Zombra

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  • in reply to: About the Kickstarter campaign #727

    Zombra
    Participant

    I wasn’t crazy about the in-game items either, but I can live with one sword. After the foolishness of the Underworld Ascendant KS, this is nothin’ 🙂

    in reply to: 7DS: Adjective / Race / Class #717

    Zombra
    Participant

    Sounds like you’ve thought it through and we’ll have a lot of options for interesting party composition. Thanks again!

    in reply to: 7DS: Adjective / Race / Class #714

    Zombra
    Participant

    That’s great news; thanks Design1!

    I’m often somewhat of a contrarian when I design characters … looking forward to seeing what I can do with a Tough Wizard or a Roguish Knight! 😀

    Or how about a Priestly Rogue? Hmmm …

    • This reply was modified 9 years, 1 month ago by  Zombra.
    in reply to: Combat without EXP – controversial discussion #703

    Zombra
    Participant

    I am definitely not married to the old way that incentivizes xp grinding in every game, but for a title like Seven Dragon Saga I think it’s appropriate.

    I do think it would be nice to see diminishing returns against a particular repeated encounter. The first time you clean out a goblin cave, full XP. The second time, full XP. The third time, half XP. The fourth time, no XP. You could still do it to collect copper coins, but you couldn’t raise your party to level 50 just by running around in circles in the starter area fighting random goblins.

    Perhaps it could be keyed off of levels like in an MMO – once you’re a certain level, weaker enemies provide reduced XP or none at all.

    Another way to discourage low level grinding might be to exponentially increase XP rewards with encounter levels. A level 1 goblin might provide 5xp, a level 2 skeleton 500xp, and a level 3 orc chief 50000xp. So players could still choose to grind low levels for xp if they really really wanted to, but it would be more profitable to challenge themselves with the strongest targets available. In fact this is my favorite idea as players still have the “freedom” to earn rewards how they wish, but sends a powerful incentive to move on from boring no-risk fights.

    • This reply was modified 9 years, 1 month ago by  Zombra.
    • This reply was modified 9 years, 1 month ago by  Zombra.
    • This reply was modified 9 years, 1 month ago by  Zombra.
Viewing 4 posts - 16 through 19 (of 19 total)