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Levels Mod

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rhino600
Applebeard
T3hHippie
Littlemoomoo
Falzz
ballnazor
igortv123
ivanelk
Roflbeeb
Habit
KhaosLeper
Luke17
HunterE30633
Blind_Merc
draco222
Transfatninja
MaxxOverdrive
MrSpoon
RevolutionBeginz
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What do You think of Levels mod?

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Total Votes : 39
 
 

Levels Mod Empty Levels Mod

Post  RevolutionBeginz 2011-03-10, 11:55 am


So, wath do u think, and why, of this new mod?

IMO i find very interesting, it gives u more reasons to do stuff and specialize on them.

It also creates jobs, for example, u are a mole and u live underground, always mining but one day you want huge amounts of wood to a project, that takes alot of time using a wood axe but if u contract someone to do it, someone with a high wood lvl, for money or even minerals it will profit u both!
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Levels Mod Empty Re: Levels Mod

Post  MrSpoon 2011-03-10, 11:57 am

could you post a link to the mod so we can see in more detail please?
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Levels Mod Empty Re: Levels Mod

Post  RevolutionBeginz 2011-03-10, 11:59 am

well, its already in the server but i dont know the link, sorry.

Maybe Chivers does?

EDIT: found the link
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Post  MrSpoon 2011-03-10, 12:25 pm

where is it? Razz
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Levels Mod Empty Re: Levels Mod

Post  MaxxOverdrive 2011-03-10, 12:28 pm

This mod is annoying. There's no benefit to the stats at all, and most certainly no specialization. Everyone will simply grind on blocks to max out all of their stats, and easily slay any newcomers. If two tools are built the exact same, but with different materials, how can I not understand how to use either one? MCMMO, while still buggy and somewhat exploitable, was much more rewarding as a level system. I think we should just forget about level mods until either MCMMO is fixed or Hunter codes one into societies.

I seriously made a post somewhere saying this was exactly what I didn't want to happen with a level mod (I can't find it now silent)
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Levels Mod Empty Re: Levels Mod

Post  MrSpoon 2011-03-10, 12:38 pm

have I missed something? :S
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Levels Mod Empty Re: Levels Mod

Post  RevolutionBeginz 2011-03-10, 12:54 pm

MaxxOverdrive wrote:This mod is annoying. There's no benefit to the stats at all, and most certainly no specialization. Everyone will simply grind on blocks to max out all of their stats, and easily slay any newcomers. If two tools are built the exact same, but with different materials, how can I not understand how to use either one? MCMMO, while still buggy and somewhat exploitable, was much more rewarding as a level system. I think we should just forget about level mods until either MCMMO is fixed or Hunter codes one into societies.

I seriously made a post somewhere saying this was exactly what I didn't want to happen with a level mod (I can't find it now silent)

uhmm... what is the diference betewen mcMMO and what we have now that u are speaking off???
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Post  MaxxOverdrive 2011-03-10, 12:58 pm

RevolutionBeginz wrote:
MaxxOverdrive wrote:This mod is annoying. There's no benefit to the stats at all, and most certainly no specialization. Everyone will simply grind on blocks to max out all of their stats, and easily slay any newcomers. If two tools are built the exact same, but with different materials, how can I not understand how to use either one? MCMMO, while still buggy and somewhat exploitable, was much more rewarding as a level system. I think we should just forget about level mods until either MCMMO is fixed or Hunter codes one into societies.

I seriously made a post somewhere saying this was exactly what I didn't want to happen with a level mod (I can't find it now silent)

uhmm... what is the diference betewen mcMMO and what we have now that u are speaking off???

In MCMMO, you could use any kind of tool at any skill level. The skills unlocked bonuses instead of tools. Now you need to have level 5 of a skill to use stone tools, 10 to use iron, etc. This includes swords, making newer players even more vulnerable to gankage.
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Levels Mod Empty Re: Levels Mod

Post  RevolutionBeginz 2011-03-10, 1:03 pm

oh, i see but i see benefits in both. maybe hunter could mix them? restrictions in tools materials are, IMO, clever and good but also are the benefits in mcMMO
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Levels Mod Empty Re: Levels Mod

Post  MrSpoon 2011-03-10, 1:07 pm

I prefere the sound of the one that maxoverdrive suggested although i have no idea about either Razz
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Levels Mod Empty Official Planned Skill System

Post  Transfatninja 2011-03-10, 1:28 pm

While a level system is planned to be added in a later mod, it's more along the lines of the MCMMO skills, with a few differences. In the finalized version of the skill system we have planned, any and all restrictions will only be on added content, nothing already in the game will be restricted. While content would still be restricted, unfortunately, it's the best way of giving specialists more of a use, but still keep everything already in place intact. So it would end up being a blend of the two mods, with restrictions but only to new things we'd add. However, adding content is somewhat a ways off, so any tentative skill system we make will have to run off of what is already in the game.

