Character creation with attribute specialization

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Character creation with attribute specialization

Postby Xgflame » Mon Aug 30, 2010 6:53 pm

In RPG's, you are able to adapt your character to your play style. This game is a lot like an RPG in that aspect and that little attribute specialization will give a player a push in his/her direction. You start with the 10 all spread and a additional 10 points to spread, and the ability to take from attributes to give to others before setting out in the world. You will have weaknesses and strengths like everyone else, and this concept will make put more focus on that.
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Re: Character creation with attribute specialization

Postby Wirt » Mon Aug 30, 2010 7:02 pm

The attribute system in H&H is rather complex: most attributes aren't exactly self-explanatory and in fact their function will likely change somewhat as time goes. Besides, with the gap between a starting 10 and a semi-decent 100 is so large, even a +10 to a single stat in the beginning won't make much of a difference.

Not a bad idea, but rather pointless in H&H.
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Re: Character creation with attribute specialization

Postby Xgflame » Mon Aug 30, 2010 7:07 pm

Wirt wrote:The attribute system in H&H is rather complex: most attributes aren't exactly self-explanatory and in fact their function will likely change somewhat as time goes. Besides, with the gap between a starting 10 and a semi-decent 100 is so large, even a +10 to a single stat in the beginning won't make much of a difference.

Not a bad idea, but rather pointless in H&H.


Alright then, how about 20-30 to spread around if the difference would be so little?
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Re: Character creation with attribute specialization

Postby Wirt » Mon Aug 30, 2010 7:17 pm

I'm assuming you mean 20-30 points to spread out in addition to the starting 10? In this case, you are giving a boost and a decent chance for early specialisation, but at the expense of stunting your character early on - something way too many players are likely to fall for by dumping all their extra points into charisma.
Remember, a new player probably doesn't know what stats affect and how they're raised (Even if you give him a decent manual) while an experienced one can probably find the right food for the type of stats that he wants easily enough - so it's more of a detriment to the former, and a non-issue for the latter.

It might work in later implementations of the game, when there are already activities that heavily utilise all attributes and new ones are unlikely to appear.
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Re: Character creation with attribute specialization

Postby ElGato » Tue Aug 31, 2010 6:33 am

Xgflame wrote:In RPG's, you are able to adapt your character to your play style. This game is a lot like an RPG in that aspect and that little attribute specialization will give a player a push in his/her direction. You start with the 10 all spread and a additional 10 points to spread, and the ability to take from attributes to give to others before setting out in the world. You will have weaknesses and strengths like everyone else, and this concept will make put more focus on that.

No, this is not like the other mmorpg's you play.
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Re: Character creation with attribute specialization

Postby Wirt » Tue Aug 31, 2010 11:14 am

ElGato wrote:No, this is not like the other mmorpg's you play.

Wait a sec. Just how many MMOGs allow you to distribute your stats at character generation? Or, for that matter, at all? UPD: okay, ones where you have a choice beyond two or three stat layouts per character without making it unplayable.
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Re: Character creation with attribute specialization

Postby Bl1tzX » Tue Aug 31, 2010 11:51 am

I'd like to see this but as something else that doesn't involve mindless putting in points in attributes that you don't know the first thing about.

Maybe some sort of bonus for doing something your character "specialises" in which is changeable every 2 or so days? Then again, I can't think of any bonus that could be used in conjunction of my previous idea, so it's just another bad idea. Carry on.
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Re: Character creation with attribute specialization

Postby Wirt » Tue Aug 31, 2010 12:18 pm

Bl1tzX wrote:I'd like to see this but as something else that doesn't involve mindless putting in points in attributes that you don't know the first thing about.

You could go with presets, but that's pretty useless and only opposes the freeform nature of the game.
Or you can go with a balanced opposites system: for every point you put in one stat, you take one from its "opposite" stat. Not quite as bad, but very crippling if you go for a heavy bonus in one stat.

Bl1tzX wrote: Maybe some sort of bonus for doing something your character "specialises" in which is changeable every 2 or so days? Then again, I can't think of any bonus that could be used in conjunction of my previous idea, so it's just another bad idea. Carry on.

Not necessarily bad, but I'm drawing a blank, as well.
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Re: Character creation with attribute specialization

Postby Potjeh » Tue Aug 31, 2010 2:06 pm

Loftar has repeatedly stated he's against this kind of thing because newbies should be generalists.
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Re: Character creation with attribute specialization

Postby sabinati » Tue Aug 31, 2010 4:15 pm

what would be the point anyway? just eat some food and get your stats to whatever you want.
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