Could you please hurry up with the exp system?

Discussion in 'Mechanics' started by niviman, Dec 26, 2013.

  1. niviman

    niviman Scruffy Nerf-Herder

    It's obviously wanted by many fans, just like the acid rain was not long ago, just don't make it like minecraft please, it sucks... We should be able to gain abilities as we level up.
     
  2. IdentityNon

    IdentityNon Astral Cartographer

    You know that people have lives and that the developers have been pushing out quality almost bug-free updates with extremely high frequency and are probably enjoying a holiday break with their friends and family right?
     
  3. Retnuh

    Retnuh Space Penguin Leader

    Not really a suggestion, more of a rude remark. Also, you shouldn't just say, "It's obviously wanted by many fans," when there's no proof of that. Generalizations are bad.
     
    Active Link, Pingeh, Slug and 8 others like this.
  4. SioxerNic

    SioxerNic Big Damn Hero

    I don't want it, especially as it is easily added by a mod.... Which you could make in a jiffy since you are so impatient.
     
    Elate, Pingeh, Slug and 4 others like this.
  5. Aquillion

    Aquillion Scruffy Nerf-Herder

    An exp system would be terrible; this isn't an MMoRPG, it's a sandbox game. The last thing it needs is another number to grind.

    I ignore the occasional xp threads because I figured they were such obviously laughably terrible ideas that it wasn't even worth replying to dismiss them. I assume the devs did the same.

    (That said, I don't think there are actually that many people who want this anyway. It's a really, really terrible idea that doesn't fit the game at all and would only detract from the fun free-roaming sandbox nature of it -- any powers they implement should be things you find by exploring, not stuff you grind RPG-style numbers to obtain or increase.)
     
    HueHuey, Elate, Pingeh and 6 others like this.
  6. wirelessdarkness

    wirelessdarkness Space Hobo

    Could you please never make a topic like this again?

    Thanks.
     
  7. SioxerNic

    SioxerNic Big Damn Hero

    Sadly there is quite an amount of topics like this.
     
  8. kenata

    kenata Starship Captain

    There is already a suggestion post concerning an RPG leveling system in Starbound. http://community.playstarbound.com/index.php?threads/rpg-level-system.59011/#post-1603282

    Basically, this is the problem with character leveling. If the leveling system does not allow for something akin to a skill tree, then it is just an arbitrary limiter on the player's current tier. If it is a choice of an ability or an upgrade, no one wants a decision they made in the first 15 minutes of playing a new character to last for several hundred of hours. RPG's are made to be replayed from the beginning many times, whereas star bound is designed such that you can play the same character for hundreds and hundreds of hours.

    If the developers were to add a leveling system and there are definitely good reasons to do so, it might be best associated with items/tech and not characters. This would basically help address the new tier problem with old gear as old gear could level up to a point comparable with new gear of the new tier. This idea could be expanded to add in selectable upgrades per item, thus promoting exploration and use of new gear, which may not be comparable to the gear the player currently has. Player could then have two identical swords, but one does 2x dmg while the other has an secondary move.
     
  9. Krytikal

    Krytikal Subatomic Cosmonaut

    Why should I have to create a new character every time I want to do something different? Don't make my decisions for me OP, some people, myself included, were drawn to this game because of the lack of a leveling system, and rather the planned interchangeable gear, which was announced like a year ago.
     
  10. GoldK

    GoldK Subatomic Cosmonaut

    I prefer Starbound uses material progression as a level up system. Weapons and armor should act as the abilities and upgrading it should act as leveling up.
     
    feldemon feldemon likes this.
  11. niviman

    niviman Scruffy Nerf-Herder

    guys I'm not rushing at the devs, I'm just trying to set their priority. I know that they're doing as much as they can, and I think that they actually work too much, but I think it would make more sense to implement the exp system before other suggs.
     
  12. SioxerNic

    SioxerNic Big Damn Hero

    Why would it?
    The majority of people playing this kind of games (Terraria, MineCraft, Starbound) plays to avoid the MMO Grind of levels.
    Here we have materials and pixels to determine our tiers, and a four slot Tech system to determine our abilities, as well as gear.
    So what you want to be able to do is based on materials and not XP.
    Let me explain it pretty plainly here:
    This is an area of the game that is reserved for modding, LET THE MODDERS ADD RPG ELEMENTS, and let us (The rest of the people) play the game, or even play the RPG mod later to revitalize the game.
     
  13. kenata

    kenata Starship Captain

    I disagree with your statement. Since the community is still divided on the idea of an XP system, It would make little sense for them to prioritize this suggestion over others. Given the amount of content and systems with placeholders, it makes even less sense for them to work on this type of system in the short term.

