Author Topic: Stats system need to be changed  (Read 3206 times)

DaveG

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« Reply #15 on: July 30, 2005, 07:52:59 am »
Ok, I didn\'t really explain it that well...  Let me explain the multiplier better:

All skills would advance like this:  gained x*y points in whatever

x = base points gained from action of using the skill
y = multiplier to make it easier/harder to learn
(both x and y are non-negative)

At the same time you gain points in a skill, the multipliers of other related/opposite skills would be slightly raised/lowered.

Example:  Learn 0.5 points in a skill, with a multiplier of 2, get 1 point total.  At the same time, all similar skills would get their multipliers increased and opposing skills would get their multipliers decreased.

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hramrach

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« Reply #16 on: July 30, 2005, 07:08:56 pm »
And what are opposing skills? I would understand that you get incerase in similar skills. But except the magic ways what do opposing skills look like?

The nearest exmaple I can think of is from a paper and pencil game:

There is a charisma stat. Thieves can use high charisma to fool people, whereas fighters can use lack of charisma to frighten their opponents by their look.
This is a game with character classes, so you cannot do both. But if they were skills, they are still not opposing. They just use a stat in different way so they cannot be too effective both. But there is still nothing that would prevent you from training both.

Also you should think about the whole system. You say that if you gain expreience, you increase some multiplier. From this local perpective it looks fine.
But think about system of one or two dozens of skills. Tens of thousands or even millions experience points in each. Can you imagine how it all fits together? What will be some sane ranges for the multiplierss? Why that range? What will be the implications for adding a new skill?
If you cannot, how do you expect anybody else can?
Observer .. or watcher?

Madouc

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« Reply #17 on: August 02, 2005, 10:58:41 pm »
May i introduce in this (somewhat aged) threat:

I think the current Progression Point system is too general.

I think points gathered killing something should only be usable for leveling up in strength or sword (or whatever weapon was used to kill)
But not to gain progression in mining for example.

Chaotic mind, chaotic mind, where did i hide the point of what i was telling.....

DaveG

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« Reply #18 on: August 02, 2005, 11:10:08 pm »
I think the progression point system is too useless...  :P

PP should go away.  Training at NPCs would only be done as an apprentice period for new skills.  After that, skills would just progress naturally with use.  More advanced training for some skills could be done at certain NPCs, for a fee, to advance faster.


=> Here\'s a link to the thread where we came up with this <=

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Madouc

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« Reply #19 on: August 02, 2005, 11:17:13 pm »
Quote
Originally posted by DaveG
I think the progression point system is too useless...  :P

PP should go away.  Training at NPCs would only be done as an apprentice period for new skills.  After that, skills would just progress naturally with use.  More advanced training for some skills could be done at certain NPCs, for a fee, to advance faster.


=> Here\'s a link to the thread where we came up with this <=

could not agree with you more

Chaotic mind, chaotic mind, where did i hide the point of what i was telling.....