4sheetzngeegles
Hunter
I think that if more substance were given to the sweep and clear aspect of
the game it might be more satisfying in the long run. It may not be thought
of as the most important aspect, but it is the most used anyway. It could be the
one ring to bind them all, into one interconnected play mechanic.
Basically if progression were based more on Sweep and Clear, one it would regulate
progression to scale with, entity progression, and game progression. It would slow,
progression down to game play speed, but not cancel out the possibility of personal
acceleration if that is the preferential play mode. The traders could be given an actual
purpose being more of a purchaser of wares, presently they have everything to bypass,
phase increase and then the result is "it's boring" etc etc etc. If every POI were a
clear quest on its own, then as you clear, you level, points would be added per use.
Use a spear then spear skill advances faster than what is not used. Have certain resources
that are needed for coveted Items not be craftable, but only found and need to be deconstructed
to use parts. Split the books into chapters, each chapter pertaining to a sub skill in
that weapon, collecting all levels damage ability and the overal progression level in
that weapon.
You gain xp from clearing zombies anyway, but where do you find the most zombies.
In a poi, so if that is the most used aspect, use it as a progression gauge. Set it to poi quanty
completed, zombies and entities cleared, for the Pois for those that play hardcore and get
bored easily, Turn up the volume. Have the Prefabs list, be the gauge, as completed in game
its completed in a closed file in profiles. So the living can take back the land from the livingdead.
the game it might be more satisfying in the long run. It may not be thought
of as the most important aspect, but it is the most used anyway. It could be the
one ring to bind them all, into one interconnected play mechanic.
Basically if progression were based more on Sweep and Clear, one it would regulate
progression to scale with, entity progression, and game progression. It would slow,
progression down to game play speed, but not cancel out the possibility of personal
acceleration if that is the preferential play mode. The traders could be given an actual
purpose being more of a purchaser of wares, presently they have everything to bypass,
phase increase and then the result is "it's boring" etc etc etc. If every POI were a
clear quest on its own, then as you clear, you level, points would be added per use.
Use a spear then spear skill advances faster than what is not used. Have certain resources
that are needed for coveted Items not be craftable, but only found and need to be deconstructed
to use parts. Split the books into chapters, each chapter pertaining to a sub skill in
that weapon, collecting all levels damage ability and the overal progression level in
that weapon.
You gain xp from clearing zombies anyway, but where do you find the most zombies.
In a poi, so if that is the most used aspect, use it as a progression gauge. Set it to poi quanty
completed, zombies and entities cleared, for the Pois for those that play hardcore and get
bored easily, Turn up the volume. Have the Prefabs list, be the gauge, as completed in game
its completed in a closed file in profiles. So the living can take back the land from the livingdead.