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Author Topic: Stats  (Read 12834 times)
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Artimidor Federkiel
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« Reply #15 on: 27 July 2001, 11:24:00 »

Seems like a very interesting idea to me, Kanga. Of course such skill distributions done by a certain guild leader shouldn't happen every second day but only very seldom to make this feature more interesting for the gamers. People then could be encouraged to achieve something together in order to receive some sort of guild benefit. How the leader would handle such distributions is up to the guild - who gets the benefits, when and why. Guild members could vote on how to handle it, or the leader could distribute the benefits just to his liking etc. If guild members are leaving the guild they mayhaps would lose the bonus again - this will force the players to think a bit more instead of concentrating on hacking and slaying...

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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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« Reply #16 on: 30 July 2001, 07:15:00 »

Here is how this could work in our land.
stat ranges from 0 to 100.

Lets say we have 50% leadership skill for the leader and 20% loyalty for the follower.
Every time a player increases a skill or gains experience the leader would recieve a bit of it.

A formula could be.
leadergain=exp*(leadership+loyalty)/2

I would guess that the longer a leader is a leader the higher his leadership should climb.  Same with the loyalty.  Each time the leader looses a follower his leadership should drop slighty, and the follower's loyalty should drop significantly.

Anyway just my thoughts if you guys were wanting to do that.  How would having many of these leader/follower relationships effect the world itself.

I do feel it will add some devotion and stability to certain players, as well as give encouragement for existing players to take newbies under their wings and show them the ropes.

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SmurfStormcrow
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« Reply #17 on: 31 July 2001, 09:54:00 »

Nice idea. After every major happenning, a leader's ability will either rise a lot or fall a lot. In everyday circumstances, it will rise slowly. But if the followers are other players, we can't exactly control what they can/cannot think, right?

Also, in some games, you are not given any extra advantage for thinking of unique attacs. Each one is blocked by chance. Or if you are blocking an attack in a certain INTELLIGENT way, it still is judged by chance. This doesn't make any sense! I sure hope that the methiod of doing things counts for something in this game. Otherwise, it seems very simple. At least have a couple of different methods.

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Nate of Sorren
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« Reply #18 on: 02 August 2001, 06:13:00 »

have you played oni?  If not check out a demo of it.  I would like to use that type of a handling for hand to hand combat, but there isn't a chance I can get i to work right yet.  It's beyond my skills right now.

We will most likely do numbers playing instead of you think for combat at the start.  I wouldn't have said that a month ago.  But we don't have a huge choice.  I'm hoping we can minimize the combat portion of the game as well.  I know there will be combat, but I don't want to focus as much on it as on game play.

Although this is the right time for us to figure out a combat system to use in the first version.

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Nate of Sorren
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« Reply #19 on: 02 August 2001, 06:19:00 »

I have been thinking about stats and the minimum we can go with to make this effective.  I will be building it so we can add more skills and stats at any time to not limit us.

I think we can suffice with:
Strength - How hard someone hits
Defense - How well they defend
Speed - How fast they move
Vitality - How many hitpoints

I think those stats are sufficient to create characters originally.  Also take note these do not include magic and does not include various skills.

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tell me when it is done
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« Reply #20 on: 21 August 2001, 11:53:00 »

food you by food and went to move and evey thing your food gose down.what way you don't have to go eat every day!make a day and night so when you run out of food you have 2 days till you hp gose down!

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Kanga
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« Reply #21 on: 04 September 2001, 09:00:00 »

well ive been thinking of a system that would allow almost endless "leveling" but still not overpower a character. well what i thought was that we needed some way to keep players for a long time, instead of em to say "now there is nothing more for my char to achive" so i worked on this a bit... this would only go for the stats i think and wouldnt work good for skills etc.

well basically, everyone start with 1 in their stat to show that they actually have sumthing in their stat heh, as they get better at swinging the axe while cutting down forest or lifting beer at the local tavern, their strength (or constitution depending on whether they drink those beers or not) increases now we can make it more or less endless by saying following :

stat----------effect
001 is equal to 00
002 is equal to 01
004 is equal to 02
008 is equal to 03
016 is equal to 04
032 is equal to 05
~

now if it takes for instance an hour just to get a strenght stat to go up with 1, it would take a app 2 weeks to get a modifier/effect of 5, now that wouldnt be so bad in my eyes... if you play real long for 2 weeks then you could get around a modifier/effect of 6. in the short run there would alot of increases, in the long run it would take 6+ months (with 2-3 hours play aday) just to get strenght modifier of 20, you can of course "train up" other stats & skills at the same time.

please dont misunderstand me, i want the roleplay factor as much as you do, my area of expertice is just this ;)  

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Kanga
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« Reply #22 on: 04 September 2001, 09:04:00 »

soz about all those typos, it went a bit fast ;)  well anyway throw in your oppinion please, and we can look it through and wooohoo im a Barbarian Warrior! ;)  next stop Santharian Sage ;)  

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SmurfStormcrow
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« Reply #23 on: 12 September 2001, 16:42:00 »

WEll, if we're talking about level-ups, here's a few ideas. They might not be any good, but at least review them.

I'd have people have to get all around increased stats and a bunch of experience, then be able to get a level. They'd also have to get better skill in some area. Or areas.

Also, I think that gaining levels would not automatically increase your stuff, but allow you to get higher. (Limits to how much HP, strength, etc at each level.)

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Kanga
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« Reply #24 on: 13 September 2001, 06:49:00 »

we talked about leveling in another thread i think, i cant exactly remember but i had the basic idea that leveling was out of the question more or less, i would see a couple of advantages with a experience system but it could be settled in alot of different ways with their respective advantages. i agree on that a certain stat is required for getting more in a skill thats for sure.

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nate
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« Reply #25 on: 04 October 2001, 22:08:00 »

I'm not set against leveling.  Leveling based on pure experience is not good I know that for certain.

I'm just thinking that maybe we can make the stats run behind the scenes instead of the primary concern of the player.

Getting the player so involved in the quests, plot, running their clan, looking for good equipment from different dungeons with friends would be nice.  If we can make the stats a side effect instead of the goal I can't help but think we will have a better "role" playing game.

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SmurfStormcrow
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« Reply #26 on: 05 October 2001, 16:34:00 »

Yes. A game should definately not be based on how high your stats are. They should just help you play better. But adding all that sort of stuff in sure seems complicated. Most games just focus on either being successful in social areas or becoming the most powerful.

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quegon
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« Reply #27 on: 18 December 2001, 21:00:00 »

kanga I will help you with the stats if you post a list of them I will set attributes from trained stats. also stamina goes down as you move not endurance that is for how much punshment your body can take eg you get hit whilst you have a high endurance and you take only bruises home.

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Indecision kills so decide a Quick death or a slow one

 

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Theodorus Holzman
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« Reply #28 on: 19 December 2001, 14:00:00 »

Just giving a (stupid, hope not?!) idea: What about having to complete a quest before making a level? (Dunno if this has been said before, didn't read the post thoroughly).

"Destiny, chance, fate, fortune-they're all just ways of claiming your successes without claiming your failures."

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Capher
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« Reply #29 on: 20 December 2001, 11:24:00 »

Anyone play a game called Myst? I was thinking that to raise wisdom levels or others, but especially wisdom, you would have to think your way out of a puzzle. Maybe its a way out of or into a dungeon. Or you could add puzzles into the plot for the characters to unravel.

But what do I know?

Wisdom is given to those whom it knows.Capher

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I live to but to serve my Goddess Seyella and Talon Hawke; son, heir and Wizard of the White Tower-defender of the lands and peoples of Caelereth!
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