Hey there. So... We can all agree that nobody likes booking because it's OP as heck, so let's try an alternative. Granted it's not the best solution, but it's still a good alternative...
Basically, what I'll say is this. Why not grant players extra stat points every 50-level blocks? To elaborate...
Level 1-50 players would get 3 stat points per level
Level 51-100 players would get 6 stat points per level
Level 101-150 players would get 9 stat points per level
Level 151-200 players would get 12 stat points per level
etc. etc.
Simple and should hopefully be effective.
Extra Stat Points at Certain Levels
Re: Extra Stat Points at Certain Levels
later on it'll take days to lvl up so good idea
Re: Extra Stat Points at Certain Levels
Eh, not really a big fan of this system. It won't take too long before we see more enemies that make reaching leveling 50 reasonable, and once that starts, those stats points make an already easy game a lot easier. As for later levels, those stats point won't matter too much, other than going towards defense, hp, and MP, which defense falls short eventually.
Personally, I'd rather see this put in some reset mechanic. The player starts back at level 1, and gains a whole new bonuses, such as more stat points, new stats, new skills, new areas, and etc.
Personally, I'd rather see this put in some reset mechanic. The player starts back at level 1, and gains a whole new bonuses, such as more stat points, new stats, new skills, new areas, and etc.
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Re: Extra Stat Points at Certain Levels
Pretty sure that's because you're a Level 46 player in what can be considered the first level story-wise. Shagdaws were given a recommended player level of 9 and I'm pretty sure a Level 20 player would have a hard time dealing with armadillos. A monster more suitable for Level 50 players would most likely have attack and defense stats well into the 100s and those players would've long since cleared the first boss. I'd give it the second or third "levels" story-wise before you get there.
This isn't an idle game. We're not playing NGU, Antimatter Dimensions, or anything like that. This is an MMORPG, a genre that frowns upon ascensions. Don't do that.
Re: Extra Stat Points at Certain Levels
Yes, I do agree that booking in HH got way out of hand from what I originally planned. I don't plan to add anything like that in Eliatopia. The stats idea isn't bad, although I'm not about implementing it. Leveling will be much much slower than HH, and therefore it will slow down that satisfaction of consistently leveling up. Like Jakub said, once more enemies are added I do think players will be able to level a little faster at least though.
I do plan to add plenty of equips, so hopefully players will be able to constantly be upgrading equips and such. And one thing I do really want to add is the ability to upgrade weapons. Meaning a player could customize their gear, such as add flame/freeze/electric/poison effects to a weapon. I think that will make things much funner.
I do plan to add plenty of equips, so hopefully players will be able to constantly be upgrading equips and such. And one thing I do really want to add is the ability to upgrade weapons. Meaning a player could customize their gear, such as add flame/freeze/electric/poison effects to a weapon. I think that will make things much funner.
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Re: Extra Stat Points at Certain Levels
Oh yeah. I did have upgradable gear in mind. The pitchfork, red archer set, and ninja set are three things that immediately come to mind, with pitchfork upgrades having been drawn:

Re: Extra Stat Points at Certain Levels
A level 20 would have a hard time dealing with armadillos, but they should be pretty easy be level 25. (Probably even 22 or 23) By the time a player reaches level 25, they would have a total of 72 points to spend. By the time they get here, they should be able to afford the full wolf set, with police boots, plus a pitchfork. (Probably can afford a better weapon by then). This gives the player a total of 39 armor strength, and a total of 40 armor defense. 23 defense should be enough to take 0 damage from them, so that leaves the player with 49 points to spend. A player starts with 4 strength, so this gives them a total of 53 strength. This makes their damage output somewhere around 2106 and some other numbers. This is more than enough to kill armadillos. Given how Robby is currently scaling enemies, give the player maybe at least 5-7 levels, and they would be ready for the next enemy.Flashlight237 wrote: ↑Mon Jan 06, 2020 2:55 pmPretty sure that's because you're a Level 46 player in what can be considered the first level story-wise. Shagdaws were given a recommended player level of 9 and I'm pretty sure a Level 20 player would have a hard time dealing with armadillos. A monster more suitable for Level 50 players would most likely have attack and defense stats well into the 100s and those players would've long since cleared the first boss. I'd give it the second or third "levels" story-wise before you get there.
There's necessarily nothing wrong with the system, at least for Eliatopia. Eliatopia isn't like other MMORPGs in the sense how combat and leveling works. Combat is pretty linear, you just choose whatever has the best bonuses and go fight some stuff. Levels don't cap out like most MMORPGs, which gives Robby a lot more to work with. There's nothing wrong with this, since simplicity is always nice, but my biggest concern is how repetitive this system is, and how it feels like nothing is gained.Flashlight237 wrote: ↑Mon Jan 06, 2020 2:55 pmThis isn't an idle game. We're not playing NGU, Antimatter Dimensions, or anything like that. This is an MMORPG, a genre that frowns upon ascensions. Don't do that.
Helmet Heroes is a perfect example of this, because the game pretty much became booking and getting a new set of armor. I didn't feel any different than I did 10,000 stats ago, and armor that doesn't really effect much, other than increasing my damage and defense by a little more was boring. Adding a reset mechanic gives the player a much better goal to reach, and offers them a lot of bonuses they didn't have previously. The main thing that should come out of this is the player's power level. They should feel like there is a major difference in power after a reset, than they felt before a reset. Now, Robby can go completely without doing this system, but there eventually needs to be new mechanics that make players feel like there is something different. If the game is just level up, buy better armor, spend some points on skills, this is going to eventually lead to players leave the game.