[crossfire] Attributes/Stats

Mark Wedel mwedel at sonic.net
Fri May 14 22:06:18 CDT 2010


On 05/14/10 09:41 AM, Brendan Lally wrote:
> On Thu, 13 May 2010 22:51:55 -0700
> Mark Wedel<mwedel at sonic.net>  wrote:
>
>>    Exactly how potion improvement works is a bit different
>> discussion.  One thought is a characters first 10 potions are sure to
>> work, and potions after that have some reduced chance (maybe -10% for
>> each potion, so potion 11 is 90%, potion 12 is 80%, etc, to a minimum
>> chance of 20%).  These numbers could be adjusted for what is
>> considered appropriate (number of potions sure to work, reduction in
>> probability, etc).
>
> Currently, improvement potions are useless once a given number have
> been used and level array has been met.

  Note when talking about 'potion improvement', I was meaning the potions that 
improve stats, not those that maximize rolls for hp/sp/grace.

>
> One suggestion for how to handle improvement potions which wouldn't have
> that issue, is as follows:
>
> Firstly, don't roll primary stat improvements, simply generate them to
> always be the same, (so something like gain
> (Con/4) HP/level,
> (Pow/7)+(Int/7) SP/Level,
> (Wis/7)+(Pow/7) Grace/Level
> With plus 1 when remainder<  level% (4 or 7 as appropriate))
>
> Those figures may well need adjusting depending on how many stat points
> are available in practice, and it may be worth defining a starting
> bonus, so level 1 characters aren't extremely weak.

  Many games do in fact have fixed gains per level and not random like crossfire 
currently does.

>
> I am thinking of two effects:
>
> Firstly, there are the h/s/g points that the player has, and the
> points they would have if their stats had been high all along
>
> - So for example, If I play a level 1 character with 6 Con, reach level
> 10, then boost up to 14 con, I would have 20 less HP than if I had
> started with 15 con.

  So you are talking about storing away the generated values for each level.  In 
current crossfire method, any stat improves are retroactive.

  For some things, that is sort of needed.  If I put on a ring of Con+2 and it 
doesn't get anything, its value is diminished.  If all I really need to do is 
make sure I wear it when I'm about to level, also not what I'd really consider 
an improvement.

<snip>

  All that said, I don't consider the improvement potions much an issue right 
now.  Sure, they become useless at some point, but so does lots of other stuff.

  At the same time, going to fixed gains per level, and just removing 
improvement potions from the game wouldn't be terrible either.




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