The skill system we had in mind would be an open system where any skill can be trained at any time, but it would also encourage specialization. As the total of your skill levels go up, it will be harder to train skills in general. Thus, a jack of all trades would have a harder time to max out a skill as compared to a specialist, although both roles would be possible. We'll post more information as it develops, right now the system's primarily conceptual. Rest assured, there's plenty of content planned (I've got an entire notebook full of things for the planned skill system >_>)for when such a thing is capable of being added without being too inconvenient.

As usual, feedback's always welcome, I'll try and reply as soon as I am able.
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Levels Mod Empty Re: Levels Mod

Post  RevolutionBeginz 2011-03-10, 1:43 pm

Transfatninja wrote:While a level system is planned to be added in a later mod, it's more along the lines of the MCMMO skills, with a few differences. In the finalized version of the skill system we have planned, any and all restrictions will only be on added content, nothing already in the game will be restricted. While content would still be restricted, unfortunately, it's the best way of giving specialists more of a use, but still keep everything already in place intact. So it would end up being a blend of the two mods, with restrictions but only to new things we'd add. However, adding content is somewhat a ways off, so any tentative skill system we make will have to run off of what is already in the game.

The skill system we had in mind would be an open system where any skill can be trained at any time, but it would also encourage specialization. As the total of your skill levels go up, it will be harder to train skills in general. Thus, a jack of all trades would have a harder time to max out a skill as compared to a specialist, although both roles would be possible. We'll post more information as it develops, right now the system's primarily conceptual. Rest assured, there's plenty of content planned (I've got an entire notebook full of things for the planned skill system >_>)for when such a thing is capable of being added without being too inconvenient.

As usual, feedback's always welcome, I'll try and reply as soon as I am able.

who are u?
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Levels Mod Empty Re: Levels Mod

Post  draco222 2011-03-10, 1:55 pm

Honestly, the whole idea of minecraft atm is just to give people a taste. Therefore, as Notch said that he might implement, there could be a leveling system. I would rather not have one in multiplayer because PvP would become too unbalanced, people with only a high level in mining would not be able to defend against potential raiders. A vagabond would also become too overpowered for a single person, the point of raiding is to have a partner to watch your back... Point of this being one person shouldn't be able to be a one-man civilization.
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Levels Mod Empty Re: Levels Mod

Post  Transfatninja 2011-03-10, 2:02 pm

RevolutionBeginz wrote:
Transfatninja wrote:While a level system is planned to be added in a later mod, it's more along the lines of the MCMMO skills, with a few differences. In the finalized version of the skill system we have planned, any and all restrictions will only be on added content, nothing already in the game will be restricted. While content would still be restricted, unfortunately, it's the best way of giving specialists more of a use, but still keep everything already in place intact. So it would end up being a blend of the two mods, with restrictions but only to new things we'd add. However, adding content is somewhat a ways off, so any tentative skill system we make will have to run off of what is already in the game.

The skill system we had in mind would be an open system where any skill can be trained at any time, but it would also encourage specialization. As the total of your skill levels go up, it will be harder to train skills in general. Thus, a jack of all trades would have a harder time to max out a skill as compared to a specialist, although both roles would be possible. We'll post more information as it develops, right now the system's primarily conceptual. Rest assured, there's plenty of content planned (I've got an entire notebook full of things for the planned skill system >_>)for when such a thing is capable of being added without being too inconvenient.

As usual, feedback's always welcome, I'll try and reply as soon as I am able.

who are u?
The game designer that Hunter is working with to develop the mods for the server. He handles the coding, I make the mechanics and balance.
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Levels Mod Empty Re: Levels Mod

Post  MrSpoon 2011-03-10, 2:05 pm

I want to change from dunno to defo no! we got it atm and its terrible!!! out with the leveling :@
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Post  Blind_Merc 2011-03-10, 3:38 pm

It means you could either grind all your skills - meaning people will play for a long time, or that people may specialize in certain skills. Sounds just like an MMO - not sure why people won't like it, I guess if someone is on your back with maxed out skills that would be annoying as hell.... -.-, but than there are rules no killing without a decent RPing reason.

