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Goblin-King wrote:1. NO! You should not be able to just grind gold in a game like this. Though I very much appreciate that people would like to play a fun level once more.
Could it be possible to make it so that once you've completed the entire storyline you'd be free to replay quests? Even primary quests.
How exactly does a hero level up? Is it strictly monster killing? Or completing quests? Does equipment count as overall level? Is it possible to avoid leveling up?
I'm asking because if the dungeons scale with the heroes' level, which motivation does the heroes have to level up?
If the hero and monster level scale 1:1 you will never feel like you became stronger because the monsters are equally stronger.




I like this idea. This is some kind of infinite game, where you can keep your equipment and try another tactics in solved dungeons. Ofcourse monsters must be stronger this time.Goblin-King wrote:1. NO! You should not be able to just grind gold in a game like this. Though I very much appreciate that people would like to play a fun level once more.
Could it be possible to make it so that once you've completed the entire storyline you'd be free to replay quests? Even primary quests.
- In my opinion it's the common feature of all board beased games. They're pretty random. Only way you can feel you bacame stronger is to have more available dices on movement and action, but even then there is no garantee that you will succeed. For example many times in Arcane quest my Warrior has been beaten by an Ogre with 5 attack die vs 3. Simply in attack i had 5 shields, and no one in defence. Look on BG, icewind dale or NwN, there is the same random part in them. So I think in this kind of games You must not feel yourself stronger then enemy, but be equal and in no case the worse. Also, maybe you should think about some chance modifiers to get better result on attack and defence. I have no the advanced hero quest (2009), but as I have read, in this edition d20 dice and critical hit/miss chances are used.Goblin-King wrote:If the hero and monster level scale 1:1 you will never feel like you became stronger because the monsters are equally stronger.
- It could happen a situation when player has a "wrong" party and can't complete quest because the monsters are so strong or just "lucky". So to imrove his chances he needs the better equipment. Side quest is the good way to earn more money, but they should be limited. For example if in one province there are 3 separated parts of main quest with 7+ dungeons in each part. During one part player can complete the fixed number of side-quests, and they will turn unavailable until the part of stolryline is complete.nante wrote:1. Not even re-play side quests?
- It's fair enough to gain XP only at the end of dungeon. And what about heroes who died in? Will they have a penalty to xp, or will not have xp at all? In ad&d based NwN all characters, even who did not participate in quest gain levels simultaneously, exept if they have a racial bonuses/penalties or different level tresholds.nante wrote:You should level up by getting XP, which can be obtained by:
- Killing creatures - AT THE END OF THE DUNGEON, ONLY IF COMPLETED SUCCESSFULLY, Do you agree? - Or you think I should keep my XP even if I die?
- Completing the dungeons will give a bonus XP for everyone (otherwise some characters, like the Cleric, would not level up accordingly because they're primary helper characters)
- Completing the entire quest will give another bonus
I will find a few popular RPGs and copy they're scheme, it doesn't make sense to invent something new.
- If I understand correctly, in second part you have a global map, and in some (final) point there is the root of world's evil. So we could imagine that as more far from the root area is, as less skilled and disciplined monsters are. They are worse equiped, less coordinated to each other. So we could encounter a different types of one kind of monster. in the beginning there are goblins in rags with clubs, but further they have maces or rust swords, then some armor, and even shield. Equipment itself gives them bonus dices to atack and defence. And monsters became stronger. In all dungeons with soldiers there must be a commander more skilled and equiped.nante wrote:The problems of the monsters leveling up is a common problem is RPGs. Old style RPGs didn't have such feature. New ones have it, but usually it's limited to the area (some areas there are monsters Level 10+, other areas Level 20+, so that you just can't go there. But these are free roaming games, mine is not).




DmitryM wrote:Thanks!
upd. Some notes about gameplay. Is it so necessary to show rolling dices each time?
upd2. I have a question about search. How does it work?






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