I am just throwing this idea out there, a perks system. Now you may go: "Not a very original idea..." but read on. HOW IT WILL WORK -Players have a choice to select ONE perk, they can also pick NO perks but ONE perk is the maximum. -This ONE perk not only buffs up the player but also provides a nerf of equal magnitute. -Perks will be constantly balanced, if one perk gives too much advantage its benefits will be nerfed or its disadvantages will be buffed. -Perks only require level, the higher your level, the goofier the perks you have access to. Examples: Survivor Perk (Level 20) - +5% Prop HP, -6% damage (why +5 and -6, because the longer you survive, the more money you make) Swashbuckler Perk (Level 50) - -50% Gun Damage, -50% water hazard (melee becomes a thing) Bling Boat (Level 100) - Props cost double, Props take double damage, Props have the gold material, All money gained by you during the round is doubled. (double the risk, double the reward) Die For Me (Level 120) - Every teammate that dies has his props destroyed but all alive team member's props regain all of their HP (You will try to protect your builder and die for him if need be) PROS -Gives players a reason to level up, adds to progression. -Encourages new and interesting playstyles. CONS -A large amount of perks may lead players to exploit the system, for farming or griefing. -Coding this is easier said than done. To reduce the impact of potential exploitation we can: -Make it an event, this way you won't face goofiness every round. -Depending on your level you are given a choice of 3 random perks on the perks round. Keep in mind this is just an idea, I welcome all critisism as long as you don't resort to causing flame wars.
Not too much of a fan. I don't really like perk mechanics in most games so I'm probably biased. I like the idea of more progression to encourage players to play more, but I think there's better ways we can do it.
Yeah I'm not such a big fan for perks in flood, that would just start to over complicate it a little wouldn't you say? Flood is meant to be simple, easy to learn and easy to play.
Totally agree with @Bagels , pretty sure there are way more ways to encourage people to play the mode - for example the "terraria's modifier system", but still - it wouldn't help new players to not get obliterated by old ones.
I get that you are trying to promote the levels system, trying to get people to focus more on trying to level up. But I've also thought about perks and I'm not completely sure if it is a good idea. Though, I would still like to promote the levelling system somehow.
The entire point of the leveling is to show how much time you've put into the gams and show general experience/skill. Like you're good at doing damage or achievement hunting or just playing a lot. The higger level the more experience you have in flood to show off in a server.
Possibly, having guns restricted until you are at that certain level? Since the original weapons have already been cast out to people who have played the game, this won't work for these weapons. However, from the new weapons that are coming out, if you consider this, with respect to the weapon's quality, it might spice the level system up a lil. ¯\_(ツ)_/¯
Donkie doesnt want levels to do anything besides really show of experience, even with the new weapon base (which is far af away) he won't want level to change wheather or not you can get a weapon.
I think it sounds good. as a level 100 it doesn't really do anything for me. its just for show, and this will put a meaning to it.
I guess they will remain as bragging rights, for the time being. Good idea though, I like it! I was thinking that it would be awesome if you could get upgrades through levels.
Since this is related to levels, I think we should integrate the current XP system used by Battle Royale. Gain XP by playing a round Gain slightly more XP by winning a round (winning via team should be altered slightly) Gain XP by unlocking achievements Gain XP by destroying a prop? (Original health divided by 16?--some crazy balanced formula) Gain XP based on roundstats (subcurrent, money gained, etc.) Gain XP by ____????? I guess adding some perks/slight in-game advantages would be a good idea but I believe they gotta be early-game though (dunno), but for the most part I feel like it should be purely based on cosmetics or some other non p2w/game-breaking factor.
You should not add anything that enhances XP, well, the maximum I can offer is, for example, 15 achievements, access to bonuses at the beginning of each round, for example +1 to health regeneration every 3 seconds, increased running speed, well, or there is always an additional clip on the weapon
I don't think money gained should be considered. Just keep it to the damage done in the round, otherwise, you can lose XP.
This is basically how it already works on flood. We changed to an exp system a while ago it's just we don't tell you when you level up and shit
I say no,no for the following reasons. You typed that some of them will be for example level 60+. who is level 10 wouldnt be able to use them and will make the game unfair. for flood its too complicated. flood is great as it is right now but you are right that we need to add things to it. but not perks.
I think that this would be a great addition to the game! -Adds variety -Adds more reasoning to lvling up -Kind of takes the repetitive aspect away for awhile. (Of course after some time it will get repetitive again though.)
Last Time i checked this it didnt look this good. This sounds pretty good with the Buffs and Disbuffs
Finally someone actually read my thread before making assumptions, god must be smiling down upon me today.