PDA

View Full Version : how deep is the rule system?


slibah
03-06-2003, 12:33 AM
generally it would be nice to know how deep is the stat/rule system.

I personally favor D&d 3ed rules.

attack bonus ( more seasoned characters have more attacks in round) like +11/+8 (also affected by str + or - and items, feats and skills)
Armor class (affected by different feats and your dex + or - and items)
Hit points ( affected by different feats and your con + or - )
Saves (fortitude, Reflex and Will) (affected by different feats and stats AND some skills)
Spell resistance (by items or various races natural bonus)
+ or - from your stats (str,dex,con,int,wis,cha)
skills (they gain + and - from your stats.
feats (like dodge, Whirlwind attack, weapon specialization"longsword", Extended spell...
Creature size matters. (human is medium. Bear is huge. Giant is Gargantuan size. And dragon is Colossal. "harder to hit smaller targets, but harder to kill bigger targets. It is harder to try to knockdown one size category larger foe than yourself etc...
Different races have different abilities. Elves have +2 dex -2con. Humans learn faster, dwarves are tough. Elves have low light vision. Dwarves have darkvision and so on...
etc etc...

or will it be like...

[strenght
intelligence
hitpoints
(and thats it f ind a foe that suits you and kill it so you gain more strenght! yay!)]

More complitcated = better ( if it works generally)

Mene
03-06-2003, 12:40 AM
Those are some really good points. I would like to hear some answers but i think that the interviews and responses from the developers hasn't gone into too much detail. Right now we know more about what is spoecial to this game such as the new 3d game engine and the exteremly immense map.

But there have been so many that here longer then me that might kno the answers.

eg0, this is where you take over.

[Edited on 5/3/2003 by Mene]

CommanderDelta
03-06-2003, 09:37 AM
The most important thing is that it must work! In somebeta tests i tested, there were immense skill systems, but they didnt work, meaning that you didnt notice anything when skill raised, which is VERY annoying.

What i find strange is that the devs didnt hire a community engineer yet, someone who can actually answer our questions (either with: "we cant say that atm" or with a real answer)

Bluenose
03-06-2003, 02:37 PM
I dont think theres any real need for a community rep yet, they shd focus on the game :)

TCUBED
03-06-2003, 04:28 PM
i agree id like to see some of that be in the game heres my understanding of stats and whatd id like to see :)
con: affects number of HP and HP regen also factors in to carrying capacity with str
str:affects melee damage and factors into carrying capacity with con
dex: affects ER (evasion rating) armor class bonuses and bow damage
int: affects SP(spell power) and mana reduction bonuses for higher int
wis: affects number of MP you have and MP regeneration
cha(risma): for a guild leader affects the number of members he can have, determines how many pets you can have, determines how many summons you can have (if possible)

stephen_sof
03-06-2003, 04:37 PM
hope not like PE skils be in the thousands with around 6% increase of mid damage and still cant do max damage with wep most the time

TCUBED
03-06-2003, 04:43 PM
ew sounds sucky, I think they mentioned a tree based skill system in the FAQ though

CommanderDelta
03-06-2003, 05:27 PM
Yeah, skill system in PE sucked arse, I hope me get a NWN kind of skill system :)

Leafren
03-06-2003, 08:37 PM
i actually noticed an increased chance of 1% for doing max dmg in PE with 1000 rifle skill... NOT
I sure hope the skill system in DnL has its use, but im pretty sure of that :)

Halsver
03-07-2003, 02:42 AM
From the little game develpment exprience I have, I would esimate that the skill tree\stats system wil ltake around 5% of the time they spend programming. Dealing with skills/stats is just using some simple algebra, but getting your avatar to take a step and displaying it takes many more lines of code/resources of the cpu.

I don't even think about the onine player interaction part of the program. /shiver