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 Person Growth.

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GrandKaiser
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GrandKaiser


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Join date : 2009-11-03
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PostSubject: Person Growth.   Person Growth. I_icon_minitimeSun Feb 21, 2010 12:08 am

IF there is a saving/loading system, I propose a more "generation-oriented" game. Stuff that takes a long-ass time to achieve. Such as starting as a male or female child. Instead of a full grown whatever. Then turning into a teen takes TIME instead of something else. Also, the bank will become quite important (obviously). Only a few items should be saved. Bosses should only trigger upon certain events instead of actions.


Truly, Save/Load would really change this whole game around. Otherwise it kills the replayability.
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MoronSonOfBoron

MoronSonOfBoron


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Join date : 2009-11-29
Age : 37
Location : God Less America

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PostSubject: Re: Person Growth.   Person Growth. I_icon_minitimeThu May 20, 2010 5:25 am

We do want players to feel a level of progression, but we don't want to frustrate them by limiting their options early on or forcing them to play for very long periods of time.

I'm unsure what we'll use the Banks (Game Cache, but it WORKS!) system for yet.
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GrandKaiser
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GrandKaiser


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PostSubject: Re: Person Growth.   Person Growth. I_icon_minitimeThu May 20, 2010 4:45 pm

here is the big issue that comes with generation-orientation.

Guy at max level 100 pops in and kills all bosses in one shot, kills other players, general ass-hat. Ruins game for everyone.

VS.

Guy at max level 20 dies of old age. His teen is now his new hero at level 1. He gets to keep a select few quest-earned items, as well as 50% of his $. If he has multiple siblings, the $ is split between them (for role-playability).
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Enablthen




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Join date : 2010-07-04

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PostSubject: Re: Person Growth.   Person Growth. I_icon_minitimeSun Jul 18, 2010 2:04 am

Maybe make them on a peak level that makes them strong and as level progresses after that, they grow weaker and weaker and finally die
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PostSubject: Re: Person Growth.   Person Growth. I_icon_minitime

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