Having a Party Level

Zechnophobe

Veteran
Veteran
Joined
Jul 17, 2013
Messages
93
Reaction score
2
First Language
English
Primarily Uses
Hola, so one of the mechanics in my Magocracy project, is that of 'prestige level'. The prestige level of the guild is how popular and powerful your guild is, and is sort of a level system outside of any particular character. all actions taken by your guild can give you prestige points  (Or lose them possibly).

Anyhow, my current idea is for it to help the player ease into the game, by unlocking some of the bigger features of the game over the course of the first few levels. For example, adding new rooms to your guild, or the ability to craft items, will only come after a few Prestige Levels. Also, the main quest progresses as you advance in Prestige.

Another thing they do, and this might be controversial, is that they increase the size of your party. You start off being able to make 2 person parties, and end up with (This is the plan) 4 person parties after getting about a third of the way through the game, and not increasing any more.

Thoughts?
 

NoahJMina

RPG survivalist
Veteran
Joined
Aug 2, 2013
Messages
151
Reaction score
14
First Language
English
Primarily Uses
i like however do you think this is too much for the player to worry about?
 

Zechnophobe

Veteran
Veteran
Joined
Jul 17, 2013
Messages
93
Reaction score
2
First Language
English
Primarily Uses
i like however do you think this is too much for the player to worry about?
Good question. I am *hoping* that the slow roll out of effects will help ease the player into it. Also, the story strongly reflects that you are 'building the reputation of the guild', so I think that while it might be a bit thick, that this is where I would want that thickness.
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
i like however do you think this is too much for the player to worry about?
Not at all. Rule of thumb for game developers: About 95% of players aren't dumb.

In fact his/her prestige system isn't even complex anyways.
 
Last edited by a moderator:

Skyhawk

Villager
Member
Joined
May 13, 2013
Messages
5
Reaction score
1
First Language
English
Primarily Uses
Very nice. If implemented correctly it could be very effective at giving players universal rewards from leveling up, rather than individual rewards for specific actors.

Few words of warning though.

*Prestige levels should make the player feel accomplished. I am not saying make the curve ludicrously steep, but make the methods where you gain prestige feel like you are going above and beyond. Thus the 'Prestige'.

*Make sure Prestige is interesting throughout it's level span. If I can gain 10 prestige levels, I would like to see 1 bonus every level. Doesn't need to be massive, it could be simply unlocking a new weapon to buy in the store or something small like that. Just don't make levels 'trash'. Normal levels always give stats, there is not a single 'trash' level in a normal leveling up system.
 

Espon

Lazy Creator
Veteran
Joined
Mar 20, 2012
Messages
1,810
Reaction score
192
First Language
Gibberish
Primarily Uses
RMMV
Many games offer additional party features over the course of the game, either by reaching a certain point in the game or allowing the player to invest in upgrades (such as a town or guildhall).
 

Zechnophobe

Veteran
Veteran
Joined
Jul 17, 2013
Messages
93
Reaction score
2
First Language
English
Primarily Uses
Very nice. If implemented correctly it could be very effective at giving players universal rewards from leveling up, rather than individual rewards for specific actors.

Few words of warning though.

*Prestige levels should make the player feel accomplished. I am not saying make the curve ludicrously steep, but make the methods where you gain prestige feel like you are going above and beyond. Thus the 'Prestige'.

*Make sure Prestige is interesting throughout it's level span. If I can gain 10 prestige levels, I would like to see 1 bonus every level. Doesn't need to be massive, it could be simply unlocking a new weapon to buy in the store or something small like that. Just don't make levels 'trash'. Normal levels always give stats, there is not a single 'trash' level in a normal leveling up system.
Completely agree here, I am currently planning 30 Prestige Levels, and each one has something important it does. From increasing party size, to allowing you to construct more rooms in the guild, to unlocking new levels of quest, or traveling merchants. I want each rank to have an impact so it's always something to look forward too.
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,309
Reaction score
531
First Language
indonesian
Good concept.

But What's the point of losing prestige? Can it level down the guild?

Will you lose your reward too?

Ex: party do mission. Gain prestige. Level up guild. Can build new room. Build the new room. Then do another mission. Failed miserable. Level down guild. Does the room vanished? (Not make sense)

Some suggestion. Add the prestige reduction in another point (penalty point or sorta like that). And when gaining new prestige. It will check and reduce it by penalty point 'first'. So it's slower to level if you constantly have penalty point.

The logic is. When a guild failed miserable. The guild need to do extra work to recover it's reputation. Before gaining new reputation.

You could also make some mission specialize to reduce the penalty point (massive reduction to penalty point but gain no prestige) like cleaning the nearby neighbourhood... Or if penalty point reach certain number(exceeding the total prestige / 2. or sorta like that) = game over (if you want some extreme rule :p ) since your guild basically doomed because people don't trust your guild anymore...

Or actor which when set to party on a mission, passively reduce 50pts of penalty point at end of mission (people who's smooth talker. And able to supress bad rumour about your guild).

Or actor who's strong but by bringing him to a mission make you gain +50 penalty point (think of natsu in fairy tail which like to destroy things :p ).

You could attach 'type' to each guild member so when assigning the party the player knows. Ex: 'missionary' (-50pts penalty point), 'wrecker'(+50pts penalty point, -10% bonus gold reward - to pay the damage lol), 'merchant'(+10% bonus gold reward). Etc.

So if you bring a wrecker. You need to bring merchant and missionary to nullify the minus effect. Or sorta like that :D .

There might be something else that can be done. As long as you have imagination :D .
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,574
Latest member
nikisknight
Top