Talk:Suggestions/24th-Mar-2007

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XP Level Up

Timestamp: •▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:53, 12 March 2007 (UTC)
Type: XP Level Up
Scope: Survivors and Zombies (Mainly veterans)
Description: Now, the highest level is Lv44. And it'll stay like that and that person will have a bunch of XP that will never again be spent. What I suggest is for every 1000XP, the level increases by 1. For every level gained, the XP used to gain a level will be lost.

Discussion

Any ideas on improvement? Perhaps what your thoughts on this suggestion are? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:53, 12 March 2007 (UTC)

I was wondering, what's the point of this? I guess you could have something like a highscore table for the highest levels in the game, but that still serves no purpose. Just something to show off. --Storyteller 14:11, 12 March 2007 (UTC)

Why bother? Level doesn't do anything for you, in and of itself. If it's just for bragging rights, those are already around in raw XP form. --Mold 14:23, 12 March 2007 (UTC)

The nice thing about skills is that gaining them is optional, and hence gaining levels is optional. If this was implemented, high level survivors would become unable to save XP in case a new use for XP, or new skills, are added to the game. It's a nice idea, but it would work better if it was optional. Just my two cents. --Saluton 15:27, 12 March 2007 (UTC)

Well then maybe add it as an option, not automatic - put a button at the bottom of the skills tree, something like "level up - 1,000xp". This could add titles and ranks as well after lvl 44. --Ducis DuxSlothTalk 01:33, 13 March 2007 (UTC)
Dux. You just stole my answer. I was gonna say "How bout I add it as an option on the skills tree that says 'Level Up' and costs 1000XP?" Anyone agree with Dux's idea? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:26, 14 March 2007 (UTC)
Even so, is there really a point to doing this? If this was to be implemented... got an idea for a max level? --Storyteller 00:30, 14 March 2007 (UTC)
I was thinking Lv100, like all those other RPGs and MMORPGs. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 00:33, 14 March 2007 (UTC)
I love the idea of purchasing titles with XP!
Why not confer some actual benefit at notable levels by using this, such as 50, 75, and 100, like increased search rates or being able to modify how much damage you want to do up to 10 extra damage?--Nimble Zombie 23:23, 15 March 2007 (UTC)
I like the idea of increased search rate for high lvl characters, but I think the benefits should start much higher than lvl 50 (I've seen a lot of characters who could easily make it that high). Perhaps if benefits started at lvl 75. So lvl 75 = +1, lvl 100 = +2, etc.-- Kai Tan Sying
10 damage... you aren't serious, right? The level really has no purpose in the game, even at the moment. But what you're suggesting is rather outrageous. --Storyteller 23:27, 15 March 2007 (UTC)
The extra 10 damage was a joke, but the general idea was serious. --Nimble Zombie 00:41, 16 March 2007 (UTC)

Well how about titles, like I said further up. Every 5 or 10 lvls from 50 onwards, you receive a title. I dunno what, something that stays in the genre. Every other MMORPG has this, why not UD? --Ducis DuxSlothTalk 00:52, 16 March 2007 (UTC)

Something like 'champion' and 'destroyer' and stuff like that that you see before someone's name? I guess you could do that. Except it still doesn't serve any purpose except for boasting. --Storyteller 01:09, 16 March 2007 (UTC)
Dude, that's the point - "I've killed more zambahs than you!" --Ducis DuxSlothTalk 01:36, 16 March 2007 (UTC)
Agreed. Giving those high-levels "cool new stuff" could potentially break the game. But if the "cool new stuff" is just flavor or bragging rights?--Pesatyel 06:16, 16 March 2007 (UTC)
When you say "cool new stuff", exactly what are you talking about? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:19, 16 March 2007 (UTC)
Look at what NimbleZombie is saying above - increased damage, and some others have also suggested increased health. I think these two basic things would in some ways unbalance aspects of the game - you would have several 'elite' survivor and zombie groups running around wreaking havoc.
Well, I was agreeing with what the people above me were saying. Giving a character bonuses to damage or to hit or other "game affecting" advantages may seem like a good idea but they could unbalance the game (unless they are super expensive XP wise, then what would really be the point of using them?). But with flavor wise "cool new stuff" like the ability to rename a weapon so that instead of seeing "Bob killed a zombie" (with a pistol) everyone would see "Bob used a 44 Magnum to kill a zombie" (and word filters shouldn't be too difficult to keep from seeing "Bob used his penis to kill a zombie"). Or prestige titles. Maybe for, I dunno, 200 XP you can buy the title Zombie Slayer, for example (thus on the map people would see "Bob, Zombie Slayer" or "Bob the Zombie Slayer". Or the old title ideas that never made it in. 200 XP to add "Major" or "Doctor" to your character's name ("Doctor Bob" or "Major Bob"). What is visible on the map screen would necessarily be limited (such as only having 1 "name" association). But, similar to my Character Achievements suggestion, there could be an area of the character's page for stuff you bought. Maybe 100 XP allows you to buy badges or something. Yes, people would have to LOOK at your character's page, but this would give greater reason to do that. Basically they would be minor little advantages you could use to "personalize" your character without breaking anything or unbalancing anything.--Pesatyel 20:10, 17 March 2007 (UTC)

