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Bad idea since it will just lead to gold farming to make your hero uber.
Original comment by kims...@gmail.com
on 15 Jan 2011 at 1:39
Gold farming?! Omg, pls no wow-like behavour. This can be
solved by adjusting the price to your level. Per lv, 1k gold more....
Original comment by michisch...@web.de
on 15 Jan 2011 at 3:32
I'm a fan of the idea. It's taken me a good chunk of time but I've saved up
like 16k and so I think it that increasing the cost per lvl by 1k makes a lot
of sense. I think it would increase the replayability of the game as well.
Original comment by Captain8...@gmail.com
on 15 Jan 2011 at 4:43
I think this will ultimately prove to be a bad idea. Being as the game is a
work in progress we are likely to build up more money now, but we will have
time to spend that money in the future on more awesome items.
If this is a pursued route I would hope for an absolute limit to the number of
stats you can purchase so as to keep people from just building up massive stats
then playing through the game in "God-Mode".
Now a Colosseum where you can bet and make and loose money quickly could be
fun... Maybe a marketplace later on for unique items and personalized items.
Sorry for the partially off-topic ideas, however I think the bigger issue here
is not the ability to buy stats so much as what to do with the money built up
in between updates.
Original comment by divilsp...@gmail.com
on 17 Jan 2011 at 8:21
I agree that this would be a bad idea, most players would sit there training
until the game was just mega easy.
Once a multitude of shops have opened it would be very exciting to me to have a
random shop where you could get unique/legendary items for a large price, and
the list would be different each time you left town or something.
Original comment by ds1904...@gmail.com
on 18 Jan 2011 at 4:43
Actually, we are talking about SKILLS here.
I like the unique shop idea.
I also like the linear ramp-up idea, but +1k may be a bit too low.
Considering that
- levels ramp up with the square of level (level^2 * 55 xp for next level)
- item prices also ramp up at polynomial or even exponential rate
I think it could be something similar to the others. PLUS I wouldn't tie the
price to hero level -- I'd tie the price to "skill" level.
I also like the limit idea.
definition:
skill_rank = number of points spent on the skill
skill_level = how powerful the skill is (e.g. +1AP may be more powerful than
+1BC)
- d20: skill_rank limit = char_level + 3
- DiabloII: skill_rank limit = char_level - skill_level + 1, max 20.
So how about
- the price being f(skill_rank, skill_level) where f() is similar to item price
or level advancement function
- the limit being l(char_level) where l() is a linear function (A * char_level
+ B) where A and B may vary, depending on skill_level
Original comment by surrano
on 18 Jan 2011 at 11:35
Perfect. That's how it should work.
And the skill limit like d20.
Original comment by michisch...@web.de
on 18 Jan 2011 at 1:32
i was thinking something like this i agree. it would cost lots of money>? i
think this would be cool with my idea with Issue 140
Original comment by breid3...@hotmail.com
on 19 Jan 2011 at 5:54
Games should never tie their economy to player enhancements, all it does is
promote gold farming for stats which puts extra strain on the economy.
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 2:06
No, this is not something that fits into my view of what Andor's Trail should
be. Good idea though, but it's not for this game in its current form.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 8:02
Original issue reported on code.google.com by
michisch...@web.de
on 15 Jan 2011 at 11:53