quote:
anyone have any ideas about limiting twinking?
and
quote:
Twinking is the act of giving a new character lots of high level gear and/or useing a high level character to quickly level a new character.
I'm just going to assume that a game which sees twinking as a problem is almost completely focused on leveling (hack'n'slash) and attaining items (loot).
GIVING A NEW CHARACTER HIGH LEVEL GEAR
I've seen quite a few suggestions to solve this (not just in this thread), but there really is only one good one:
item deterioration
It won't solve the problem of players giving characters powerful gear, but there will be a lower quantity of available gear, so the overall amount of twinking will be much lower. Also, if an item will only be around for so long, would you give it to your new character, or keep it for your existing character?
You didn't want level restrictions on weapons ("you have to be level X before you can use this weapon"), with which I somewhat agree, but that idea works especially well when combined with item deterioration.
A skilled fighter will know exactly what to do with a weapon. He'll know how to wield it, how to clean it, how to keep it in good shape. An unskilled fighter will abuse the weapon, causing it to deteriorate much quicker.
USING HIGH LEVEL CHARACTER TO QUICKLY LEVEL A NEW CHARACTER
I honestly still don't see what the problem with this is. If your game is pretty much hack'n'slash, kill baddies for ep and level up, isn't this 'level-twinking' something that comes with the territory?
As a developer, you might fear that players will not play the game as long, but that's really the only problem I can see.
DEBASER wrote:
quote:
One of the things that encourages griefers, or game-crappers as I prfer to call them, is the ease of building a character. If there isn't an investment in the character why should they feel they have anything to lose by ruining someone elses experience. By forcing a player to really work at advancing his character you will get rid of alot of the idiot behaviors.
This works both ways though. If there is an investment in the character, griefers will have more to ruin. If both I and a griefer have to work for 10 hours to build our characters, will he simply not bother, because it takes him too long? Or will he take the 10 hours and then start to ruin my gaming experience? How long should the investment be to deter griefers?
Are griefers griefers because they don't have anything to lose, or because others do have something to lose?
[edited by - Silvermyst on December 3, 2002 5:35:58 PM]