#59 XP System

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opened 3 years ago by NathanS21 · 4 comments

Computer Havoc on Discord asks for; mining and mobs drop xp the stronger the mob the more xp/

amount of xp causes player to level up requires more xp to get to to get to the next level

leveling up gives you points, points are used to raise abilitys,

create ability levels, leveling up a ability will unlock special items and weapons for that ability type

health- increase health unlock -healing type items

attack"swordsman" swords more damage

strength"miner" axes and pickaxes mine faster

"focus" bows will shoot straighter arrows will do more damage

"farmer" should probably add a better farming ability

defense"vitality" "shielder" increase block chance unlocks wieldable shields

agility"speed" increase walk speed unlock speed based armor

antigravity "skydiver"

jumping "rockclimber"

"fire"fire resistance weapens cause burn damage to enemy's

"water" breath longer water and ice based weapons weapons that work underwater better

"poison"poison resistance can make items a that cause poisen effect to enemy

"mana""mage"leveling this ablitity will increase mana and sumen tamed mobs that can fight for you sumening mobs coasts mana mana slowly restores, could also unlock diffrent types based on ability level and armor with mana regen

"blacksmith" ability to substitute craft iteams or ability to rapiar tools at less cost

create god level mobs to fight these new super strong mobs will drop items used to craft special armor and items only given by that mob, announce location of spawn of god mob new one maybe spawns once every 30 -60 minutes

create coliseum a location where players can fight eech other without dieing

if you die all stats and levels and level points will reset to 0

using a item obtained by ability level if ability level is to low cause the item to self destruct

create berserker items should be easy to craft last like 2 usues but have massive amount of power

Computer Havoc on Discord asks for; mining and mobs drop xp the stronger the mob the more xp/ amount of xp causes player to level up requires more xp to get to to get to the next level leveling up gives you points, points are used to raise abilitys, create ability levels, leveling up a ability will unlock special items and weapons for that ability type health- increase health unlock -healing type items attack"swordsman" swords more damage strength"miner" axes and pickaxes mine faster "focus" bows will shoot straighter arrows will do more damage "farmer" should probably add a better farming ability defense"vitality" "shielder" increase block chance unlocks wieldable shields agility"speed" increase walk speed unlock speed based armor antigravity "skydiver" jumping "rockclimber" "fire"fire resistance weapens cause burn damage to enemy's "water" breath longer water and ice based weapons weapons that work underwater better "poison"poison resistance can make items a that cause poisen effect to enemy "mana""mage"leveling this ablitity will increase mana and sumen tamed mobs that can fight for you sumening mobs coasts mana mana slowly restores, could also unlock diffrent types based on ability level and armor with mana regen "blacksmith" ability to substitute craft iteams or ability to rapiar tools at less cost create god level mobs to fight these new super strong mobs will drop items used to craft special armor and items only given by that mob, announce location of spawn of god mob new one maybe spawns once every 30 -60 minutes create coliseum a location where players can fight eech other without dieing if you die all stats and levels and level points will reset to 0 using a item obtained by ability level if ability level is to low cause the item to self destruct create berserker items should be easy to craft last like 2 usues but have massive amount of power

Here are some suggestions for various "Crafts" (meaning: abilities)

Blacksmith

herbologist (medicine man)

stonemason (can cut stone using a stone saw without turning it into cobble, and can easily craft it into bricks)

Explosives expert

Farmer

Animal tamer

carpenter (makes wood tools and boards and furniture and some stations for other trades)

Here are some suggestions for various "Crafts" (meaning: abilities) Blacksmith herbologist (medicine man) stonemason (can cut stone using a stone saw without turning it into cobble, and can easily craft it into bricks) Explosives expert Farmer Animal tamer carpenter (makes wood tools and boards and furniture and some stations for other trades)

Just a note: this type of system cannot be well implemented without touching all aspects of the game.

I think that you should not be able to craft any items from a skill you dont have until you gain some xp in that skill. To gain xp, you have to complete quests. You get xp, new crafts, items, abilities, and cosmetic items for completing quests. Some quests are as simple as collecting ore, others are more complicated, involving travel and interaction with mobs. You should be able to "learn" from npcs, though never can you learn everything about a skill from one npc

Just a note: this type of system cannot be well implemented without touching all aspects of the game. ---------- I think that you should not be able to craft any items from a skill you dont have until you gain some xp in that skill. To gain xp, you have to complete quests. You get xp, new crafts, items, abilities, and cosmetic items for completing quests. Some quests are as simple as collecting ore, others are more complicated, involving travel and interaction with mobs. You should be able to "learn" from npcs, though never can you learn everything about a skill from one npc
NathanS21 commented 3 years ago
Owner

Yes, implementing something like this would take a lot of time and effort. There are many mods that would probably need to be edited to all place nicely together to really make it feel polished and not like some lazy implementation.

Yes, implementing something like this would take a lot of time and effort. There are many mods that would probably need to be edited to all place nicely together to really make it feel polished and not like some lazy implementation.

even the implementation on viperian realms, thogh polished, didnt seem like it was as feature rich as it should be

even the implementation on viperian realms, thogh polished, didnt seem like it was as feature rich as it should be
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