Yeah, I know what you mean, I love RPGs, but with the game being as vast as it sounds, there might not even be reason to have multiple loads in the first place.
If people are going to break the game from the start, a leveling system isn't gonna stop them I think. I don't care for people cheating to get the best gear right from the start either, but I don't think an arbitrary limit on what one can use is the way to go. It's more likely it'll keep players from using gear they won or obtained legitimately. I don't really want to be in a situation in that I can't use that spiffy new lightsaber I won from beating a boss because I haven't done enough level grinding.
As long as it does not involve something that could discriminate players who have player for long(say 3weeks or more) periods of time then i am fine with it.
not quite, gear you personally obtain should allready be your level. or very close/you went to far and completed something to early. (props)
from what i understand the system you are suggesting is one that involves stats such as strength, intelligence, dexterity etc. which would involve a players who done certain things(say played for long periods of time) as a way to increase it. but if such a thing existed then we go back to the main problem i said earlier. The only way around it i see is that if you did include something that could increase your personal stats to a set limit by consuming or obtaining something. Ex in Terraria collecting stars and forming a blue star to increase max mana to a set amount.
im not suggesting dex or str anything like that for weapon requirements. just level requirements for weapons to prevent level 1s from having endgame stuff. and
I was thinking something to do with storage. That was my big problem with terraria and any game that tries to use items as your level.
I have to say I agree with Blue-Demon that levelling doesn't fit in this kind of game. However, it would still be possible to have stat restrictions for items even without levels. Or not necessarily even stat restrictions. Robotics. Genetics. Enhancement. It could be made so that some items would be impossible to use with normal human strength. But you could enhance the physical abilities and strength of your character. This would allow for stats restriction system or a simpler system where you need to have a certain "accessory" on yourself to get the strength to use this high level restricted item. This way the games progression would stay equipment based.
As i mention before, whoever came up with that system that mixed a max increase on health and mana(the one that involves finding hearts to increase hp and gather starts to increase mana) along with armor that help increase stats(different armor give different bonuses along with higher levels of armor with better bonuses ) in my opening is an excellent system that should be followed in this game. Exactly, depending on what areas in the game you have unlocked by doing regular activities you have the opportunity to prove that you are ready to go at greater levels in the game. The wall of flesh in Terraria proves this.
About the Crystal Hearts and Mana,i think is better if any status like as the Defense and Mage(Arent Intelect?),increased those status. No classes,please.
I don't like the idea of a level up system. I think this game should be based on the equipment you have, rather than how much grinding you have done.
Maybe scrath the leveling idea by grinding, but since this is an exploration game why not make artifacts or foods or something that increases your stats when you find them? It would certainly be interesting
You remembered me a suggestion i've sent to terraria forums last year,but yes,i agree,sandbox and rpg versions to choose.
Reminds me of Harvest Moon, Farming for power berries. i just would really like to see some RPG aspects to a game like this.