    It seems like the issue at hand with an XP system is about the game's payoff. There are many players who feel like the game simply devolves into the following: Mine current tier, make/find current tier items, fight boss, move to next tier without looking back, repeat. I will agree that this is basically how many people play the game. An XP system would not change this flow, but would simply add a way to gain a little more strength before moving to the next tier. While I am not against this idea of allowing players to gain some addition strength on a particular tier, a character based XP system would have many undesired effects for late game players and for anyone attempting to PVP.

    As I have stated before, a much better solution is item leveling. This could be a result of an upgrade/mod system like in bioshock, or an XP system similar to the one you are espousing for characters. In both cases, the net result would be nearly identical to the character based XP system while promoting exploration, customizability, and item trading in multiplayer.

    Let's take a simple example. Once you make a stone axe, you never need another. If this same stone axe leveled as you used it, you could give it user selectable abilities such as a speed boost or maybe a secondary attack mode. This would promote players with different play styles, while also adding benefits to all players for crafting and using multiple different stone axes. Thus, each individual items has the ability to become a robust set with numerous variants.

    If we apply this same concept to all techs/weapons/armor/items, the end result would feel nigh identical to your character based system, while vastly increasing the number of items and variants as well as vastly increasing player's desire to acquire duplicate items.
     
  14. Badprenup

    Badprenup Ketchup Robot

    One suggestion that I have given in regards to skill or experience systems is to make it a proficiency system. You use a bow for a long time and you get better at it. You do a bunch of mining and you mine faster. You use a shield a lot and it reduces more damage.

    That way you get some kind of xp system but it doesn't make players make a new character for different play styles.
     
  15. SioxerNic

    SioxerNic Big Damn Hero


    You two actually agree to add even more grind into an already extremely grind heavy genre?
    By adding proficiency to the weapons of some kind?
    I would HATE that.
    Especially if it is based on use of the tool...
    so I didn't like fighting, PvP automatically unbalanced since I spent more time mining than fighting, or avoiding fights than engaging and so on.
    I think they should keep it XPless as well as proficiency less, let Tech and Exploration and tier progression be your XP, and the two systems is very similar in power scaling.
    (Except here if you have a buddy you don't have to spend 10 hours "Power Levelling" him, all you have to do is give him a shiny new sword and an awesome set of armor)
     
    Krytikal likes this.
  16. Conor785

    Conor785 Pangalactic Porcupine

    I would like a levelling system for at least guns and axes as guns are unnecessarily weak and the best axe that cuts is iron and is such a small increase in speed I consider it a waste of iron
     
  17. kenata

    kenata Starship Captain

    It seems like you hear the term XP and you just say no without considering what is being said. Modifying items with a craftable upgrades is classic game mechanic of the genre. So you are basically saying you don't want craftable/discoverable scopes,silencers,or other modifications for weapons? The whole point I made was about customizable items, which has nothing to do with "power leveling" and everything to do with exploration. In fact, it would promote exactly what you want.
     
  18. Conor785

    Conor785 Pangalactic Porcupine

    I am assuming you mean the other guy but you do not need to power grind. If someone wants to spend hours chopping trees i think that they should chop future trees quicker
     
    ericbab likes this.
  19. Hardlight

    Hardlight Phantasmal Quasar

    not gonna lie, that sounds pretty sick.
     
  20. Poseidon

    Poseidon Big Damn Hero

    I really like the idea of weapon & tool proficiencies.. i.e the more time you spend using something the better & faster you are with it.

    An alternative would be choosing in which talent or profession to spend skill points.. i.e after a certain amount of XP you 'level up' or something appropriately similar and are awarded points to spend. These can be spent on a range of traits that improve your character such as: Mining Speed, Jump Height, Run Speed, Melee Strength, Ranged Prowess.. just to suggest a few.

    Combat Sub-Categories could be: Spear / Axe / Sword Proficiency, Bow / Pistol / Rifle Proficiency..

    Mining & Exploration Sub-Categories could be: Holding Breath Underwater Length, Survey / Block Placement Range / Environmental Resistance to Cold & Heat, Planet Survey Range..

    I don't know if this sort of system would just be exploited by power levellers, or would lack depth, and there are no doubt several flaws in using a classic RPG-type progression in a sandbox game such as this (i haven't really thought about this much in depth just throwing ideas around..) but it would allow those who want to play a more combat-centric game to do so, and those who want to focus on mining and exploration to do so also, at least to an extent.
     

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