On the hot topic of diving:
Takk, I don't know if you develop the game to support diving or if it just works out that way for some players who are experts and have the know-how to do it. Here is just a brainstorming idea that you may have already thought of: make it so diving isn't really feasible or beneficial.
I know it's going to be controversial because there are a number of long-time players on here that love to dive. I think as an RPG, as a fantasy game, as a player experience, the game is more enriching to new and veteran players when exploring the dungeon is emphasized. I am not trying to discount the opinions or preferences of some people here, but if you are truly intending on gaining new players and keeping them loyal, the player experience is very important. Making sure the player keeps their first character alive longer will greatly increase the chance of them sticking with the game. I don't mean to make the game softer so people live longer, but there are some built-in methods to allow players to know when they are beyond where they should be. Soft boundaries, if you will.
Case study: World of Warcraft (because I know it very well)
* The names of monsters are displayed in a color relative to the character level (yellow = about the same level, orange = a bit high, red = really high, skull = you don't have a chance).
* The higher the monster level is relative to the character level the less chance of hitting with spells and melee that character has, with a sharp drop-off.
* The monster level is displayed in plain sight when selecting the monster as a target.
* Monsters will attack players from much further away based on the level difference and will not attack higher level characters unless they are pretty close. (which is realistic if you think about it)
* Monsters have a chance to daze and dismount players (which goes up based on level difference) trying to ride through the spawn area.
* Characters who are levels 1-10 (out of 80) do not suffer any penalties when they die.
Suggestions (brainstorming here):
* Somehow make the monster level visible in a way that lets players know what's over their head and what's way too easy.
* Make the clvl tied in some way to the dlvl, or make dlvl's become "unlocked" based on clvl.
* Make loot generated on the floor be drastically reduced if the clvl is far below the dlvl.
* Warn the player they are descending into a level that is probably too hard.
* Allow players up to a certain low level (like 7) to die without losing their character. Some kind of penalty can be added to compensate, like losing all but 100 gold or something, or losing 1 clvl, and they will be ported back to Town (similar to the no-death cheat effect). Another idea is that anybody on dlvl 1-3 (or whatever) wouldn't die permanently with the same effects, instead of using clvl.
Just trying to make the game more new-player friendly. I think most people would download the game and try it and if they die very quickly and have no idea why, they will probably jusy say "f*ck it" and not play again. This relates to diving in that newbie death is often attributed to not knowing what they should or should not get into.
Takk, I don't know if you develop the game to support diving or if it just works out that way for some players who are experts and have the know-how to do it. Here is just a brainstorming idea that you may have already thought of: make it so diving isn't really feasible or beneficial.
I know it's going to be controversial because there are a number of long-time players on here that love to dive. I think as an RPG, as a fantasy game, as a player experience, the game is more enriching to new and veteran players when exploring the dungeon is emphasized. I am not trying to discount the opinions or preferences of some people here, but if you are truly intending on gaining new players and keeping them loyal, the player experience is very important. Making sure the player keeps their first character alive longer will greatly increase the chance of them sticking with the game. I don't mean to make the game softer so people live longer, but there are some built-in methods to allow players to know when they are beyond where they should be. Soft boundaries, if you will.
Case study: World of Warcraft (because I know it very well)
* The names of monsters are displayed in a color relative to the character level (yellow = about the same level, orange = a bit high, red = really high, skull = you don't have a chance).
* The higher the monster level is relative to the character level the less chance of hitting with spells and melee that character has, with a sharp drop-off.
* The monster level is displayed in plain sight when selecting the monster as a target.
* Monsters will attack players from much further away based on the level difference and will not attack higher level characters unless they are pretty close. (which is realistic if you think about it)
* Monsters have a chance to daze and dismount players (which goes up based on level difference) trying to ride through the spawn area.
* Characters who are levels 1-10 (out of 80) do not suffer any penalties when they die.
Suggestions (brainstorming here):
* Somehow make the monster level visible in a way that lets players know what's over their head and what's way too easy.
* Make the clvl tied in some way to the dlvl, or make dlvl's become "unlocked" based on clvl.
* Make loot generated on the floor be drastically reduced if the clvl is far below the dlvl.
* Warn the player they are descending into a level that is probably too hard.
* Allow players up to a certain low level (like 7) to die without losing their character. Some kind of penalty can be added to compensate, like losing all but 100 gold or something, or losing 1 clvl, and they will be ported back to Town (similar to the no-death cheat effect). Another idea is that anybody on dlvl 1-3 (or whatever) wouldn't die permanently with the same effects, instead of using clvl.
Just trying to make the game more new-player friendly. I think most people would download the game and try it and if they die very quickly and have no idea why, they will probably jusy say "f*ck it" and not play again. This relates to diving in that newbie death is often attributed to not knowing what they should or should not get into.
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