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Sercanis

Stats points, Skills and Item Names

3 posts in this topic

Hi! Sorry if my english isn't that good I'm French! ^^

Well, I've see that someone else suggest something for stats but ... I think the best is to maybe have a Menu for an Administrator that allowed him to created somes templates. With maximum and minimum stats (for here I'll think a maximum of 100 in a stats) that allowed the player to wear somes armor/weapon, that could tell if he can used somes items, destroy or create a block. With the possibility to have somes skills that can only be used by a template, it could tell too if someone is lying about the name of an item.

For exemple : David is a Blacksmith and John a merchant. John want to buy somes copper, David show him some bronze bar but tell that it's copper because bronze is cheaper than copper for him and he put the name "Copper Bar" on it. John that is specialized in metals have his skill of "Metal Knowledge" at lvl 6 because he learn by trying to know if somes metal bar was what they are used to be. He learn xp by trying to know it and have a better % in he's try, but he have his Intelligence stats to 94/100 that is very high. In this situation a lvl of "Metal Knowledge" is +7.5% chance and a stats in Intelligence +0.5%. In that case he have 45%+47%= 92%. If he won, he have a little more xp in he's level and in the chat at 5 blocks around you can see the result, if he loose you can only see the result. But to be sure that player will not know if he won or loose, the xp bar of a skill will be invisible. He will only know he's lvl.

 And for the stats repartion, you'll have a little interface that allowed you to choose a template or not, the game will used some dice to define each stats. You will able to try this X times and if one of you're stats is under the minimum or maximum of a stats it'll try again without taking you're attempt. 

Hope that you'll understand! ^^

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Hi Sercanis, welcome to the forums!(and don't worry, you speak- err, write-english well :))

23 hours ago, Sercanis said:

Hi! Sorry if my english isn't that good I'm French! ^^

Well, I've see that someone else suggest something for stats but ... I think the best is to maybe have a Menu for an Administrator that allowed him to created somes templates. With maximum and minimum stats (for here I'll think a maximum of 100 in a stats) that allowed the player to wear somes armor/weapon, that could tell if he can used somes items, destroy or create a block. With the possibility to have somes skills that can only be used by a template, it could tell too if someone is lying about the name of an item.

For exemple : David is a Blacksmith and John a merchant. John want to buy somes copper, David show him some bronze bar but tell that it's copper because bronze is cheaper than copper for him and he put the name "Copper Bar" on it. John that is specialized in metals have his skill of "Metal Knowledge" at lvl 6 because he learn by trying to know if somes metal bar was what they are used to be. He learn xp by trying to know it and have a better % in he's try, but he have his Intelligence stats to 94/100 that is very high. In this situation a lvl of "Metal Knowledge" is +7.5% chance and a stats in Intelligence +0.5%. In that case he have 45%+47%= 92%. If he won, he have a little more xp in he's level and in the chat at 5 blocks around you can see the result, if he loose you can only see the result. But to be sure that player will not know if he won or loose, the xp bar of a skill will be invisible. He will only know he's lvl.

 And for the stats repartion, you'll have a little interface that allowed you to choose a template or not, the game will used some dice to define each stats. You will able to try this X times and if one of you're stats is under the minimum or maximum of a stats it'll try again without taking you're attempt. 

Hope that you'll understand! ^^

 

Now, about your suggestion, I'm not sure I got what you're trying to say. Are you saying that items and blocks should be level and "class" restricted? Like, you need to be level 5 in mining to dig an ore or use a pickaxe of a better material? Or you need to be a blacksmith to use an hammer? Because, if that's the case, I fear that I can't agree with your suggestion, as I think that the players shouldn't be limited by artificial restrictions.

On the subject of skills, I think that a new skill is fine as long as there is a real use for it. TFC1's skills were few and specific to a certain area of playing : butchering gave you more meat, agriculture gave you more crops and seeds, cooking gave a taste bonus to your prepared dishes , the three smithing skills (tool smithing, weapon smithing and armor smithing) gave bonuses to the items smithed by the player and the prospecting skill removed false negatives from prospecting. So, I would like to ask you to give more example skills, as your example doesen't really seem to be useful (copper and bronze have very distinct looks, also I assume the player won't be able to make a vanilla anvil in TFC2 like he/she wan't able to in TFC1).

Lastly, regarding attribute points, I would like a better explanation. From what I've gathered from your suggestion, you mean that each player has a set of attributes, which are "rolled" in each new world through dice. This approach seems quite similar to Dnd; while there's nothing wrong with that, I'd like to ask you: what would they do? Why would we have them? Can you please give us some examples? I feel that, if done right, this could be interesting, otherwise it would weight down the experience.

Overall, I feel like you haven't explained enough, especially in regards to the attribute system. This suggestion could be interesting, but you need to explain a little more, while also keeping in mind that it would be best if new mechanics added to the gameplay rather than limiting it (take this with a grain of salt, as it's just personal preference: for me, it's limiting even the fact that iron is gated behind bronze, as in many places people actually never made their own bronze because of the lack of materials needed to make it, and either traded for bronze or worked directly iron).

Edited by TheSnarkyKnight
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Well I've said that the Administrator could create some template and somes skills, well you'll be choosing as the administrator what skill you have to used to cut trees or transform it into plank or used it to do a house etc

Finaly what I suggest is much more for a multiplayer used, like for a semi-rp server or a full-rp server! And with that, in a roleplay server if the map is created by the staff, you'll be travelling to find ore! 

Well ... like I said, this is more for a roleplay / semi roleplay server. To be sure that nobody do everything and you need to be more specialised to developped you're community!

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