Stat idea

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Hanibal
Posts: 32
Joined: Mon Mar 06, 2017 4:23 pm

Stat idea

Postby Hanibal » Sun Dec 16, 2018 5:12 pm

Played a few games that dealt with balance issues this way so thought id throw it up here.

One is skill trees with all chars having the same primary stats and you add your own stats to whatever as you level as well as focusing on what ever part of the skill tree you want your char to max lvl in to. So one path follows caster another healer and the last melee, beauty of a skill tree you can mix and match combos.

Also have played a few games where they didnt have any real classes, you had 3 primary races to choose from and then added stats as you lvld, each lvl gave you stat points and each character had 3 categories to put those points into, str which added hps as well as dmg if you were going melee, dex for agility and tohit and then int if you were focusing on the magic skills, all classes could learn all the skills just the mage type skills were more effective/stronger the higher your int. Basically a pure str character would hit as hard as pure int character or a pure dex would hit alot more on both those combos but not as hard. Dodge worked the same way whether it was a caster attacking you or a melee. You could respect all your stats for free the first time then it was a mil gold every time after that, this way you could try diff combos and not have to relevel a char to max for testing.

Just a couple ideas ive seen from other games that left it up to the players to keep the game balanced instead of the coders.
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Krange - Ninja
Hanibal - Slayer
Hannibal - Zerker
Krang - Ninja
Zann - Guard
WarLock - Deathmage
Dexk - Cav

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: Stat idea

Postby Terron » Sun Dec 16, 2018 7:14 pm

i dont think its necessary. it'll run into the same problems as the current systems. namely the players. the systems work but players all want their 10 stat to be competitive vs a 24 stat of a different class. LOL. and honestly they are entitled to this more than they should be.

-sorry to say it but classes have roles to play, if you make a pure melee character it shouldn't ever be searching. hammer the attack macros. yes this means you have to move that finger off of f1. (hard to rewrite that programming) these are 1v1 characters and oad smashers nothing else
-you dont see people on zerkers handing out potions and playing healer. i hope not anyway. maybe a zerker should definitely be a legit healer? how about no, thats not their role.
-choose your stats better - if they suck then reallocate. nuff said. you can always sacrifice some str to be more well rounded either by choosing a different race or not maxing a stat. its outright sickening at times when it looks like people just whine to development so they nerf skills because its easier than just training something with non - melee/dps stats. skills should outweigh shit stats everywhere, just like blast vs a drakeblood.

sooner or later there has to be consequences for having 3 shit stats and 3 max stats or no system will work. a 10 str character has 0% chance to kill a 24 str character in a 1v1, so why is it even considered that 10 int should compete with 24 int. problem is players have an understanding and accept that bad melee stats are shit, but wont let it seep in that low non combat skills should suck ass too, theyd rather blow up the ember hotline to the dev.
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants


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