[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mwedel:characters

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Sat May 22 22:53:39 CDT 2010


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Date        : 2010/05/22 22:53
User        : 
Edit Summary: add stat section

@@ -5,15 +5,30 @@
  
    * Learning new skills becomes much more difficult than currently.  One likely possibility is only way to learn new skills is via quests, remove skill scrolls from game, and/or limit number of skills a character can learn (eg, one skill every 10 levels)
    * There are different quality of skills that do the same thing.  For example, both wizards and fighters can use some weapons, but the fighters gain exp in them faster.  May also be level caps on skills
    * Skills impart special abilities at certain levels (stat bonuses, spell like abilities, resistances, etc)
-   * Attributes (Str, Dex, etc) bonuses are smoothed out/linear.  In this way, a starting character with a 26 stat is still good, but not twice as good as a 24 stat.  Penalties may be greater than bonuses.
    * Change gain rate/bonus effect for hp/sp/grace, so that all levels are more relevant - currently, it is the first 10 levels (only levels which bonus is applied) which will be the bulk of the hp/sp/grace for a character even if they have level 50 in the skill.
    * Addition of various new skills (limited weapon selection)/limitation on what armor characters can wear (not all or nothing), 
-   * Addition of minimum attribute requirements for certain items (15 str to wear some armor) - possibly related to above.
-   * Change/remove attribute increasing method - possibly a character can improve 1 stat every X levels, only increased by quests, potions give character a stat to improve to some limit.  There is no maximum attribute, save for how often a character can improve it (or the number is high enough that it is very difficult for characters to reach it)
  
   Note that some of those changes are more important than others.
+ 
+ === Attributes/Statistics ===
+ Following are some idea on changes for attributes (Str, Dex, Con, etc).  This should not be seen as a final proposal, just a recording a different ideas.
+ 
+ Some of the general idea behind this: Let players focus on the key stat for their class.  If the max stat is 30, and the character starts at 26 because of racial/class adjustments, they will reach that maximum pretty quickly, so will then start increasing other stats (increase either by potion or items).  If the max stat is 100, the character with a 26 stat has lots of room for growth in that stat.
+ 
+ The other idea here is with higher stats, we still provide some mechanism to increase the stats, but make it harder.  Thus, under normal play, a character will reach maximum level/experience before reaching maximum stats.  If the character wants to go through and grind quests or dungeons to maximize all stats, we let them - their choice, but with a linear progression of stats, doing so gets a minimal reward.  If one were to use a simple system like ever 2 stat points above 10 is a bonus point, it means a 100 vs 98 stat is a bonus of 44 vs 45 - not all the significant.  In percentage terms, that is around 2%.  Interesting to note that the increases at lower level, while still a single point, are a larger percentage (28 vs 30 is 9 vs 10 bonus points, or 11% increase)
+ 
+   * Make bonuses linear, so a 26 stat is a bit better than 24, not 50% better as can be now
+   * Make penalties for low stats progress faster than the bonus, so putting a 1 in a stat gets a lot more penalties.
+   * Addition of minimum attribute requirements for certain items (15 str to wear some armor).
+   * Increase the max stat value (maybe from 30 to 100).  This means a character can pile as much stuff on to increase class stats.  Under current system, some class/race combos can be very close to maximum stat value at first level.
+   * Make stat potions much rarer, and/or add limitations on use (one every X levels, different versions based on number of increases done).
+   * Make stat potions not increase a specific stat, but rather gives the character a stat point to spend.  In this way, character has complete of their final stats, and not based on what potions they happened to find.
+   * Related to above, remove max character stats and instead limit them by number of improvements.  Not uncommon for a class to start with their key stats maxed out relative to racial limits - by removing those racial limits, they can keep improving their class attributes.
+   * Possible add special abilities if characters get heroic stats (eg, at Con 50, you get +1 regeneration, and Pow 50, you get +1 sp regen, etc)
+   * Not directly related, but have monsters use the same stat tables/meanings as it does for characters.  Right now, what Int means for a monster is completely different than what it means for a player.
+ 
  
  === RACES ===
  
  Table below lists the races, attribute adjustments, and anything else that is special.  Note that under the revised system, most of a characters skills will come from their class - if one was allowed to play a race with no class, they would have very few skills.  This is basically what most of the commoners are.  The basic idea if one of these races is ideal for some class, they still need to choose that class to get the skills instead of it being given to them - otherwise, it is too easy to just choose one race and a completely different class to get all skills.


IP-Address  : 76.191.154.198
Old Revision: http://wiki.metalforge.net/doku.php/user:mwedel:characters?rev=1274513644
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:characters

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