Re: attributes, skills & level up
Posted: Sat Jul 13, 2013 7:21 pm
That was an interesting post peregrin. Please forgive me if my reply might sound a bit rough, I still have trouble hitting the right tone in English.
My definition for attributes is a bit different then yours.
An attribute is a numerical value characteristic for a specific character that measures her ability to alter the gamestate.
A primary attributes value is inherent to the attribute, so it does not depend on other attributes.
A secondary attributes values is derived from one or several primary attributes.
A comperative attribute is used in attribute comparisons. It's value only has meaning in relation to the opposite attributes value. (Damage for example, 40 Damage is nice against an 100 HP enemy, but pretty insignificant against an 1.000.000 HP enemy.)
An absolute attribute on the other hand has inherent meaning. (Number of attacks for example.)
A path dependent attributes value depends on the way it has been raised. So the same number of points invested in the attribute can lead to different values. The opposite are of course path independent attributes.
Mixing a path dependent attribute in a group of otherwise path independent attributes can make sense if the former has low desirability in the beginning. That way you can increase the incentive for spending resources on the attribute even if the short term return is low. So in other words path dependent attributes make sense if the character advancement itself is path dependent.
Though it does increase the advancement systems complexity, which may not be desirable.
Your third point sounds interesting but I'm not convinced that it will result in that much of a difference to the other two approaches most of the time. And in the instances where it will it might be quite frustrating for the player since she has to indirectly steer the character in the required direction.
It would also requite a fair bit of refactoring, while we do have a common interface for all attribute requests it's also used for predictions. Though that's only a minor problem.
The actual questions is how to reach a conclusion from that data, since the accumulated information lacks context.
While I think that the idea sounds interesting in theory, I'm not convinced that it will work that well in practice.
Right click is reserved by the engine we use. A different way would of course be possible. It's a pain for the AI though.
We're doing interruptible actions in the new framework.
My definition for attributes is a bit different then yours.
An attribute is a numerical value characteristic for a specific character that measures her ability to alter the gamestate.
A primary attributes value is inherent to the attribute, so it does not depend on other attributes.
A secondary attributes values is derived from one or several primary attributes.
A comperative attribute is used in attribute comparisons. It's value only has meaning in relation to the opposite attributes value. (Damage for example, 40 Damage is nice against an 100 HP enemy, but pretty insignificant against an 1.000.000 HP enemy.)
An absolute attribute on the other hand has inherent meaning. (Number of attacks for example.)
A path dependent attributes value depends on the way it has been raised. So the same number of points invested in the attribute can lead to different values. The opposite are of course path independent attributes.
Mixing a path dependent attribute in a group of otherwise path independent attributes can make sense if the former has low desirability in the beginning. That way you can increase the incentive for spending resources on the attribute even if the short term return is low. So in other words path dependent attributes make sense if the character advancement itself is path dependent.
Though it does increase the advancement systems complexity, which may not be desirable.
Agreed, that's why I like selecting abilities on level up more.Raising attributes is not that exciting
Your third point sounds interesting but I'm not convinced that it will result in that much of a difference to the other two approaches most of the time. And in the instances where it will it might be quite frustrating for the player since she has to indirectly steer the character in the required direction.
It would also requite a fair bit of refactoring, while we do have a common interface for all attribute requests it's also used for predictions. Though that's only a minor problem.
The actual questions is how to reach a conclusion from that data, since the accumulated information lacks context.
While I think that the idea sounds interesting in theory, I'm not convinced that it will work that well in practice.
Just some comments.Merging skill levels
Right click is reserved by the engine we use. A different way would of course be possible. It's a pain for the AI though.
We're doing interruptible actions in the new framework.
Final suggestions
- Autocast is a good idea, might be a bit difficult in the details.
- Agreed
- Agreed, though my rationale is that fewer item slots will make item choice more interesting.
