Post by CJ on Nov 20, 2009 13:26:33 GMT -5
I've been kicking around the idea of making the game less stat-growth based for some time now, and it really appeals to me to be honest.
Stat ranges plague me constantly and I have to wonder if my uberlax position on point distribution is worth the salt, especially after having played in a few games that do just fine with little or no stat growth at all.
So without further ado, descriptions of possible stat system changes. Note that none of these actually change how stats WORK, they merely change how stats are divvied out.
Note that I'm not -TRYING- any of these, I'm just getting the idea out there to see how well liked it is.
In all cases below, the loss of stat growth -will- be compensated for somehow, I promise. I'm not just going to yank your power out by the roots and watch you squirm. Plan A in particular would see a great deal of retooling of just what being 'high level' means.
--DO NOT WANT--
This option is somewhat obvious.
--Plan A, Growth Rate Zero--
Stats are decided on creation and don't increase, period. Dynamic Stat maximums will still go up, but Static Stats are frozen as they are, increased only by equipment and skills. Likewise, you would still gain abilities, training slots, and whatever else normally.
The practical ramifications of this would be that I would probably raise the starting stat allocation, and would likely either increase the number of ability slots gained, or replace stat growth with some other bonus, such as gaining Coins or Hours. Minimum/Maximum stat rules would also be relaxed.
Another possibility is that Level would factor directly into effectiveness of special moves used somehow.
--Plan B, Static Growth Rate (Custom A)--
Stats are allotted at creation as normal. Upon level up, however, rather than assigning stats as you're allotted them, this method would have you establish the priority of each stat, that is, how important it is to the character. You would thus grow at a certain rate following that priority. This would give an interesting feel to level ups, allowing you to simply watch your stats increase to fit your build.
If this were implemented, I would likely add an NPC for the sake of stat priority retuning if you ended up not liking how your character developed.
--Plan C, Static Growth Rate (Custom B)--
The same as Plan B, but accomplished a different way. Rather than the priority determining how often gained points find their way into the stat in question, they determine how much of the total said stat has at any given time. This would make stats formulaic (IE:, Power might have a Priority of .5, meaning half your total stats go into it)
This is simpler yet more complex at the same time, requiring you to recalculate your stats at every level up, but reducing the time spent actually deciding where points are going to 0. Get FreeOffice spreadsheet and your stats will self-update. It's possible this could be attained with the above method as well, but I'm not sure how yet.
As in the above case, I would add an NPC for the sake of priority retuning.
--Plan D, Static Growth Rate (Fixed)--
Simple and basic. Stats are allotted at creation as normal, and all grow at the same rate. Can't say I like this much myself, but I'm putting it as an option just in case everyone else -does-.
--Plan E, Static Growth Rate (Hybrid)--
A combination of the above plans that uses the best aspects of each. Stats are divvied out at creation as normal, and follow a set priority, with every so many levels giving an amount of 'bonus' stat points that are distributed freely.
Stat ranges plague me constantly and I have to wonder if my uberlax position on point distribution is worth the salt, especially after having played in a few games that do just fine with little or no stat growth at all.
So without further ado, descriptions of possible stat system changes. Note that none of these actually change how stats WORK, they merely change how stats are divvied out.
Note that I'm not -TRYING- any of these, I'm just getting the idea out there to see how well liked it is.
In all cases below, the loss of stat growth -will- be compensated for somehow, I promise. I'm not just going to yank your power out by the roots and watch you squirm. Plan A in particular would see a great deal of retooling of just what being 'high level' means.
--DO NOT WANT--
This option is somewhat obvious.
--Plan A, Growth Rate Zero--
Stats are decided on creation and don't increase, period. Dynamic Stat maximums will still go up, but Static Stats are frozen as they are, increased only by equipment and skills. Likewise, you would still gain abilities, training slots, and whatever else normally.
The practical ramifications of this would be that I would probably raise the starting stat allocation, and would likely either increase the number of ability slots gained, or replace stat growth with some other bonus, such as gaining Coins or Hours. Minimum/Maximum stat rules would also be relaxed.
Another possibility is that Level would factor directly into effectiveness of special moves used somehow.
--Plan B, Static Growth Rate (Custom A)--
Stats are allotted at creation as normal. Upon level up, however, rather than assigning stats as you're allotted them, this method would have you establish the priority of each stat, that is, how important it is to the character. You would thus grow at a certain rate following that priority. This would give an interesting feel to level ups, allowing you to simply watch your stats increase to fit your build.
If this were implemented, I would likely add an NPC for the sake of stat priority retuning if you ended up not liking how your character developed.
--Plan C, Static Growth Rate (Custom B)--
The same as Plan B, but accomplished a different way. Rather than the priority determining how often gained points find their way into the stat in question, they determine how much of the total said stat has at any given time. This would make stats formulaic (IE:, Power might have a Priority of .5, meaning half your total stats go into it)
This is simpler yet more complex at the same time, requiring you to recalculate your stats at every level up, but reducing the time spent actually deciding where points are going to 0. Get FreeOffice spreadsheet and your stats will self-update. It's possible this could be attained with the above method as well, but I'm not sure how yet.
As in the above case, I would add an NPC for the sake of priority retuning.
--Plan D, Static Growth Rate (Fixed)--
Simple and basic. Stats are allotted at creation as normal, and all grow at the same rate. Can't say I like this much myself, but I'm putting it as an option just in case everyone else -does-.
--Plan E, Static Growth Rate (Hybrid)--
A combination of the above plans that uses the best aspects of each. Stats are divvied out at creation as normal, and follow a set priority, with every so many levels giving an amount of 'bonus' stat points that are distributed freely.