Excess Heat should be counted as "Experience" - which is bound to players, not to equipment.
This "Experience" should be an indicator of how much a player has played and can be a requirement to unlock specific costume upgrades.
Excess Heat should be counted as "Experience" - which is bound to players, not to equipment.
This "Experience" should be an indicator of how much a player has played and can be a requirement to unlock specific costume upgrades.
I read Ztype's comment first and had to read the OP like 6 times to figurout what he/she meant. So basically from what I understand the Op suggested something that has been suggested countless times.
When your gear is complete all pieces your have equipped are at Lvl 10, complete heat. Instead of your heat running off in to thin air at the end of a Level, It would heat your self increasing your own "Personal Lvl". {Personal Lvl should not have a impact on any stats and would be available on full inspect.} Its something that's only purpose is for bragging rights, For example "Chris and Magnus" Would compete to see who could git the higher Lvl and see who truly is the better.
This will only show who gets more free time to grind easy levels than actual skills. Pointless.
We have the 'total hours played' indicator for that.
NOW I CAN SEE WHICH OF MY FRIENDS HAVE ELEVATOR PASSES!
Yeah...no..not a great idea.
~Sev
Or perhaps a better use? Have your heat split between leveling party members gear so your wasted heat can be split and given to them instead? problem though would be that you=1 then let's say 2 people are leveling there gear 50/50 per player get's you excess heat but if it's 3 players then it would be 33/33/33 which would mean 1% of your heat is wasted.
ekoJ a saw siht SP
I like Flamaxe's idea much better. It would, however, prevent people from "selling" their heat. Not sure if that's a bad thing or a good thing. lol.
~Sev
Woot... personal level... back to Skyrim and RPG "physics" board again... *looking for graph I made awhile ago*
Now.... basic way to explain this is that the playability of a MMORPG is directly related to some factors and inversely related to at least 2 other factors at all given times...
Direct relationship (more of this=more fun):
Content (preferably new)
Progression
Friendliness of players
Protection Agencies (aka guilds)
Intuitive Controls (are they easy to learn?)
Inverse relationship (more of this=less fun):
Focus on "level" (aka how much focus on freetime and real life resources spent to play)
In-game economy focus (were I not able to gradually build my coin stash without market, or the in-game economy to control close to all functions, I'd be gone)
-1. The current system trains players enough. Also in vana you get loads of heat.