PlaneShift
Gameplay => General Discussion => Topic started by: zanzibar on November 24, 2008, 05:17:30 am
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Inspired by the other thread. This post is only half serious, so please no flames!
[Weapon Skill] times [Armour Skill]
Divided by
[Weapon Skill plus Armour Skill]
For instance, if you have level 30 sword and level 30 light armour, you're 30x30/(30+30), or level 15!
If you have level 10 sword and level 10 light armour, you're level 5!
If you have level 10 and level 30, you're level 7.
If you have level 90 and 60, you're level 36.
What do you think?
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...Snorks?
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Double your result, it will make more sense.
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shouldn't it just be an average of the 2?
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shouldn't it just be an average of the 2?
My formula rewards you for training offense and defense equally.
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shouldn't it just be an average of the 2?
My formula rewards you for training offense and defense equally.
So does an average.
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shouldn't it just be an average of the 2?
My formula rewards you for training offense and defense equally.
So does an average.
Not quite. Here's an example.
Weapons: 50, Armour: 50, Overall level: 25
Weapons: 75, Armour: 25, Overall level: 18
If we calculate their level by the average of their skills, both fighters would have the same level.
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What if you are playing an Alchemist, Musician or Mage? Include each and every levelable attribute?
But anyway: What are your reasons to spend time and efforts on such thoughts? What would be the benefit of such a standardization?
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If we calculate their level by the average of their skills, both fighters would have the same level - 25.
Sorry, but the average is 50, in your examples.
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What if you are playing an Alchemist, Musician or Mage? Include each and every levelable attribute?
Very true, this is really only for fighters, and even then it's suspect.
One point to make is that alchemists and musicians aren't in game yet, and don't fit into the mold. Also, it's not practically possible to be a dedicated mage in game - you have to be a fighter first in order to get money and progression points. The one dedicated mage I know who cares about leveling is very low level despite being an old player.
The point is that if we were to treat PlaneShift like other games where everyone is fighting and everyone is defined by a level, this might be a way to do it.
But anyway: What are your reasons to spend time and efforts on such thoughts? What would be the benefit of such a standardization?
It didn't take much effort. The form of the formula is borrowed from the formula for resistance when you have two loads in parallel.
I was just looking at the question: If we were going to give characters in PlaneShift levels the way characters have levels in WoW and other games, how could it be done?
Sorry, but the average is 50, in your examples.
Thanks!
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That is a pretty bad calculation.
I did:
Total Level of Stats = a
Number of stats = 6
(a/6)/2
Which gives a maximum level of 100.
I'm level 34 in this system.
By the way is there levels IRL?
I would probably think about that in a Roleplaying game Before coming up with this system. You should really be describing how competent someone is...
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Mind and body stats I'm not even attempting to include. Gets way too complicated, and I don't properly understand how they affect combat, and some of them probably don't affect combat at all and thus shouldn't be included in determining a fighter's "level".
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IRL, my level is over 9000.
Kinda like this guy: http://www.youtube.com/watch?v=JFaTjcLhxeU&feature=related
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The point is that if we were to treat PlaneShift like other games where everyone is fighting and everyone is defined by a level, this might be a way to do it.
I still don't understand why we should do that? Wasn't PS a roleplaying game? ???
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Do you really not see the irony? :P
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STR x AGI x Weapon x Armor x HP x 7.544 is closer to my RL level.
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Disadvantages of your system: (half serious as well)
- new players with both Weapon Skill and Armor Skill at rank 0 have an undefined level rather than level 0
- levels are no integers, so there is no traditional joy when you get a level, because leveling is a more gradually process in your system
- the quality of the weapon and armor you use is not included. You may say that levels are only based on characteristics of the character, and not on his possessions, but I think such a difference is merely artificial. Your level should determine who's the most powerful fighter, better gear makes you a more powerful fighter just as much as better skills.
- your system is biased towards characters who balance their offensive and defensive skills. People who put all their efforts on their weapon skills and none on armor skills stick on level 0 in your system