Okay this is going to be a long post-
Lets review facts first:
*SK is virtually unplayable under lv 35, as mostly everyone is GM,
and GM's usually bother with other things and do not involve lower
level characters in them, such as trips to dangerous areas, PK, or
trips to level those 45+ characters.
*SK areas wear off too fast to allow 2 players who do not constantly
log on at the same time to level effectively in the same area. Yes,
familiarity will benefit everyone in the group, but the lower familiarity
player will feel he is being abused.
*The player-base of SK is not vast enough to have constant numbers
of rp-compatible leveling players so you can always find people to level
with. In fact, you usually don't, until level 40.
*(I may be wrong here so please correct me if I am)
Leveling as it is now consists of mainly of how much damage your
character deals to an xp-vomiting NPC. In other words, in a group
the higher damage output character will do better than a weak warrior
and the healer will only benefit by the typical xp you get off the heal
spell, without factoring in the difficulty of the NPC that is being killed.
*Leveling in SK = grinding. Wether that is grinding a spell or NPCs.
Now, to solutions:
What do we all want from leveling?
Q: Do we want it to be faster?
A: I don't think so. I mean, if it comes to that, D could just let us create characters at lv 50 and never bother with leveling altogether.
Q: Do we want leveling to be more fun?
A: Definitely yes.
Q: How do we make leveling more fun, but at the same time keeping it from going faster?
A: We find a formula. I'll use some random examples as they come to me right now.
When do we consider a character has been played long enough to be GM?
Let's say, at least 2 months of RL existence of the character, and 120 hours of playtime.
Should the character just receive levels while being idle? Hell no. But. Depending on the hours he has played and the time he has existed in the game, he should receive XP bonuses or penalties to his 'grinding' (aka usual leveling proceess), and general xp bonuses to anything he does.
For example:
Resting and chatting at an inn increases the amount of XP you will get from the next NPC you kill for X xp (see WoW, one of its coolest features imo)
Other thingies to make leveling more fun:
Receiving XP for taking damage.
Receiving XP for healing while engaged in a difficult fight.
Receiving XP for logging out after a long session of play.
On the other hand, to make leveling slower:
Introducing XP cap per day, after a certain level when the character
can be actually playable.
****
On a different subject, the entire PK frenzy of SK is forcing people to get to GM ASAP. Why? Because you're going to die and get jlooted by groups of players while you're sitting at the inn minding your own business and RPing it with, for example, the hammer of light.
Perfectly reasonable RPwise, but this sort of thing pushes people to avoid
RPing until they GM in fear that they may make powerful enemies who may kill them and handicap their leveling.
Solution to this:
Finally making cities secure. I am not suggesting creating safe zones or some such ridiculous effects, but: Introducing heavy security NPCs that cannot be controlled by tribunals in the key spots of cities such as the inn and temple, who immediately jump in the way of any attack, or who dispel
spells targeted at a player, giving a warning shout. From that point on the players have some time to prepare for battle and fight, or retreat from the inn altogether.
Another solution is to somehow change the purpose of PK.
As it is now, there is one major reason for PK, which is the same reason many people avoid 'fair' pk, and prefer to just gank others with the safety of numbers on their side.
Loot.
How to change this:
1) Fame/notoriety system.
Make it so that every time you kill someone lower level than you, you lose
fame and gain notoriety.
Of course these values should be universally good and bad, which means that evil characters would not be considered 'cool' for having a high notoriety.
High notoriety would make you unwelcome to cities and cause guards to follow you around just in case you do something bad, bards on the streets would shout about the cowardice of X the notorious, shops would refuse to sell some things to you, etc.
High fame would be the opposite. NPCs of your alignment/country would follow you around for being so damn cool, NPCs of other countries would think twice before attacking you, shops would lower their prices to you, etc.
Changes to fame/notoriety as follows:
Killing someone 1v1 = + fame.
Dying to a group of higher numbers than you = +fame.
Killing notorious person = +fame
killing famous person = -fame, unless you have the same 'degree' of fame with person you killed.
Killing lower level person than you = +notoriety
etc.
Well, just some ideas on the plate...
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