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QUESTION/SUGGESTION: Atribute points...

Discussion in 'Project: Gorgon Discussion Hall' started by awollsd, Aug 18, 2014.

  1. awollsd

    awollsd Adventurer

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    I'm curious have you considered adding a type of player level (don't have to be done with characture levels) with attribute points to the game? as it is now with no real build other than level your skills and get gear for those skills eventualy everyone will be the same with capped skills and armor sets for their 2 skill combo's....

    I know you want it to remain classless and keep it so people can freely switch between combat skills so a regular level progression wouldn't work.

    so I was thinking could make it so the attributes gave SMALL bonus's and you could either do it where you got character exp like normal OR could do it where every 5? 10? level you gain in combat skills you also gain 6 attribute points to spend.

    Atributes could be
    Health (increase max health)
    Resistance (chance to resiste special effects IE: Stun, Poison...)
    Defence (increase armor value)
    Threat (increase theat from all skills)
    Menality (increase mentalism and psychology type skills)
    Spirituality (increase necromancy type skills)
    and so on... until you had all combat skills covered (some atribs effecting more than 1 combat skill even)


    the bonus's you would gain from each point in the corresponding attribute would be minute.
    Example say you get 0.1 dmg increase in necro for each point in spirituality.
    so every 10 points in it you'ld gain +1 dmg. if get 6 points every 10 combat skill levels so at lvl 50 you'ld have 30 points and could get +3 dmg to necro abilities.

    this would reward players for leveling their skills other than the ones they wish to use by giving them more points to spend (6 points every 10 combat levels) but it wouldn't create so much difference that people would feel they HAD to level them all.

    also it could allow some builds that wouldn't otherwise be probable. like if you wanted to be a tank with combat skills that otherwise wouldn't tank could pump points into threat (or health and threat) or what ever :)



    TLDR: some sort of charcture micromanagement customization to allow focus AND diversity in skill capped characters
     
  2. Gremror

    Gremror Adventurer

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    We've had this discussion probably a thousand times.

    Those who think "everyone will master everything and we'll all be homogeneous" are just... wrong. Plain wrong. I mean, we've already proven it and the level cap is only 50 at the moment! My personal proof would be with Necromancy - we had a pet fighting tournament (before animal handling was introduced, so it was mostly skellies), and super experienced and powerful players such as Seas and Dreadz and Lyramis lost to me because I specialised in Necromancy and more specifically in powering my skelly mages.

    You can't specialise in everything - or rather, the average player most certainly can't. Even at the current level cap, it takes a tremendous amount of time, effort, and bloody good luck to be flexible enough to specialise in more than 3/4 skills. The average player is at a large disadvantage if they try to specialise in more than 3. Heck, more than 2 requires a lot of effort.

    When the level caps are raised (I believe the plan is eventually 125 level cap for each skill) is will be almost impossible to specialise in all things, but for those players who have infinite time and will do nothing but play Project Gorgon all day every day, forever - their reward will be that they CAN specialise in all things. That reward is theoretically possible, but it's completely out of reach for the overwhelmingly cast majority of players.

    Your character, your abilities, and your roles, are all defined by your gear. That's intentional; by design.
     
  3. Ferines

    Ferines Visitor

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    I agree with Gremror's points.

    It takes too much time to get 50 in everything as well as getting the gear to combat against specialized players in the game's current state. With the final increased level cap and steeper XP level requirements in the future, it will simply be way too hard to even hit max cap on more than 2 combat skills. Look at Runescape for an example.

    A downside of an attribute system is that either it cannot be controlled by the player (IE it's worthless), the attributes are too weak to make a large effect on the flexibility of player builds (they are still worthless), or they are strong enough to make a difference and players are pigeonholed into stat builds.
     
  4. Citan

    Citan Project: Gorgon Developer
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    I think attributes can be fun, but I don't think they fit in with the rest of the game systems in this game. As others said here, I don't think players will all end up feeling the same. There should be plenty of ways to ultimately distinguish your character from others, and usually attributes don't actually help in that regard anyway: players quickly figure out the "right" attribute distribution for particular builds, and it just helps solidify builds and remove exploration, rather than being something that significantly distinguishes builds.
     
  5. awollsd

    awollsd Adventurer

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    ok np was just something I was thinking. as is it seems like your build is basically pick a couple combat skills and then get lucky to get armor drops. (maybe work on crafting them a bit) so you're not TRUELY building your toon as gremror said it's your done with your armor.

    and things like some sort of attribute (even if it's something totally different we're not used to) would give players a more personal feel.

    but eh personaly I like the game enough I don't really care that much but I wonder will others feel the same.
     
  6. ErasmusPrime

    ErasmusPrime Visitor

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    Rather than an attribute system I would love there to be something like the alt advancement point system from Everquest.

    I don't know if it were something based off of some primary character level like the OP suggested or if it would be best to have it based on gaining skill related points after maxing out the skill but I really like the idea of near limitless improvement that comes at a gradual diminishing return on points invested and exponential growth of cost. It keeps it from spiraling out of control too much but makes it so that when you do max those 3/4 skills you want to specialize in you can still very slowly and steadily specialize in more specific aspects of those skills rather than have to invest time in other skills because your are already capped.
     
  7. awollsd

    awollsd Adventurer

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    wasn't really suggesting it be based off character level. was saying it could be, or could be based off combat skill gains, or anything really. just some type of personal growth in any form is what I was asking for. if dev's decided they was interested then could flesh out idea's on how to do it :)