Nah, just make it in the end flavour, like titles and stuff, or the ability to rename one of your weapons. --Ducis DuxSlothTalk 00:14, 17 March 2007 (UTC)

Increase attack power and health? That's an N-O for my suggestion, knowing if I add that, this'll be spammed off the page in seconds! Let's just stick to the level stuff, okay? The end flavor bit sounds good though... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:41, 18 March 2007 (UTC)

Why is the 1,000 XP expended? it should stay there just like normal, and if you spend to much your level goes down. (of course your level would go up almost 10 times as fast...) Plus, I like the idea of gaining ranks/titles for level up... you could go up one for every 5 levels from 50 up, and... well, it's your idea, even though its very similar to an idea I had. On a similar note, what if we gave survivors a special only 50XP skill that prevents you from bying brain rot. --AlexanderRM 01:19, 19 March 2007 (UTC)

Apparently there already is a pop-up that tell you that brain-rot ids not reversible when you go o buy it. That should be enough warning. --Ducis DuxSlothTalk 10:38, 19 March 2007 (UTC)
Apparently I'm not doing anything about Brain Rot, but am doing something by adding more levels (until Lv100 that is) just to sorta match it up with other MMORPGs and RPGs. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 12:13, 19 March 2007 (UTC)

Axe, may I propose a slightly altered version of this?--Vista 17:43, 20 March 2007 (UTC)

Go ahead. But if it's something about changing the XP needed, then forget it. I put it on 1000XP for a reason, and that reason is if I put it on 100XP for 1 level, then newbies survivors will easily reach LV10 without buying any other skills first, then they can proceed to buy Headshot without buying other skills first. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:53, 20 March 2007 (UTC)
You could just make it so that this requires for you to be at least... I don't know, lvl 40? to buy. --Storyteller 02:06, 21 March 2007 (UTC)
Axe, the first ten Levels are gained per skill at 100XP or less per pop. Newbies can already gain the headshot skill for as much or even less XP. the minumum costs of headshot per class right now:
  • Civilian and zombie headshot cost= 10 levels x 100 XP = 1000XP
  • Scientist headshot cost= 4 levels x 75 XP + 6levels x 100 = 900XP
  • Military headshot cost= 8 levels x 75 XP + 2levels x100 = 800XP
Why would anybody in there right mind pay 1000XP (10x level up skill at 100XP per pop) to gain nothing but headshot, when they can pay the same and get not only headshot but a huge array of useful skills? not to mention that if they buy total useless level up skills they won't have any XP to talk about because they've got no usefull method to gain XP? The problem you're concerened about doesn't exist.--Vista 11:00, 21 March 2007 (UTC)
To Storyteller: Not everyone will reach Lv40 in UD. Ever heard of the RAF? The highest level they'll be at is Lv19 or 20 since the RAF forbids anyone in their group to buy zombie skills.
To Vista: I didn't think about that....Alright then...what is your slightly altered version of this? --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:57, 21 March 2007 (UTC)
To introduce it as a 100XP skill on either side that does nothing but raise your level. You can buy it unlimited times.
The pay off is that you get more sense of progress out of levelling from 74 to 75 then you get from going from 3655XP to 3686XP and that you can see on the stats page how you and other players are ranking comparatively. Both help holding established players in the game even though the levelling adds no extra powers. Pure psychologie, but it works. --Vista 14:49, 21 March 2007 (UTC)
Al I need is a good name for the skill, Like Fame, Rank or Respect for the survivors and something like imposing presence, aura of fear for the zombies.--Vista 14:49, 21 March 2007 (UTC)
Survivors: Reverence? Can't think of anything for Zeds. Death Coil (doesn't really make sense)? Notoriety? Th only problem is, when a max level is ever reached, what happens to the exp? Wouldn't it just get the same problem as we have now? Following other RPGs, can no longer be earned after reaching the highest level. But if we follow that, the maxed-out people will be unable to buy any new implementations. I guess there could be a place that can turn your extra levels into exp, but that would be rather weired. --Storyteller 22:05, 21 March 2007 (UTC)
most RPGs and MMORPG limit their levelling for balancing because each level gives you inherent bonusses, Like more HP, better to hit percentages etc. I don't think there is a cap on leveling in UD nesessary because all bonusses come from specific skills not specific levels. there might be a limit through data storage, but then you go into specifics that we're not supposed to take into account here. the name isn't that important because if Kevan implements a mechanic suggested here he usually tinkers with the flavor and changes the names--Vista 22:44, 21 March 2007 (UTC)
O.o Me likey Vista revised idea.... --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:49, 23 March 2007 (UTC)