Author Topic: starting states and character "life" , "paths" ...  (Read 1613 times)

mb2love

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starting states and character "life" , "paths" ...
« on: December 25, 2006, 06:44:09 am »
when you create a character you must "choose his life" like religion, were he was born, father and mother, who he was as a child, etc...
few of those "life-paths" impacts on your starting states are understandable (mother's, father's jobs) , but most of them are not
if you want to start with axe and heavy armour skills for example, you have too look very hard to which life aspect give you bonus to those states
it's annoying and time consuming , could/will you write in the later game releases under each "life-path" what it does " in game" ?


Goldir

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Re: starting states and character "life" , "paths" ...
« Reply #1 on: December 25, 2006, 09:52:37 am »
Actually almost all aspects of the characters upbringing do affect how they turn out.  While it is nice to have a bit more detailed explanation of what impact stat-wise these histories have on the player, I find it kind of nice to be able to map out an instant background for my char that I can play up to.  It kind of challenges my role-playing skills.  Having the stat change info just handed to the players tends to encourage twinking. The only thing that I might request is that maybe the different trait and status changes be a bit more.. targeted.  Certain stat changes seem like they have almost no connection to the background item that gives them to you.  But overall I think changes like that are pretty low on the list of adjustments. 

You can, however, always do what I did and spend 8 hours systematically going through the char creation process over and over, changing only one stat each time, and comparing the change to the final stats to figure out how each change affects your stats, but the only reason I had the time and patience to do that was because I was snowed in my house at the time and couldn't get out the front door.  Good luck though!
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emeraldfool

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Re: starting states and character "life" , "paths" ...
« Reply #2 on: December 27, 2006, 12:33:06 am »
Haha, I got half-way through doing that, got bored, and decided it was too much effort considering I only had one character slot left anyway...

And as for playing up to your 'past'... I never really gave it much effort. I'd mainly just pick the events and activities and things for their stat boosts... once you delete it from your character description there's no point anyway. And most of the stuff you can choose from is either stupid or makes no sense. (Why do ravens on your house make you know more about dark magic? And why does doing gymnastics make you less intelligent?)

bilbous

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Re: starting states and character "life" , "paths" ...
« Reply #3 on: December 27, 2006, 01:50:03 am »
1. Ravens are black
2. gymnasts fall on their head a lot.

zanzibar

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Re: starting states and character "life" , "paths" ...
« Reply #4 on: December 27, 2006, 03:34:14 am »
when you create a character you must "choose his life" like religion, were he was born, father and mother, who he was as a child, etc...
few of those "life-paths" impacts on your starting states are understandable (mother's, father's jobs) , but most of them are not
if you want to start with axe and heavy armour skills for example, you have too look very hard to which life aspect give you bonus to those states
it's annoying and time consuming , could/will you write in the later game releases under each "life-path" what it does " in game" ?


The point of it is that you don't get total control over what stats you start off with.
Quote from: Raa
Immaturity is FTW.

mb2love

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Re: starting states and character "life" , "paths" ...
« Reply #5 on: December 27, 2006, 07:13:20 am »
but we want control.
if I want to make a character that uses big axes with no magic I should make his life paths and states to suite this.
I don't want to guess or spend hours on checking every effect of life path.
cuz I might create by mistake warlock instead of a warrior, and it will ruin my role play.


Datruth

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Re: starting states and character "life" , "paths" ...
« Reply #6 on: December 27, 2006, 07:24:07 am »
but we want control.
if I want to make a character that uses big axes with no magic I should make his life paths and states to suite this.
I don't want to guess or spend hours on checking every effect of life path.
cuz I might create by mistake warlock instead of a warrior, and it will ruin my role play.


Mb2love, some of us already know what all the skills and stats do.
Sit tight and you might know too ;)

I can't reveal my source here now though, too many looking eyes.
Find me ingame.

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zanzibar

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Re: starting states and character "life" , "paths" ...
« Reply #7 on: December 27, 2006, 09:41:12 am »
Quote from: Raa
Immaturity is FTW.

Nurahk

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Re: starting states and character "life" , "paths" ...
« Reply #8 on: December 27, 2006, 01:13:43 pm »
I wouldn't be surprised if the character creation system got redone.

But it won't change to the same old boring stuff MMORPGs are known for.  It's an attempt to give a roleplay feel to creation and try to move Planeshift away from it's stats-driven cousins.

Datruth...that post makes me want to slap you :P

Zanzibar, I rather a horse to be honest...or a DB-9....mmm....

Nikodemus

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Re: starting states and character "life" , "paths" ...
« Reply #9 on: December 27, 2006, 02:28:10 pm »
Mb2love, some of us already know what all the skills and stats do.
Sit tight and you might know too ;)

I can't reveal my source here now though, too many looking eyes.
Find me ingame.

~~Datruth
What are you afraid of? Send him a PM, or better, tell: "join guild/group XXXXX (masters of spoilers and exploits) and you shall know"
Nobody care about it anyway ;)



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bilbous

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Re: starting states and character "life" , "paths" ...
« Reply #10 on: December 27, 2006, 04:36:55 pm »
Personally I do not think there is much different from this system of stat generation that we haven't seen before. It is similar to the one in T4c, although a little longer. It is also similar to the one used by The Elder Scrolls from the beginning. I personally favor more tweakability and less contrived obscurity, but then I also think the way to go is complete assignment which is not too original either.