[quote=@NarcissisticPotato] 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.[b] 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".[/b] 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. [b]This is an obvious progression but it doesn't just apply to killing monsters. It can work with anything[/b] - 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, [b]you could be high level and never touched a sword in your life under that system.[/b] 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! [/quote] I couldn’t have stated it more eloquently then you have here— are you sure you aren’t [i]campaigning[/i] for that AGM spot? Anyway, I’ve bolded some key points I’d like to really “drive home” as the expression goes. The idea here was to create a [i]dynamic[/i] yet efficient and easy to understand system. Ideally I could’ve went the route of Overlord over Familia Myth and .hack//SIGN with gamers being effectively transported to an actual fantasy world, but I wanted to do something a bit different since that was another individuals suggestion for their own prospects. I didn’t want to create a sort of rival game with more similarities than I needed to have.