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New player, comments, feelings, etc...

Unstructured ideas, requests and suggestions for the development of the game.
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Covenant
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Re: New player, comments, feelings, etc...

Post by Covenant »

I think the level cap is 400. As far as I can tell, XP is being stored as a 32-bit signed Integer. This places the max amount of XP the game supports at 2,147,483,647. From there, you can just do the math to figure out the max level achievable within the XP cap.
Sarumar
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Re: New player, comments, feelings, etc...

Post by Sarumar »

Pyrizzle wrote:For the sake of simplicity and trying to keep everything in their proper spot:
#1) Maximun level
-I don't see the logic in limiting a players growth. If a player wished to grind and grind to reach an epic level, it's only their fault if they take the challenge out of the game later on. There is always an option to start over and try a different build style.

#2) Special Habilities
-This suggestion is just more and more grinding and i don't see how it is different from allowing players to over-level (well maybe besides the idea that this could potentially have a limit to it). IMHO it sounds like a lot of programing and would overpower high level players even more than before. ((Also how would these "habilities" difer from the skills players would have already learned? Are they just small stat boots?))

#3) Low level NPCs give no XP
-Interesting suggestion, but it has one major flaw... Lets say a player levels from 1-15 in the Crossglen area (Pretty normal, yes) but then after that ventures out and never crosses the Flagstone Prison until the player is already at the point where that location gives them no XP.... At this time the player would have no incentive to go in there besides the fact that they never entered before.

#4) Armor / weapon sets
- A common idea that has been suggested often on the forums. -----> http://andorstrail.com/viewtopic.php?f= ... ets#p37440
+1

BTW im really seriously against any idea about level capping...
Covenant wrote:I think the level cap is 400. As far as I can tell, XP is being stored as a 32-bit signed Integer. This places the max amount of XP the game supports at 2,147,483,647. From there, you can just do the math to figure out the max level achievable within the XP cap.
IMO that is partially true. Some years ago i ask what is the max level in AT. I got the answer "game is currently limited to xxx exp, but it can be easily fixed". So IMO there is no limits :twisted:
Sarumar
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Covenant
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Re: New player, comments, feelings, etc...

Post by Covenant »

Sarumar wrote: "game is currently limited to xxx exp, but it can be easily fixed"
LOL. Let's ask Oskar to make it a double precision floating point.
Durf
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Re: New player, comments, feelings, etc...

Post by Durf »

Axor wrote:
4th.- Armor / weapon Sets. This always works well. High end items that can come from quests wich involve many factors. In the line of the actual game you could create sets based on the different factions existing, Feygard, Shadow, etc.. let me use as an example the blackwater / Prim area where you already have something like it. Every quest i finish with blackwater or prim would give you faction points with this people, some quest even be repeatable ( like bring me 5 whyvern claws and get this money + faction ) then you build up your faction and get benefits. Lets say when you reach 50k points you are able to use beds there and the price of things reduces, then when you reach 150k you get access to new quests that would end up with Blackwater mountain armor set ( wich will be the best for that lvl range except the rare drop legendary items ) those quest will involve rare items drops, moving arround the world and killing boss mobs. Again let me use an example: "To Forge the blackwater epic sword we will need 1 rare heart of an alvino monkey from the far east, this item and this other one wich are sold in somewhere of the world, this special metal dropped only in the caves of blabla, and finally the claw of XuraTran ( hard mob at the end of a dungeon ) when you have all together come back to me and i will forge the sword." This will be same for a few items wich on their own are great stuff for the level, and if you get all the set, helmet, gloves, armor, boots and weapon it gives you an extra benefit, i remember in WoW it use to be like having 2 items gives this, having 3 gives that and that and having all gives this this and this. having the whole set could give what you call an actor efect.
I do like this take on the weapon/armor set concept. I am not sure where the thread on that currently stands, but the concept of making side-quests out of the pieces, perhaps some crafting (!?!), and them providing incremental bonuses at 2, 3, etc. pieces is cool. I also really like the idea of faction points, as I think it provides for more options in the development of your character's persona, as well as realism in terms of world connections and alliances (e.g. allows for the intermediary option of not choosing sides in the Blackwater quests, yet still gaining some benefits from each side -- perhaps not the armor set or access to the best potions, but a bed/some potions, other items sold in Blackwater, etc.).
Turd: has passed...
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