Landfish, The system we''re going for will not feature decreasing skills. This becomes a hassle over time, and too many games have poor implimentation of this, so we''re choosing to leave it out for now. However, in a future game we might include it.. most likely in the realistic games. But for a false reality fantasy world.. we won''t force people to go through climbing walls
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they''ll just beat their heads on the wall, instead!
It''s all what we''ve based the world around now.. the leveling system. My friend and i also have a skill-based system in the works, but that''s for next time
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Right now, we''ve got a great story and better ideas and we want to lay out one project afore we start another.. hehe
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I plan on trying all of the types of systems if at all possible.. lol
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I didn''t misunderstand the attrition part, it''s just not going to apply here at this time. After thinking a lot on this, I see what you mean, and the follow-up post helped to clarify even more. it''s deffinately a good idea on the subject.. and does induce a leveling-like state without the levels. It''s a very cool thought, let me know if and when you get a working example, I think it''d be nice to see. I also agree with the mastery part.. when you get above a certain level, you never really fall below that level. it''s the point where it becomes instinct almost. And i''d really like to see it in action when you''re done
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I also agree on the whole monster aspect. If there''s monsters, they have families. If they''re in a group then they''re social and they''ve got friends. They''re gonna care if you slice their friend in two
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And killing hordes for nothing is also uncool with me. Mindless killing is what parents THINK games are about.. and i''d like to make it so that games are NOT about that. hehe
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at least not my game.
Also, i''m conferring with my girlfriend on a reply to your email.. just to let you know i didn''t forget about ya
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As for the annony.. yeah, i agree that games sometimes don''t pick a side. However, it can be beneficial to ride the fence for a time. In the end, however.. a choice has to be made to some respects. Most just make the choice to go on being like doom.. mindless killing for nothing much. I think you''ve got some nice thoughts on the subjets, although they seem a bit devoid of psycological aspects in some respects.. while purely psycological analysis in others.. lol
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I do believe that a happy middle ground can be reached in MMORPGs to have a social element and a war gamer element. It''s all a matter of using those war gamers to make your design plans come into action. I''ve incorporated the fact that some people will be solely on the warpath.. and let them. But they''ll find out quickly that my game is much more realistic and as the course of events unfolds (we''ve got plans covering two years worth of real time) they will play right into my plot
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hehe. damn, i''m smooth..
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could this be the begining of designers actually anticipating the wargamer aspect in a MMORPG!? hehe!
J