charge (gives the ability to charge the arrow)
•Charge Max (how high the arrow will charge)
•Charge Speed (how quickly it charges)
•Crits at Max* (when fully charged, the arrow does guaranteed crits)
•Headshot Crits* (headshot with an arrow will always do crits)
~~Damage~~
•Damage Multiplier (from .8-1.2 of current)
•Defense Multiplier (Damage taken divider ranging from 1.2-.8 of current)
~~Blocking~~
•Blocking (grants the ability to block)
•Block Effectivity (damage blocked from 50% to 100%)
•Blocking Chance (ranging from 30%-95%)
•Blocking startup time (not just instant blocking. It doesn't block until you're fully in the position)
These are all fighting oriented. I'm working on some non fighting ones. Maybe ones relevant to farming? Give yourself the green thumb and your stuff grows faster?
You may be thinking "What happens when you max your stats? Do exp points become useless?" No! After all stats are maxed, or before if you so wish, you can get items through experience points. There are two methods for this:
A) Experience points double as money. You can trade with NPC's in single player and other players when online. This would turn NPC villages into a bustling hub of trading activity, and same with online towns! (This would DRASTICALLY improve online play. What would TF2 be without trading?) There would be no set trading values for objects online. Haggling over whether a diamond pick is worth two gold and 300 exp would become commonplace. The only flaw- There would eventually be infinite amounts of exp circulating in the system. After many players have maxed out their stats, the only thing they have to spend exp on is trading for goods. If the main trading market is comprised of maxed stat people who are bringing more exp in from killing monsters, but that exp is not disappearing (like it does with stat upgrades.), then inflation will sky rocket and the imaginary economy will drop into a recession. If you can think of a good solution I'd love to hear it.
:cool.gif: (Damn smileys) Experience points can be turned directly into items. In the upgrade menu there would be a shop, which would possess common items- from lava buckets to iron to diamond picks to obsidian. This would create an infinite output for the infinite input of experience points. However, this isn't as fun as option A.
Some other things:
Should exp points and upgrades be linked to an account or to a map. Tell me in the poll!
Any suggestions on new stats, stat categories, or just new ideas are encouraged.
Thanks for reading! =D
tl;dr exp can be used to upgrade stats. Possibly have monetary value for online/ NPC trading. Possibly a crafting material.
Well i think u may have something here but the first lot of uses arent that good, such as sprinting because this is unlimited anyway but takes down your food.
the exp points cud make sprinting use up less food though, and mabye decrease the amount of fall damage you take from certain heights.
If notch does add a reason for exp points (lets hope so) then the upgrades will need to be subtle to get the most enjoyment out of them!
+i dont think that using exp points as money/craftable upgrades is a bad idea either.
lets just wait and see what happens shall we!?
This is a sort of "upgrade tree." As you gain experience you can purchase new upgrades and improve many things about your character. When you pick up experience, instead of having a bar to fill with the points, there would instead be a counter of how many you have attained, and the are traded in like money.
This would involve removing some current features and making them be purchasable (this goes perfectly with the idea of rewarding through exploration and fighting), and for many of them the max level would be the current level or slightly higher. Some of them are a one time purchase, not multiple levels. Stats with a * are in more than one category.
~~Food and Health +a few more~~
•Food Eating Speed (how quickly you can gobble down a pork chop. Perfect for healing quickly in a long battle!)
•Mob Drop Chance (the chance of a mob dropping their drops. A lot of mobs have a random chance of dropping between 0-2 drops. This leans it toward two.)
•Experience Drop Chance (how many experience points will be dropped by mobs upon their death)
•Hunger Bar Decrease Rate (how fast you become hungry)
•Healing Speed (when hunger is above the limit)
•Healing Limit (how low your hunger bar can be and still have you heal)
•Starvation Limit (how high your hunger bar can be and have you not take pain)
•Starvation Speed (how fast you starve)
~~Critical Hits~~
•Critical Hit Chance (chance of doing increased damage. Ranges from 0%-wherever it is now)
•Critical Boost (how much extra damage you do from getting a crit)
•Flying Crits (ability to get guaranteed crits on your way down)
•Headshot Crits* (headshot with an arrow will always do crits)
•Crits at Max* (when fully charged, the arrow does guaranteed crits)
~~Sprinting~~
•Sprinting (grants the player the ability to sprint)
•Sprint Duration (makes sprinting not infinite, but based upon the level of this upgrade)
•Sprinting Speed (this one might start some controversy with adventure map builders)
•Foe Knockback (how far foes get knocked back when hit with a sprinting attack)
•Hunger Bar Drainage (how much sprinting will affect your hunger bar)
~~Bow 'n Arrow~~
•Charge (gives the ability to charge the arrow)
•Charge Max (how high the arrow will charge)
•Charge Speed (how quickly it charges)
•Crits at Max* (when fully charged, the arrow does guaranteed crits)
•Headshot Crits* (headshot with an arrow will always do crits)
~~Damage~~
•Damage Multiplier (from .8-1.2 of current)
•Defense Multiplier (Damage taken divider ranging from 1.2-.8 of current)
~~Blocking~~
•Blocking (grants the ability to block)
•Block Effectivity (damage blocked from 50% to 100%)
•Blocking Chance (ranging from 30%-95%)
•Blocking startup time (not just instant blocking. It doesn't block until you're fully in the position)
These are all fighting oriented. I'm working on some non fighting ones. Maybe ones relevant to farming? Give yourself the green thumb and your stuff grows faster?
You may be thinking "What happens when you max your stats? Do exp points become useless?" No! After all stats are maxed, or before if you so wish, you can get items through experience points. There are two methods for this:
A) Experience points double as money. You can trade with NPC's in single player and other players when online. This would turn NPC villages into a bustling hub of trading activity, and same with online towns! (This would DRASTICALLY improve online play. What would TF2 be without trading?) There would be no set trading values for objects online. Haggling over whether a diamond pick is worth two gold and 300 exp would become commonplace. The only flaw- There would eventually be infinite amounts of exp circulating in the system. After many players have maxed out their stats, the only thing they have to spend exp on is trading for goods. If the main trading market is comprised of maxed stat people who are bringing more exp in from killing monsters, but that exp is not disappearing (like it does with stat upgrades.), then inflation will sky rocket and the imaginary economy will drop into a recession. If you can think of a good solution I'd love to hear it.
:cool.gif: (Damn smileys) Experience points can be turned directly into items. In the upgrade menu there would be a shop, which would possess common items- from lava buckets to iron to diamond picks to obsidian. This would create an infinite output for the infinite input of experience points. However, this isn't as fun as option A.
Some other things:
Should exp points and upgrades be linked to an account or to a map. Tell me in the poll!
Any suggestions on new stats, stat categories, or just new ideas are encouraged.
Thanks for reading! =D
tl;dr exp can be used to upgrade stats. Possibly have monetary value for online/ NPC trading. Possibly a crafting material.
I edited and expanded it. XD A lot.