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<blockquote data-quote="TheSword" data-source="post: 8195928" data-attributes="member: 6879661"><p>Just to correct you, milestone levelling doesn’t necessarily have that level of linear nature to it.</p><p></p><p>An example of milestone levelling can be you gain a level each time you find one of these three artifacts and each time you complete one of these 7 areas. These can be done in any order - though it makes sense to do some first.</p><p></p><p>You can also have milestone levelling that you co up a level after having completed 3 optional locations. With the option of doing this x number of times. The only difference between that and your crystals is that you are awarding the XP in parts.</p><p></p><p>What you are describing is simple sandbox gaming. Most sandboxes are set up in the way you describe with clues and hooks to point the way rather than your clock face doors. The same could apply to sandbox gaming.</p><p></p><p>In my experience all players want the same thing... As difficult as they can while still being successful. Pushed but not killed. With occasional easy or average encounters to show off their skills - because nobody wants Continuous, unrelenting super difficult fights.</p><p></p><p>I mean ask them. See what they say. “Challenging but not too difficult challenging” is the answer they’ll give. (Or</p><p>Possibly a mix they’ll say)</p></blockquote><p></p>
[QUOTE="TheSword, post: 8195928, member: 6879661"] Just to correct you, milestone levelling doesn’t necessarily have that level of linear nature to it. An example of milestone levelling can be you gain a level each time you find one of these three artifacts and each time you complete one of these 7 areas. These can be done in any order - though it makes sense to do some first. You can also have milestone levelling that you co up a level after having completed 3 optional locations. With the option of doing this x number of times. The only difference between that and your crystals is that you are awarding the XP in parts. What you are describing is simple sandbox gaming. Most sandboxes are set up in the way you describe with clues and hooks to point the way rather than your clock face doors. The same could apply to sandbox gaming. In my experience all players want the same thing... As difficult as they can while still being successful. Pushed but not killed. With occasional easy or average encounters to show off their skills - because nobody wants Continuous, unrelenting super difficult fights. I mean ask them. See what they say. “Challenging but not too difficult challenging” is the answer they’ll give. (Or Possibly a mix they’ll say) [/QUOTE]
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