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sleep

Posted: Wed Jun 06, 2007 2:04 pm
by Tanistian_Kanea
this is something for the casual gamer that doesn't get on much. i was thinking that, on log out, you can start gaining the ability to learn longer next time you log in on one of your characters. it's something like this.
after 24 hours you can start gaining this extra experience for login.
it will build slowly and will not be much.
during the next 24 hours (after the first 24) it gains at a rate of 1/2 experience ig game on one rest. every 24 hours. (by this i mean normally when you log in after you have been away awhile you have been fully rested. however you can only get so many swirly things. before you get the need to rest message. lets say this is 3. so after 48 hours of being away you would now be able to get 4.5 swirlies compared to 3. however not all your characters get it. once you use it on one, it is used before the normal stuff, it is gone on the rest. i am thinking a maximum rest of 5 days worth or 7.5 in this case. once you hit this point you can't gain any more. this would allow people who only get on a couple times a week to come closer to learning the same as the powergamers we have who skill cap a couple times a day everyday because they have no life. you said try and think bigger so i tried this. big enough?

Posted: Wed Jun 06, 2007 2:23 pm
by Lance Thunnigan
I like the idea of sleep. But in a sense that your health and mana are replenished. Food bar decreases some.

Posted: Wed Jun 06, 2007 2:30 pm
by Pellandria
Well and the people who actually rp much more, would they get also a bonus on it, because they aren't working aswell hu?

Posted: Wed Jun 06, 2007 2:34 pm
by abcfantasy
This almost puts those who don't powergame as the problem.

It's not them who need a change, it's the powergamers. And I don't think they could be changed successfully.

And something like this would push someone to train the moment they log in, instead of possibly roleplay.

Posted: Wed Jun 06, 2007 9:11 pm
by Korm Kormsen
i think, if powergaming is that big a problem, it could be solved easyly.
implement a maximum of swirlies to be gained per RL week. without taking in account the online hours.

(although this brings up another problem. newer players never could catch up with "older" players)

Posted: Wed Jun 06, 2007 9:29 pm
by Gro'bul
This is very much a WoW copy thing, but I gotta say its one of the best thing they invented. This idea is a very good one I think. Also it could be you gain this while your logged in at 0 mc points as well. Most of the times I roleplay its like that.

Posted: Wed Jun 06, 2007 11:24 pm
by Tanistian_Kanea
abcfantasy wrote:This almost puts those who don't powergame as the problem.

It's not them who need a change, it's the powergamers. And I don't think they could be changed successfully.

And something like this would push someone to train the moment they log in, instead of possibly roleplay.
the gained experience would not go away when you logged in or out. it would be there till you use it. it's not that the non power gamers are the problem. i am a casual gamer and i find myself alot of the time at a disadvantage to those heavy gamers. the can gain skill faster then i can, get orders in faster. they can learn to fight faster. so my characters are always left in the dust. and for power gaming, well we already have it so you can only work so long, not sure what else we can do there.

@grobs that is actually where i got the idea. it made it friendlier for the casual gamer. not pressing on being logged in every day. and mc points? not sure what you mean.

and for the roleplayers that roleplay instead of doing work, perhaps something that allows the clock to run as long as you only do a certain number of actions or less per hour. this number would be enough for the average role player to roleplay while still doing some necessities. this way you could have a fire, play some music, and still get same advantages.

@korm, you have a good point and idea. however your downside to your own point is even better then the first. if we only had a maximum number per week, then we would few to no new players because they would not be able to catch up. by not getting new players it would very well kill the game. not help it.

@lance not sure on the food going down and health go up. it would make sence because when you are sick alot of the healing is done while you sleep.

edit: fixed typo. thanks for finding that alex.

Posted: Thu Jun 07, 2007 9:57 am
by AlexRose
Tanistian_Kanea wrote:@lance not sure on the food going up and health go down.
He said the opposite.