Would be really awesome if rather than finding Crystal Hearts and Mana. that it worked like say Castle Crashers. If you are familiar with CC it is one of the best side scrolling type games ever. and its level system was pretty cool. Every hit you gain exp that works towards your level, per level you get 2 points that can be put into... Attack, Defence, Speed, Ranged, Mage. id really like to see a level progression system with reqs for weapons and stuff. it would make it have more replay value and stop people from easily getting high level equipment.
Classes would be very nice, I don't know anything about levelling or mana and not even sure if mana nor magic will be added. It would be awesome to see some magic weapons that's for sure...
taken from Q&A I know it has not fully answer your question regarding player stat but it is what has been released.
They are doing a system where you advance by getting power powerful items. Personally, I like a system where advancement is centered around a core system of level exp and skills. Like a system where you collect exp from all kinds of things then use that exp to buy skills that improve your ability to use different items and increase HP. It gives a nice smooth style of advancement that dosen't clash into inventory and brake it. Some things I have hear suggest there might be a slight mix of things. That you will recherche new items and that allows you to build them. That would give more stability to advancement.
I just really think that this time around there needs to be tons of reasons to make 1 player rather than being able to just own everthing easily from the get go. levels requirements would make this happen. Im also glad to here with the community as this game is in development. community at the early parts of the game really can sway the direction of the game.
I think they should have different skills sets, like intelligence, dexterity, etc. Each point allocated to each group will improve the players ability to do things like use different types of weapons and preform different throughout the world ^.^ Your experience idea would be good as per level you'd get the points to allocate to these stats/skills. Also allows you to fight harder mobs
A simple stat system to restrict the use of some high level items and a complicated crafting system with millions of different components and possibilities. Would love it.
They REALLY have to get this part right, the most boring part about terraria was being able to just go into a server and pretty much get everything you want. max lvl stuff and just own with it. with a level system this would make it so no matter what you ave to earn it.
The point of the stat system would be that high level players couldn't craft high level items for low level players.
of course high level players could craft low lever amazing stuff for low levels. but everything should have level requirements.
Rather than level requirements, I think stat requirement might be enough. Strength for heavy armor and weapons, Dexterity for more exotic weapons and ranged weapons, Intelligence maybe for more complicated weapons or tools.
It would just be nice to see an amazing level up system so people cant abuse the game mechanics. as they were able to in Terraria. sure you might be able to just get items and level up for them. but it would be nice to have some distinction between people who played for along time, and people who just got the stuff from mods/other players.
I don't know, it might make the game a little too "RPG-Ish". However, I do like the idea of the Sub-Titles from Terraria, such as "Deady Rocket Launcher".
There is one problem with that though, there would still be people finding ways to force their levels up. If they had the server handle the level data though, it could probably work without users forcing up their levels with mods.
Whats wrong with a little RPG? they want to appeal to a vast audience. What appeals more than an "Action MMORPG Sidescrolling Retro Sandbox Shooter" with kick ass gfx and an amazing team behind them. this game will out sell terraria so quickly.
Personally i wound rather not have this game turn into an RPG style game that has players level up by killing monsters and such. There really is some fun in that but that same idea is getting used up and it is becoming a hindrance. Games like(I might get hated for this) Terraria and Minecraft are fun you know why? because they don't have that form of a system. SIMPLICITY is golden and is their system If you noticed carefully, a regular person who spends at most 3h a day playing Terraria or Minecraft can simply pick up a controller and in a few days be at a standard level were he/she also has the knowledge of how things work and depending on the person he/she can compete against a person who spends 15h a day playing the same game. They provide the tools and materials and you use your imagination to do the rest. Putting a linear system such as level up and stat points by xp might cause some problems. players can be discriminated against certain activities such as *Boss run with other because they are not level 70. *They cant equip the gear because they are too low level for it. *Players who have not played the game for longer periods of time cant even dream of competing against players who play the game on a daily basis. Don't get me wrong i do like RPG style games that include level up systems as much as the next guy but i just don't find it attractive in this sort of game. Here is a personal life experienced i one had on Terraria. On a certain day on a certain server a few days after Terraria's 1.0.5 patch came out, i was fairly new to the game. I started playing the game probably 3 days after the game and played about 5h or so getting into the game and ready the wiki. 2-3 days later I then decided to go on for multiplayer and got in a pvp server. Now this server had a fair amount of players who have been playing the game for a while having fun(keep in mind this is before cobalt and adamantine armor came into play) The server had a few simple requirements but these two had the most impact on me. 1. A new Character had to be created to join 2. There were chests in a room with different items in each one(there was a sign next to the chest that says a job tittle such as caster, knight, ninja) was different then the other and players may only use the content of that 1 chest they choose to fight against everyone else. Mix matching items resulted in a warning or a ban. With these two rules in that one server not only was everyone having fun but also they had somewhat equal opportunity(i wont lie some players did gang when mods were offline or afk) and even if they were playing for longer periods of time they did not have to worry since there were little factors that effected their chances of wining a pvp match.
"There won't be skills or traits, but items will give you skills and items will get better as the game progresses." So it should work in a similar way to like Terraria with items and everything, rather than actual skills. Although they can be nice in lots of games, I think this will do fine without them. This is the website with that on it: http://www.indiegamemag.com/starbound-to-be-limitless-first-huge-details-arrive/
i dont mean like something as insane as ever taking 10000000s of hours to level up. just like not being able to get everything from submitted maps, mods and everything super easily. it takes everything out of the fun in the game. i do understand tho. and i dont want it to be super complicated. but something just needs to make it worth while to continue playing 1 character the entire time. It makes the replay value 100% more effective.
yes i saw this, it does not hurt to see the communitys wants for the game. i just think a simple level up system for weapons to be equipped is all this game needs to prevent people from breaking the game at the start.