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- Just an idea - Character Attributes
Mon Jan 31 10:05:10 EST 2011
Character Attributes.
Let's not be unrealistic though, like dungeons and dragons and such games are.
this might be another way for players to personalize their characters
after a certain amount of quests, or (maybe even attacks, raids etc they go up)
have a base of 0 which = + 0 stats
going up to 10 or something.
But just like real life, some people are stronger, or smarter, or have more situation specific experience,
make it realistic... don't have huge variables, because humans have huge physical limitations in reality. Also, if the impact is not that big, it won't greatly affect the game as a whole.
Just an idea that flashed into my head just now lol... or ??
not bothered either way... everyone's opinion is valid to me
Let's not be unrealistic though, like dungeons and dragons and such games are.
this might be another way for players to personalize their characters
after a certain amount of quests, or (maybe even attacks, raids etc they go up)
have a base of 0 which = + 0 stats
going up to 10 or something.
But just like real life, some people are stronger, or smarter, or have more situation specific experience,
make it realistic... don't have huge variables, because humans have huge physical limitations in reality. Also, if the impact is not that big, it won't greatly affect the game as a whole.
Just an idea that flashed into my head just now lol... or ??
not bothered either way... everyone's opinion is valid to me
Mon Jan 31 10:08:33 EST 2011
Also, this could be the easy link into providing differences between the 5 different Races of characters. minor differences (say +2 to minimum +2 to max) of one or two attributes.
One of these attributes could be stealing from other characters even, without necessarily attacking them. In this way a certain skill could overcome some of the vast divide between the bottom and the top of frp ladder.
This could also be a way to implement the stealing from banks idea, possibly.
Mind you, if this idea is a good one... it would mean shiploads of work for CK probably
One of these attributes could be stealing from other characters even, without necessarily attacking them. In this way a certain skill could overcome some of the vast divide between the bottom and the top of frp ladder.
This could also be a way to implement the stealing from banks idea, possibly.
Mind you, if this idea is a good one... it would mean shiploads of work for CK probably
Edited 3 time(s). Last edited by Mephistopheles @ Mon Jan 31 10:13:25 EST 2011
Mon Jan 31 10:37:59 EST 2011
I love adding statistics and new attributes to the game
The problem is making them actually do something useful. In your example, you intend to boost the attributes from completed quests... Is there anything in specific that you think those attributes could do?
Off the top of my head, we could have a trade attribute, or something that can be increased, which in turn lowers the fees you pay on Vendor NPCs when you buy and sell? Actually, this attribute did exist in round 3
Other than that, I'm out of ideas
I know some games have a sort of "reputation" attribute, which is unique to each area you visit. If it was unique to each individual place, you could make friends or enemies by completing various quests, and if the NPCs in that place like you, they sell you stuff. If they hate you, they will say .
And obviously some mix of the two for NPCs that aren't friends, but aren't enemies.
EDIT:
Just think, if a player invested their time getting friendly with your NPCs, they wouldn't want to move onto other maps and lose their advantage
The problem is making them actually do something useful. In your example, you intend to boost the attributes from completed quests... Is there anything in specific that you think those attributes could do?
Off the top of my head, we could have a trade attribute, or something that can be increased, which in turn lowers the fees you pay on Vendor NPCs when you buy and sell? Actually, this attribute did exist in round 3
Other than that, I'm out of ideas
I know some games have a sort of "reputation" attribute, which is unique to each area you visit. If it was unique to each individual place, you could make friends or enemies by completing various quests, and if the NPCs in that place like you, they sell you stuff. If they hate you, they will say .
And obviously some mix of the two for NPCs that aren't friends, but aren't enemies.
EDIT:
Just think, if a player invested their time getting friendly with your NPCs, they wouldn't want to move onto other maps and lose their advantage
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Mon Jan 31 10:38:50 EST 2011
Mon Jan 31 20:38:47 EST 2011
An example of the way my thought process was headed, something like the following:-
Strength examples ( 1 = +5 attack and +5 Hp)
Dexterity (1 = +5 accuracy and +5 agility)
Fort*tude (1 = + 10 Hp)
Thrift (1 = + 10 cr per hour and +5 turns per hour)
Thievery (1 = +5 ability to steal from others, +5 protection from thievery)
Strength examples ( 1 = +5 attack and +5 Hp)
Dexterity (1 = +5 accuracy and +5 agility)
Fort*tude (1 = + 10 Hp)
Thrift (1 = + 10 cr per hour and +5 turns per hour)
Thievery (1 = +5 ability to steal from others, +5 protection from thievery)
Tue Feb 1 5:22:08 EST 2011
I notice that a few other games have these pseudo/high-level attributes too. I have always been confused about it, because if they're just composed of raw attributes, why not just influence them directly?
Is there something I'm missing? There must be. It seems to be a common thing in other RPGsI think it's because I'm so OCD
Might be cool to have a thievery attribute though. I mean, it makes sense that certain items (like Invisibility Cloak, or Sneakers of Stealth) would make you a better thief.
Is there something I'm missing? There must be. It seems to be a common thing in other RPGsI think it's because I'm so OCD
Might be cool to have a thievery attribute though. I mean, it makes sense that certain items (like Invisibility Cloak, or Sneakers of Stealth) would make you a better thief.
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Tue Feb 1 5:24:53 EST 2011
Tue Feb 1 8:08:09 EST 2011
Quote
after a certain amount of quests, or (maybe even attacks, raids etc they go up)
have a base of 0 which = + 0 stats
going up to 10 or something.
have a base of 0 which = + 0 stats
going up to 10 or something.
i got an idea from this
there could be different cla**es of these attributes
for example: attack, defense, raid etc
and you gain 1 attribute point to the selected cla** every time you complete certain amount of these things
like when you complete 100raids, you get 1 raid-attribute-point
you could spent that on the following:
+ x% hit chance on raids
+ x% attack power / health / armor / agility / attack speed / ??? on raids
+ x% chance to dodge / block on raids
etc
and the same with attacks/quests/defends/anything
for quests it could be something like:
x% attack power while slaying quest monsters (those monsters which are required to be slain to complete the quest)
x% chance to get better reward
x% more time to complete the quest
etc
there would also be a maximum amount of points you could a**ign to certain attribute, so you cant have 100% chance to dodge during defends etc. it would be limited to max +10% or so, and getting it even that high would take lots of attribute points on that certain attribute.
( the amount of points used could go up as the % would still stay the same.
for example, you'd gain +10damage for each time you upgraded that attribute. for first time, it would cost 1att-point. for second time, 2att-points etc. )
Edited 2 time(s). Last edited by KittenInMyCerealz @ Tue Feb 1 8:09:42 EST 2011