jezer wrote:I like the general direction Cizin is headed down.
jezer wrote:I don't understand why weapon damage is so damn cheap. In my opinion it's the equivalent of Hand Damage. The grip multiplier benefit is fairly negligible - I suspect weapon and hand dam add to things like broadside and strike the same way.
jezer wrote:Don't over price things... if there are so many things to buy, at all different caps you will still need trillions of xp. It's also important that avatar's grow there power at a linear rate, which will curb the boredom factor of 10billion till +5 moves. 10 billion for 5 moves is just not a rate of improvement to keep an avatar playing. So lots more candy, at lower prices at maybe lower caps. Tempt the avatar to waste 20 billion on extra mana instead of 25 billion for Avatar Shadow. Adding HP, MV, MA points should be an experience like levelling cheapest.
I think I agree with yours goals, but I'd suggest a completely different mechanism: don't cap anything, but scale the prices: define for each product a % by which the cost increases after each purchase. Say you make 1hp cost 1000M, increasing by 0.2% each time. The second 1hp costs 1002M, the 100th costs 1221M, and the 200th costs 1491M. The rising costs will eventually drive down the value of incremental purchases, motivating players to consider other purchases. This gives players more credible options at each juncture: instead of just buying the best-value offer until it caps, you need to actually decide precisely when that item ceases to be best. It would take a fair amount of work to define the right percentages for each item; I'm willing to help with that if desired.
jezer wrote:I like this idea. Although I do think some things need to be capped, stats for instance.
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