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That is not what I was asking at all.
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I didn't ask about leader boards and things. Obviously there wouldn't be leader boards or something such as that as there is no menus.
I asked -using the example you used- how is saying things like 'killing 100 monsters' fair to people who don't go around doing that? People who go around killing monsters and doing extraordinary feats get rewarded by becoming 'stronger', In your own words
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so people who go out and do certain things, would become stronger and gain more 'power'
That, my friend, is rewarding achievement hunters, is it not?
But eh, I don't care at this point, so whateves. The tone of this Int Check is pretty much gone exactly how I expected it too. Sorry fam, but I'ma be pulling out again.
I wish everyone fun with this, but I'll not be participating.
I apologise for pressuring you into giving this a go, Rune; I don't think you wanted to play in it from the start and I should have realised. I'll address the points anyways for anyone else interested.
The example you used is, if you pardon me, an example. I'll give some background for it then explain why it is simply an example. So, in the last few years there's been really big demands for sandbox MMORPGs and they've been somewhat answered by indie titles like Crowfall and Camelot Unchained. I'll explain Crowfall because I'm familiar with it. It works that you choose a skill (like sword wielding for example) and the game will passively increase that skill but you can also increase skill from doing things (like using a shield or crafting a sword for example). This is a somewhat more realistic approach. It isn't an achievement in that "if you slay 100 monsters you level up" and more that "if you slay 100 monsters, you're better at slaying monsters and using the weapon you used to slay them". This is realistic in that in real life, you don't just get a skill point and learn something new. Learning a martial art or an instrument requires repetition and that's reflected in the game. The more you use your sword, aka the more monsters you kill, the more proficient you get.
This is an obvious progression but it doesn't just apply to killing monsters. It can work with anything - blacksmithing, alchemy, stealing. All these can be learned by simply doing them. Forging a piece of equipment, making a potion, robbing a shop. Like the indie MMORPGs, Levelling is no longer about quests and the like. Levelling is simply a marker for the extent to which you have practised something. I don't believe we will measure how many monsters someone kills or indeed, be awfully pedantic about levels of things.
Also your point about rewarding achievement hunters is a bit of a non-point. In nearly every system I've ever seen, the people who do go out and level up and gain more power get rewarded. As opposed to the people who do nothing getting rewarded. I think you meant professions here but as I said, you could be high level and never touched a sword in your life under that system. But in the same regard, it's only fair that someone who has realistically spent a lot of time learning how to use a sword becomes better at the sword and more powerful. This isn't rewarding achievement hunters, it's rewarding people who play.
Anyways, sorry for wasting your time Rune - this response was sort of just to answer your questions for others!