I kinda like it, gives you a goal - plus my mining skills will be massive! O.O
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Levels Mod Empty Re: Levels Mod

Post  HunterE30633 2011-03-10, 3:40 pm

My original idea of a skill system was to limit your ability to use tools and such. As you progress through levels, you would unlock the ability to use stone picks and such for mining. You also wouldn't be able to mine diamond until a certain level. That would increase the value of items and make skills a little more than just "useful"

There would of course be bonuses and such, like double drops etc.

Transfatninja's main concern is he doesn't want to take away what you guys already have which is understandable. My main concern is to make sure that the economy and the systems run smoothly. I can't really make the decision because this isn't for me, so what do you guys want? A skill system where you just do what you already do, or a system where you have to take more time to level your way up?
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Levels Mod Empty Re: Levels Mod

Post  Blind_Merc 2011-03-10, 4:16 pm

I prefer one that you may level up - tho I'm hoping leveling from Wood to Stone goes quite quickly.

Gives you more a reason to play rather than, find powerful faction, collect resources, build a city, burn down some city and frame/blame it on someone else, etc... Very Happy
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Post  Blind_Merc 2011-03-10, 4:44 pm

Also, will there be a level cap.


Alongside could you make a button that tells you how many blocks you've mined? Very Happy
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Levels Mod Empty Re: Levels Mod

Post  Luke17 2011-03-10, 5:24 pm

HunterE30633 wrote:My original idea of a skill system was to limit your ability to use tools and such. As you progress through levels, you would unlock the ability to use stone picks and such for mining. You also wouldn't be able to mine diamond until a certain level. That would increase the value of items and make skills a little more than just "useful"

There would of course be bonuses and such, like double drops etc.

Transfatninja's main concern is he doesn't want to take away what you guys already have which is understandable. My main concern is to make sure that the economy and the systems run smoothly. I can't really make the decision because this isn't for me, so what do you guys want? A skill system where you just do what you already do, or a system where you have to take more time to level your way up?

I like this Idea Razz
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Levels Mod Empty Re: Levels Mod

Post  KhaosLeper 2011-03-11, 10:06 am

This is incredibly annoying. Don't limit what tools we can use, go back to giving bonuses based on levels. mcMMO was great, you could use everything and if your level was high enough you got something good.

Levelcraft is bullshit, it is incredibly tedious and takes away the fun of a sandbox game in which you can use everything.

EDIT: Just discovered that thanks to this mod, creepers take far more than 5 arrows to kill now. I used 19 on one and he was still able to chase me down.
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Levels Mod Empty Re: Levels Mod

Post  MrSpoon 2011-03-11, 10:41 am

KhaosLeper wrote:This is incredibly annoying. Don't limit what tools we can use, go back to giving bonuses based on levels. mcMMO was great, you could use everything and if your level was high enough you got something good.

Levelcraft is bullshit, it is incredibly tedious and takes away the fun of a sandbox game in which you can use everything.

EDIT: Just discovered that thanks to this mod, creepers take far more than 5 arrows to kill now. I used 19 on one and he was still able to chase me down.

seconded Sad
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Levels Mod Empty Re: Levels Mod

Post  Habit 2011-03-11, 1:49 pm

Transfatninja wrote:
RevolutionBeginz wrote:
Transfatninja wrote:While a level system is planned to be added in a later mod, it's more along the lines of the MCMMO skills, with a few differences. In the finalized version of the skill system we have planned, any and all restrictions will only be on added content, nothing already in the game will be restricted. While content would still be restricted, unfortunately, it's the best way of giving specialists more of a use, but still keep everything already in place intact. So it would end up being a blend of the two mods, with restrictions but only to new things we'd add. However, adding content is somewhat a ways off, so any tentative skill system we make will have to run off of what is already in the game.

The skill system we had in mind would be an open system where any skill can be trained at any time, but it would also encourage specialization. As the total of your skill levels go up, it will be harder to train skills in general. Thus, a jack of all trades would have a harder time to max out a skill as compared to a specialist, although both roles would be possible. We'll post more information as it develops, right now the system's primarily conceptual. Rest assured, there's plenty of content planned (I've got an entire notebook full of things for the planned skill system >_>)for when such a thing is capable of being added without being too inconvenient.

As usual, feedback's always welcome, I'll try and reply as soon as I am able.

who are u?
The game designer that Hunter is working with to develop the mods for the server. He handles the coding, I make the mechanics and balance.

plz balance protoss then, thanks
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Post  Roflbeeb 2011-03-11, 1:56 pm

Habit wrote:

plz balance protoss then, thanks

./zergrush
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Levels Mod Empty Re: Levels Mod

Post  ivanelk 2011-03-11, 8:03 pm

Roflbeeb wrote:
Habit wrote:

plz balance protoss then, thanks

./zergrush
lul what are you a bronze league?
/play
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