Gaining experience in Ancardia... a very vast world
issueid=42 03-27-2008 04:40 PM
Junior Member
Number of reported issues by hrothgar: 4
Gaining experience in Ancardia... a very vast world
Adom is completed within a year... What of Ancardia?

I have noticed that no one ever spotted the subject of gaining experience in a much larger world, a world that will take much longer to be explored than that of Adoms. In Adom you get to level 50 near to the end of the game, but in the case of Jade, it will be necessary to spend much more time to even call a game "complete"... what is going to happen to the character exp level?: at this point we can only say that it has to take much longer to gain experience... it has to be harder. But something else could be done: either removing or expanding the level cap, let?s say from 50 to any other number (100 perhaps?). This way we are going to have characters immersed in every stage of his particular evolution for a longer period of time, wich should lead to spend long periods of time with it, having games this way last even longer than those of Adom. (Maybe we could get characters with very stable lives in some cases, if it is wanted. TB himself suggested the possibility of having shopkeeper Pcs... so the idea fits here perfectly)
Coping with this idea, those dungeons and places far away ("x" distance) will be perhaps inaccesible for some time (because of the dificulty level), making players more familiar with every surrounding circunstance.
Issue Details
Issue Number 42
Issue Type Feature
Project ADOM II (formerly known as JADE)
Category Unknown
Status Suggested
Priority 3
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 2
Votes against this feature 1
Assigned Users (none)
Tags (none)




03-27-2008 05:42 PM
Ancient Member
http://www.adom.de/jade/12249802.php3

'Nuff said.

Who's 'Nuff, BTW?

EDIT: On that page reads:
In contrast to ADOM their will be no (real) experience level limit.

03-27-2008 07:58 PM
Senior Member
Quote Originally Posted by Laukku
http://www.adom.de/jade/12249802.php3

'Nuff said.

Who's 'Nuff, BTW?
http://www.urbandictionary.com/define.php?term=nuff


Experience lvl only serves as a guide to the player, the POWAH is gained through skill and attributes training.

03-28-2008 03:36 AM
Senior Member
I'm pretty sure the experience/level system is going to be "open ended" like many other things will be in JADE.

03-28-2008 06:57 AM
Member
Why not go the Disgaea way and put the level cap at 9999? :)

Another option would be that each dungeon has a certain minimum level, but it can be increased.
Example: A dungeon is generated with level 10, meaning that it's suitable for level 10 PC. If a level 5 PC comes in, it will still be a level 10 dungeon.
But if you don't come in until you're level 20, the dungeon will have level 20. If you go in at level 60, the dungeon will have level 60. Of course, once you wander in, the level is locked, so no easy levelling by repeatedly entering the starting dungeon.

This is basically an extension of the small cave system from ADOM.

Another question that pertains to this is how high can you get your attributes. I'd like to see an system without any hard-coded limits, personally, but if your attributes become truly monstrous, it should be somehow reflected in the game. If your strength and toughness grows too much, you should look like a muscular giant regardless on how big you were before. With enough epic toughness and willpower, you laugh in the face of old age and become an immortal of sheer stubborness.

I guess what I'm saying is this: More spread. Have monsters that are easy to kill for Level 1 PC. Have monsters that are challenging for level 200 PC.

And if you get high enough, you explore everything, and there's nothing more to do, build your own tomb, enter a deep sleep, and wake up hundreds of years later when world has completely changed to start exploring it all over again.

Be epic! Be JADEd! :)

04-02-2008 04:50 PM
Senior Member
http://www.adom.de/jade/12249802.php3

^ hey, that was 10 years ago. The design might have changed somewhat since then...

04-03-2008 01:48 AM
Senior Member
If arbitrary precision arithmetic is used for the experience, then you don't need a maximum level at all.

04-04-2008 10:59 PM
Ars Ars is offline
Ancient Member
The early game phase where you're just an adventurer and not a mighty hero should be longer in JADE than in ADOM - when there's a really vast world to explore, there's so many smaller things to do that giving the PC too much power early on will just make most of the quests in the game laughably easy, or make the world a tad ridiculous with the starting area being plagued by goblins, the next one with ogres and then the next kingdom would have demon armies attacking them, which doesn't seem realistic. Also the player shouldn't be able to become a combat monster capable of single-handedly pillaging most villages in the world before seeing at least a notable portion of said villages - otherwise world size is wasted.

In ADOM there was a steady advancement in quest difficulty all the time, which makes sense when you look at the setting. When there's a big world to explore I don't think its full capacity can be used with that model. There should be a long period of time of doing things a mercenary would normally do her whole life. There also should be a bigger scope of things, where PC indeed could lay waste to towns (at least with help of a private army), but at that point there would be little gain from that, unless your god likes killing innocents or something. And the process of getting a heroic status should be long and hard, and maybe ridiculous power could only be obtained by arcane and divine means - a warrior can hone his skills endlessly and still not be able to beat a dozen of well-trained fighters, but if he's gotten divine power and resistance, he can do it. But a guy with divine powers of course loses to a guy with divine powers and superior weaponskills (Though then again it's a roguelike, not real life).

Another option would be that each dungeon has a certain minimum level, but it can be increased.
Example: A dungeon is generated with level 10, meaning that it's suitable for level 10 PC. If a level 5 PC comes in, it will still be a level 10 dungeon.
But if you don't come in until you're level 20, the dungeon will have level 20. If you go in at level 60, the dungeon will have level 60. Of course, once you wander in, the level is locked, so no easy levelling by repeatedly entering the starting dungeon.
Sorry but I think that's a terrible idea... Kinda takes away from freedom and character development - power adjusting monsters are always shitty, except for rare occasions like SMC.

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