05 Nov, 2012, triskaledia wrote in the 1st comment:
Votes: 0
I was wondering about pro's and con's of a remort system. Obviously a players level is reverted to 1 (or whatever), and they go about their lives again as a new race and/or class. Most places I've heard about, and seen, offer different hybrid races/classes higher stats, availability to keep a couple skills/spells from their previous lives, and journey through it all again. Obviously it's nice to have better stats and have something more to do once you've maxed your level, but is it worth creating a remort system for?
I was wanting to just do something simple with this, as I like to keep it simple. Level back to one, maybe maxhp/maxmana/maxmove divided by 100, new race, new class, a bonus to hitroll/damroll and keep their lives going. Thoughts, opinions, other ways people have done remorts?
05 Nov, 2012, Ssolvarain wrote in the 2nd comment:
Votes: 0
I've always liked remorts. Some MUDs are kind of easy to get to the top level, and a remort system is a good way to keep the player invested. Branching races and classes are a bonus, too.
05 Nov, 2012, KaVir wrote in the 3rd comment:
Votes: 0
It looked good on paper!

KaVir said:
Feature 1: Remorting

Description: Various 'remort' classes are available. To join a remort class you must first reach the top level in a regular class, at which point you can restart at level 1 in a stronger remort class.

The theory: Existing game content gets reused, giving the players more things to do after reaching maximum level, and the new remort classes provide additional variety.

In practice: Players are forced to more or less restart from scratch if they wish to progress beyond a certain point. If they don't do this, they'll be at a disadvantage in the long-term.

Proposed solution: Provide variety through subclass specialisation (i.e., you branch out at a certain level instead of returning to level 1). If you want players to reuse the content, then make the classes sufficiently unique and interesting that players will want to create a different character of each class.
05 Nov, 2012, Rarva.Riendf wrote in the 4th comment:
Votes: 0
The remort system we have: you are forced to remort and have 3 'mortal' classes, then and only once you finished the remort system you hero in one of this class and get hero skills.
Then heroes have a diferent skill set even if they are of the same hero class.
But remort as an incentive to keep playing ? Kavir summary nails it.
05 Nov, 2012, triskaledia wrote in the 5th comment:
Votes: 0
I think I like KaVir's concept of Remort, but like said, it is more of a subclassing to allow more game play.
I always get excited when KaVir comments on my posts. :biggrin:
06 Nov, 2012, plamzi wrote in the 6th comment:
Votes: 0
To KaVir's bullet points, I'd like to add:

* Can be a major turn-off for new players when they see people who appear to be 'years ahead' in character development.

* Depending on how it's implemented, it can blur character distinctions to a point where it actually shortens the average player career (because you feel you only need to play one character, until you bore yourself).