Wavinator - I''m reading that stuff in the eGroups, and it looks pretty damned good ( I like the stats as well, they WOULD work ).
What you''re talking about is not easy, and that''s why we''re making Goblin, a very extensible test-bed to allow people to try out different strategies for stats, non-stats, limitations and weird things. All the stuff we''ve come up with here, and all the stuff we might think up in the future.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
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What's with stats? (RPG)
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
I was thinking about what you call decay quite a bit. I prefer to call it rustiness. Say your fighter used his long sword quite a bit on that last dragon expedition (if you can''t tell by all of my posts, I like dragons) but hasn''t used it for a year, s/he would get rusty with it and drop proficiency. Once s/he practiced with it, s/he would quickly gain back the proficiency s/he once had and begin to gain more profiencency.
This rustiness could combat powermaxing if used correctly. If all profiencies can only reach a certain level, the the player must stick with the current weapon or move on. If the decay level is high enough, the character can only be really good with one or two weapons. That is very realistic. Another way to accomplish this would be to subtract one proficiency point from each other combat skill when the player gains one in another. This would not make the game fun, however.
I was also thinking about making the player''s proficiency with the weapon do sort of a wave tendency to show that you are not always at your top performance with a weapon. Even if you are the most skilled swordsman in the land, you will have your bad days. Maybe...
This rustiness could combat powermaxing if used correctly. If all profiencies can only reach a certain level, the the player must stick with the current weapon or move on. If the decay level is high enough, the character can only be really good with one or two weapons. That is very realistic. Another way to accomplish this would be to subtract one proficiency point from each other combat skill when the player gains one in another. This would not make the game fun, however.
I was also thinking about making the player''s proficiency with the weapon do sort of a wave tendency to show that you are not always at your top performance with a weapon. Even if you are the most skilled swordsman in the land, you will have your bad days. Maybe...
Rustiness is a very good name for decaying skills, I like it. I also like the slight fluctuation at your current level, and it might add just enough fuzziness. ( Am I getting worse, or am I just having a bad day? )
Getting skills back easily is no problem, but when you get to the more physical side of your character it is harder. Losing weight is not so easy, nor is gaining muscle. I think the rules governing these two things should be separate.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
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Getting skills back easily is no problem, but when you get to the more physical side of your character it is harder. Losing weight is not so easy, nor is gaining muscle. I think the rules governing these two things should be separate.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
That is a good idea about the fuzzyness. Maybe have the stat as a decimal number, which is rounded to an integer when calculations need to take place. On a good day, the decimal will be .5 or higher, where on a bad day, it''s .4 or lower. The decimal could also be changed by behavior (getting enough sleep?), wounds, practice, etc.
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"What's the story with your face, son?!?"
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"What's the story with your face, son?!?"
-------------------------------------------The Lord will fight for you; you need only to be still.Exodus 14:14
quote: Original post by MadKeithV
Wavinator - I''m reading that stuff in the eGroups, and it looks pretty damned good ( I like the stats as well, they WOULD work ).
Thanks. It''s good to know I''m not insane (err, maybe that''s a seperate issue... )
quote:
What you''re talking about is not easy, and that''s why we''re making Goblin, a very extensible test-bed to allow people to try out different strategies for stats, non-stats, limitations and weird things. All the stuff we''ve come up with here, and all the stuff we might think up in the future.
Do you guys need help? I''ve got spare time in the eve to do some coding. (It''s gotta be more interesting than my day job )
--------------------
Just waiting for the mothership...
--------------------Just waiting for the mothership...
Warvinator - If you want to go to the board it is here
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
Well we''re not coding yet, but it''s a damned good exercise in teamwork and software architecture/design so far. Lots of good ideas there, and lots of esoteric implementation quirks. You have to see it to believe it
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
I''m busy trying to think of a consequence based statistics system because too much focus is placed on actions in the statistics system so I''m trying to figure out something different that controls the way the game is played from the other end of the scale.
Consequence based ey...
That''s interesting...
instead of "how strong am I?" have a "how likely am I to get my head bashed in" stat? It might work - I''ll think about it more. Time is really lacking the past few weeks, and next week won''t be much better. I won''t be online most of it.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
That''s interesting...
instead of "how strong am I?" have a "how likely am I to get my head bashed in" stat? It might work - I''ll think about it more. Time is really lacking the past few weeks, and next week won''t be much better. I won''t be online most of it.
Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
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