From: SlvWolf <sl...@fi...> - 2003-06-10 17:41:01
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On Tue, Jun 10, 2003 at 01:57:49PM -0000, Medeve wrote: > Thanks for the feed back. Here's my take on the things you mentioned: > > More attributes: > Too many its too cluttered. To few and every character looks alike. I'm thinking maybe just two or three more. Or I can flesh out an idea I had ealier to devide up the stats into different sub-stats. I believe if we go above 10, we might get way too cluttered but it is important not to make it too simple. I believe that we are too cluttered when we can't explain anymore why stat x can't be in stat y. Good is to take few skills and check how well those go with them. I think we are a bit off track when we only have 1 or none stats that skills would require. Like difference between Memory-Presence-Intelligence Lets say skill ' Fauna Lore ' It is mostly from memoryzing information, with little intelligence, and as character can be 'forgetting type' but still be highly intelligent with using the knowledge he knows it balances the skill quite well. So if we have lets say Wizard who want to be all powerful, he naturally puts lots of points to Intelligence and Presence, but this would boost his Fauna Lore hugely too eventhough those two are quite different from each other. Self Discipline-Presence, difference is between that Self Discipline is over body and Presence is over mind. So Wizards can be really resistant againts fear (SD/Presence) and such, but when it comes to pain in the body (SD/Presence) or huge stamina required tasks (Constitution/SD) they will fail quickly. One of the biggest things about the variety is too to encourage players to create groups ( the more the merrier ^.~ ) thus filling the gaps of weaknesses some characters have. Gaining levels are also quite 'time taking' so when you finally get a level, there should be atleast a small 'hmmmmmm' moment where you think where to put the points, instead of the places being really obvious. > > Level based system: > It IS a level based system. The player always sees whole numbers. They just get the effect of what is between. :) Seriously though, I've always had a problem when suddenly your character is better for no real reason. The way I see it is that a character with little experience in a stat will see the difference the increase makes by looking at what the bigger players can and the higher level character will look at the lower level characters and go, wow, did I really used to be like that? I think (I'm not positive, I didn't get to run the numbers last night) that the equations I have give enough of a pay off that when the player's screen says that they have increased a rank in a skill or attribute they will notice a difference in it compared to what the old number was like. > Wasn't totally sure of that, my bad ;) But still I think there must be some sort of reward from the level, something to notice. Getting level and putting some of those hard earned points to some Healing or First Aid skill would make you notice some difference, feel you have really gained something today. Getting some new skill is a big reward from a level, giving something new to explore while going for the next level. Still ofcourse no skill should increase too much, or those might be balanced otherwise. Higher skill taking more mana, but creating bigger effect and such. > > > ------------------------------------------------------- > This SF.net email is sponsored by: Etnus, makers of TotalView, The best > thread debugger on the planet. Designed with thread debugging features > you've never dreamed of, try TotalView 6 free at www.etnus.com. > _______________________________________________ > Arianne-general mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-general -- ------------------ Santtu Jarvi [SlvWolf] sl...@fi... ------------------ |