Death is already annoying enough that people avoid it. The lost time for the journey back is already usually punishment enough. If it takes me 5 minutes to get back to where I was that's 5 minutes of training lost. I'm already going to avoid death.
This is a lot like the concept of lives in platformers. It's generally a bad mechanic that only still exists because it's been grandfathered in by old franchises like Mario. I'm already being punished for dying by going back to the beginning of the level, why do I need to worry about how many times I've done it as well? I already don't want to die, I don't need something else to further discourage and potentially frustrate me. Too much of a punishment for death can create a sense of paranoia which can make the gameplay unfun. I'm not going to have fun playing a game if the entire time I'm just terrified of failure. There's always room for games that try to make you feel a sense of loathing because of the penalties for death (ZombiU does it well with its permadeath) but I don't know if those mechanics belong in a cartoon MMO.
Lv 200 > Lv 210 Exp = Lv 1 > Lv 200 ~3 Time
Lv 249 > Lv 250 Exp = Lv 1 > Lv 200 ~33 Time![]()
It's 1845 hours of 2x exp at Knight's Chamber 5 if exp penalties for level differences exist.
I used the following if anyone cares.
Spoiler
edit: actually it should take longer than that, I forgot to put something to account for exp splits for party.
edit: There's also a glitch in level penalty. I'm using next level to calculate it, but I should be using current level instead.
But seeing that there will be places to that high levels.. expect normal mobs that gives MILLIONS of EXP.
But now you are getting into the problem. If Nexon makes normal mobs that give such high exp, you have to keep the lower leveled folk from getting to them. With Stronghold, the lvl 160 doorway does that well. You'll need to enforce that similarly in the high-leveled areas.
That's exactly what I said. When mobs give loads of exp like that the "200 3 times" becomes less of an issue when you wipe out say.... the first few hundred million exp in a short time.
200-210 isnt what will be extremely difficult.
What I mean is
1-200 requires x amount of exp
though say.... 1-100 requires just a very small fraction of that overall exp.
Considering the higher leveled mobs will give even more exp than what we're used to at say Stronghold than "leveling to 200 3 times" becomes less daunting.
210 onwards is where it'll really get interesting. That's the point I'm trying to make.
|
Bookmarks