You guys know the drill by now. I consolidate all of my ideas and the ideas of others into a megathread for the sake of convenience. This time, we’re going to take a look at incentives to keep people playing NOTD and to encourage them to play as best they can, instead of tanking rating to make NOTD easier and so on. Player Rating These incentives are designed to make players more interested in playing NOTD for an extended period of time and to play NOTD well, not to punish new players for being new or bad players for being bad. As a matter of fact, there are rewards for being new or bad. The game is much easier and you have WAY more room to fuck around with extra lives. These rewards and incentives are aimed to make the veteran player's single life count more so that it is comparable to the non-veteran's several. Run For Your Life: Trading extra lives for extra movespeed [Implemented] Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler This one is pretty simple, and will encourage (and assist) kiting. Simply put, the player receives a 1% movespeed bonus for every extra life they do not have due to a high rating. This bonus logically will cap at 9% bonus movespeed, as there are only 9 lives to lose via rating, as extra lives gained through Endurance do not count. The More You Sweat, The Less You Bleed: Bonus stats from rating Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler 1900 Rating Players gain 1 additional point in stats that they have at least 5 points in. 2000 Rating Players gain 1 additional point in stats that they have at least 7 points in (stacks with the 1900 bonus). The rating bonus would allow players to have more than 9 points in stats (for a total of 11 possible points if they maintain a 2000 rating). The bonus points would function just like the normal points do, in that they won’t give any more or less of a bonus than a regular point would. The bonus stats from rating would be applied at the beginning of the game, meaning that if your rating dips below 1900 or 2000 due to hits taken or mission delay in the middle of the game, you will still retain your bonuses. Zombies will not be able to hit you so hard they knock the stat points off of you. Class Points The Veteran’s Scars: A revised Class Point system [40% Implemented] Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler There have been a lot of complaints about the CP system being way too much of a bonus and being way too accessible. The 5 CP bonus only helps noticeably on 4 or so classes, and the 10 CP bonus is stupidly powerful on everything, throwing pacing off by a huge amount and disrupting balance rather noticeably. 10 CP can be obtained extremely quickly by newbies, locking them into a certain class for hundreds of games to preserve their precious double talent. This breeds a habit of selfishness and stubbornness, which is kinda bad! So here’s what I propose: CLASS POINT GAIN Recruit/Easy - Grants 1 CP upon victory. 25% chance for other CP to decay. Normal - Grants 1 CP upon victory. 20% chance for other CP to decay. Hardened/Veteran - Grants 1 CP upon victory. 15% chance for other CP to decay. Nightmare - Grants 2 CP upon victory. Grants 3 CP upon Speed victory. CP does not decay. Survival - Does not grant CP unless on Nightmare, which grants 1 CP upon victory. CP does not decay. What does this do? Makes it harder to grind CP, but increases CP gain for those who play hardball. More incentive for the player to try harder, and it also puts CP further out of reach for new players, making it more of a veteran thing. By the time that newbies learn about CP, they’re more than likely going to be at least 5k, and have tried out a multitude of classes instead of sticking with whatever they’ve been playing since the beginning to protect their precious 10 CP. The more obsessive ones will start grinding for the 50 CP bonus, but it’s going to be a much more gradual transition instead of something that you can get in an afternoon. CLASS POINT BONUSES 10 CP - Start at level 2 20 CP - +1 Shield Armor, +10 Maximum Shields 30 CP - 1 Trait point 40 CP - +1 sight range, +1 detection range 50 CP - 1 additional Trait point, for a total of 2 TRAITS You know how we have Medals/Talents/Stats tabs? This will add a new one called "Class". It will track how many CP you have in that current class and allow you to access the Traits. When you reach 20 CP, you'll get a point to spend in one of the bonuses, but not before you take a point out. When you reach 40 CP, you gain another point, and can choose to double up on the trait you picked before or put it into the other available traits. You only get two points to spend total, but you can put these points in whatever you wish. Putting two points into the same trait will make it an improved trait (I.E., two points in Toughness would make it Improved Toughness, two points in Cunning would be Improved Cunning, so on and so forth). Taking points out will incur the reverse of the bonus (so if you take points out of Toughness, you drop 5% maximum hitpoints). Toughness - +5% maximum hitpoints/-5% maximum hitpoints Stamina - +20% hitpoint regeneration/-20% hitpoint regeneration Fortitude - +1 Armor/-1 Armor Hardiness - +1 Shield Armor/-1 Shield Armor Ingenuity - +5% maximum Energy/-5% maximum energy Cunning - +10% energy regeneration/-10% energy regeneration Swiftness - +5% Movespeed/-5% Movespeed Alacrity - +5% attack speed/-5% attack speed Precision - +5% Critical Strike chance/+5% Miss chance Organized in bonus/penalty STARTING AT LEVEL 2 One of the major problems of the current CP system is that the player starts with a double talent. Straight up starts with an additional talent point to drop wherever he wants, and continues to level as if he was a Level 1 character. This is a problem. To pull an example from another, much older game; Dungeons and Dragons has a system to work around player races that are much more powerful than your common human. This is called Level Adjustment. The idea is that the character must gain additional experience before advancing in class level to balance out the fact that they may have immunities to disables or bonus stat points. A race that has +1 level adjustment means that they must actually gain enough experience to advance to level 3 before advancing to level 2. Now, what does this have to do with NOTD? Well, NOTD requires that you gain more experience to proceed to later levels than it does to proceed to earlier ones. This is to prevent snowballing from getting completely out of control and having a DPS class max out both trees and then ascend to Godhood. If the player starts at Level 2 instead of Level 1 with the maximum CP bonus, then they retain their early game bonus, but are subject to the experience gain level adjustment, meaning that everyone else has a chance to “catch up”, making the snowball effect much less drastic. Also, for the sake of fairness, this immediate level up has the appropriate chance to proc the Double Talent bonus of Intelligence.