Post by goatmachine5000 on May 31, 2018 17:42:27 GMT
I agree with the fatigue system but I remember how it was like when magic became common and it just ruined rp as everyone would have to learn magic or get fucked.
Tbh I've wanted to invest in my other attributes but I've been thrown into a brick wall for progression and haven't had any recent opportunities to do that. In the beginning it's more viable (and logically so) to heavily invest in str and dex first and then work on perception, fortitude and endurance afterwards.
I'm not too worried about magic because regardless it should require dedication to improve. A magic warrior hybrid may be more versatile, but a dedicated warrior of the same total allocated stat points would probably be miles ahead of the latter on terms of strength and speed.
We're in the early stages of the server. People like to actually see results, so it's typical for people to stack a stat to a point and move on. The issue I have is that every stat is important, but after each event you're only given a usual maximum of 5 points to allocate across 9 attributes- that's pretty underwhelming 'result wise' to level stuf up evenly early on with the current reward system. Just wait another week. People's stats will be balanced out due to the way levelling up works.
Post by goatmachine5000 on May 31, 2018 18:02:49 GMT
I know what you mean about allocating stats into other aspects at the beginning. I wanted to increase my str first then start investing into per, res and end before finally dex.
Keep dexterity to weapon wielding and attack speed, as it says on the character application format. We already have endurance and fortitude for stamina regenerating and stamina endurance. We also already have athletics and acrobatics.
I reckon perhaps having it so that you multiply their acrobatics stat by their athletics stat, and then multiply that by their endurance statistic, to get a dodge stat. (This would only apply in PVP, as in PVE, it will get too clusterfucky) For example:
Acrobatics: ** Athletics: * Endurance: 15
2 x 1 x 15 = 30.
Dodge stat is 30.
For every attack that is gonna hit you, and you pull off a dodge, you lose X amount of that stat for the battle. This way it actually encourages people to FIGHT rather than act like spiderman and just hop all over the place, as they would actually have to PARRY... People with high dex builds are 9/10 of the time sacrificing other stats, and are more like "Glass Cannons", where they can deal damage quickly and to a good degree, but are weaker in long drawn out battles. And if you have the stats to match it and aren't a Glass Cannon? Good for you.
This statistic could be added to the character sheet, just under the table.
Fortitude would be something purely IC based, so for example, straight after a big battle, if you have 10 fortitude, you're not going to just be all 100/100 and good to go.
If player X fights players A and B, player X will have to actually either run away, or fight smart, and not use up all his stamina at once... This also encourages SMART FIGHTING.
Armour would not effect this dodge stat, as it MASSIVELY over-complicates everything, and more powerful and richer characters are likely to be ICly more trained anyways, so it still makes sense.
This idea actually makes the stats more relevant, as acts of running around and leaping and such aren't down to DEX, they are down to ATHLETICS, ACROBATICS, ENDURANCE and FORTITUDE.
Just saying, "Yeah, I got 1 ACR, but my DEX is 30 so I can triple ninja backflip" makes no sense as A: DEX is weapon handling, and B: 1 Acrobatics means you're a novice at acrobatics... Not that you can be a battlefield trapeze artist.