Also, just for the sake of argument, you can accidently skill up! If someone comes and bashes you, BAM! That's a level in armor!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
! Watch me troll you and throw stones at you ingame to mess up your MC! *evil smile*
Haha. Thanks for claryifing your point <3
And no, your original assumption is right. But I think the advantage of the "MC pool" outweighs this disadvantage. Also your point is only really valid shortly after character creation when you start off with a low MC. If you skill character A, B and C you will rack up 5 Million MC with all of those characters eventually and you will need to spend X amount of time ingame individually to lower that MC again. The difference is that with a global MC you spend that "X" amount of time with ANY character you want at the time and are not forced to do so first with A, then B, then C.
Of course if you do lower your MC then, you have to be a bit more strategically about it, thinking with which character you really want to spend it now and how much of it. That's true...
No matter high or low mc, it still makes it so you have to spend that time on that exact character to get the level value out of it.
A global MC system would allow you to RP 9 hours on character X, and then skill 1 hour on antisocial character Y, and get the same value as you now get if you RP/wander around aimlessly 9 hours on character Y then skill 1 hour on character Y. The first option would help promote RP as well as promote the possibility of characters that aren't "campfire friendly".
I believe that's the main point of this proposal? Which, I very much like the idea of. You still get the exact skill in return for time investment as you'd normally get, but no longer is there a conflict in choice of which character to play.
That's exactly how I meant it
Edit: On a less technical note, I think this would also be great for outlaw characters. If I want to seriously PG my bandit outlaw, he's going to be racking up some crazy MC. If I don't want to either get his face smashed in or forced to put him in a chatty RP scenario that just doesn't fit him at all, reducing that MC is going to be really difficult. Under this proposal, my natural reaction would be to create a RP intensive townie to act as his MC drain. The result? Our world gets two more interesting characters.
I can not highlight this line enough!
@Ufhedin: When I read your post I had to double check that you haven't accidentally posted it into the wrong thread.
![Razz :P](./images/smilies/icon_razz.gif)
I think you misunderstood the intention behind this proposal, but also your point is way off topic for this. If you want to discuss "Roleplay over Levelling" I'd warmly suggest creating a separate thread for that?
@Estralis: So I understand this correctly:
- We can't store the MC information somewhere on an account
- We also can't access information of a character that is not currently online
That's shocking.
Can we run this past Vil and Nitram how much effort it would be to implement this or a potential work around with the same result to see if we have any options at all that are feasible? I'm wondering: If we were to implement such a functionality, are there any other features that could be built as a result of this? If we have more reason, than just the global mc system, to build something like this, then maybe it would make it worth the effort?
Edit: And just as another example as to how it currently stifles roleplay in the game, other than forcing future villains and anti-social characters to lonely walk the map for hours: I had a player approach me a while ago with a great idea for two cute characters, more of 'comic relief' kind. Pure roleplaying characters. I really want to play them too, but my response to it was: 'I can't, I currently have two characters that I'm trying to skill and I need spend the time ingame with them so I can lower their MC'. I'm not too ashamed to admit this. My time is limited and if I want to play a fighter character, I need to think very hard how I want to spend that time.