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Not only that, but Oblivion actually encourages mechanically and selectively levelling your skills, as you will never get the maximum skill level in a reasonable amount of time otherwise. Which is, as mentioned, exactly the thing to avoid here.
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Rasengan3oo4 wrote:
You didn't define mob/var/vars=list(), If someone is already using your code, they probably got errors now. And vars is a silly name don't you think? Your going to confuse people like that. vars is a predefined list that contains all of the vars that you have defined. Defining it in the code would most likely give duplicate definition errors. |
Albro1 wrote:
Rasengan3oo4 wrote: Ya, sorry for that, I just read up on it, I didn't know there was such a thing. Imma give it a try. |
The more I think about it, the less I like this idea. Having the ability to raise individual stats isn't a bad idea, but I think you need to be careful how you implement it.
Let's consider the flash game Duck Life 2. In this game you raise your duck's running, swimming, flying, and climbing skills, then race it against other ducks. There are four mini-games, one for leveling each stat. To be successful in races you'll need to level each stat. The only way to raise your swimming stat is through the swimming mini-game. If you don't like it, tough! If players can gain "overall experience" from many ways they can choose the method they like best for leveling. If there is only one way to increase your strength, players are forced to do that one activity. To level all stats players would then have a set of mandatory tasks they must perform (each one to raise an individual stat). Players have just lost that freedom to level up how they want. It might be more realistic, but realism is only good when it adds to the gameplay. If you're not careful about how you handle this, it could really ruin the gameplay. |
True. I completely agree with you. And, in my case, that is where quests come in. In my game there are planned quests that will give you money, experience, etc. In most cases it will level all of your stats in one go. And obviously having 1 way of training a stat will be terrible. My game is a Bleach game. Using reiryoku moves like Cero and Kidou will raise your reiryoku, among other things. And to make it more balanced, I could add in a small boost to all of their stats when they level up(Not implemented yet).
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Forum_account wrote:
The more I think about it, the less I like this idea. Having the ability to raise individual stats isn't a bad idea, but I think you need to be careful how you implement it. That's true but one way to fix something like that would be to make multiple ways to train one stat I.E. Strength - Trained through combat, training quests, training dummys. Three different ways to one stat would make a interesting form of gameplay, specialized quests for stats. Side Note: Yea training dummies are old news but maybe incorporate new ideas and ways to use them. |
Aeon Games Inc wrote:
That's true but one way to fix something like that would be to make multiple ways to train one stat I.E. To extend this idea: one method (combat, quests, etc.) can raise multiple stats, but not equally. Combat might be the best way to increase your strength, but it also increases your speed and stamina. Quests might offer a decent increase for all stats. Other forms of training could exist to raise mainly speed or stamina. You could also have some forms of training that lower certain stats. If you have 70 strength and speed but need 100 strength and 50 speed to equip an item, you need to find a way to train that will give you strength without losing too much speed. Grinding is often frowned up, but I think it's completely acceptable if it has a purpose. It shouldn't exist as a reward to people who play your game all day. More commonly grinding is a way to slow a player's progression so you can slowly introduce new abilities to them. It doesn't matter so much how the grinding works, but how you tie it in with the rest of the game. |
Forum_account wrote:
Aeon Games Inc wrote: Indeed, maybe you could even up^ that idea more and having player select the specialized trait to effect how much you gain on which stat's and etc. Grinding is tiresome and common but if you make it flow with the gameplay and make it feel more entertaining then just the average hack slash kill level. Type games you should be well set, i myself have though of a few ways to make grinding a bit less grindy. If that makes sense lol. |
Forum_account wrote:
More commonly grinding is a way to slow a player's progression so you can slowly introduce new abilities to them. It doesn't matter so much how the grinding works, but how you tie it in with the rest of the game. No. That isn't grinding. What you are describing is called a timesink. Grinding is a timesink, not vice versa. Grinding is the act of repeating a task a large amount of times, to gain some sort of reward. Experience is a catch-all way to allow progression to be shown in an easy-to-understand method; experience is then dispensed as currency, either to level the player or to spend on skills/stats/whatever. Increasing stats seperately is a sure-fire way to increase grinding, but I have to ask what the upside would be. Its certainly not customizability. And if you're implementing a feature just to be different, or to annoy the player in a different fashion, they're not going to like that more, they're going to hate it. |
Alathon wrote:
Forum_account wrote: Right, I was saying that grinding is often used as a timesink. I'm not sure where the disagreement is. Increasing stats seperately is a sure-fire way to increase grinding, but I have to ask what the upside would be. Its certainly not customizability. Grinding is repeating one task many times. If you need to perform different tasks to raise different stats, you won't be performing one task over and over so you won't be grinding. And if you're implementing a feature just to be different, or to annoy the player in a different fashion, they're not going to like that more, they're going to hate it. Right, which is why I'm mentioning ways that this could be used in an interesting way. Do you have anything positive to contribute? |
Forum_account wrote:
Alathon wrote: Its an important distinction to make. Tying together timesink, grinding and learning curve provides entirely incorrect assumptions, which this loose idea for a system benefits from to seem good. Increasing stats seperately is a sure-fire way to increase grinding, but I have to ask what the upside would be. Its certainly not customizability. No, you'll be repeating 5 different tasks over and over again. The same thing applies. Try asking anyone who plays WoW whether they consider daily quests to be grinding, after they've done the same one 200 times. And if you're implementing a feature just to be different, or to annoy the player in a different fashion, they're not going to like that more, they're going to hate it. Certainly, and I already have. Instead of trying to refute my arguments, how about you actually present a useful and solid usecase where something fun is genuinely introduced into the game? |
Alathon wrote:
No, you'll be repeating 5 different tasks over and over again. The same thing applies. Try asking anyone who plays WoW whether they consider daily quests to be grinding, after they've done the same one 200 times. Having to repeat a task doesn't mean that it's grinding. Grinding is when you have no alternative to the boring, repetitive task. That's why grinding is bad. If people like Plunder Gnome they'll play it every day. They'll voluntarily repeat a task, they don't mind. Grinding is a problem because there is no alternative (or no good alternative). To use WoW as an example, grinding used to be the best way to level (before heirloom items and before the increases to exp gains, though it's still a good way to level). Because it was so effective for leveling you had to choose between grinding or leveling slowly - it wasn't much of a choice. Because grinding had the best reward, the player's freedom was limited. Having several ways to level each stat gives players options. They can choose how to level their stats. Sure, they might have to repeat tasks, but when they get bored of one task they can try something else. That's not grinding. |
I fully agree with Forum_account.
The hardest part(in my opinion) is thinking of and programming those interactive, interesting new options. |
Albro1 wrote:
I fully agree with Forum_account. Not entirely true, if you looked at one of my below post's i used strength as an example, but in reality there's limitless ways you can come up with to train each stat. Just to name a few, These aren't all related their from anime to real world examples. Water walking Working out Running/Jogging Fighting Other People Focusing/Meditation Balance Training Training Course's Swimming Yoga Repetitive use of something(I.E slashing a sword straight down 1000 times a day) Plenty of real life to anime things you could incorporate, Take Yoga for example you could add some limbering/stretching states for your base with keys to press or actions to preform and slowly gains endurance or speed etc. |
src.vars["[stat]exp"]=0 // Set the stat's experience back to 0... But what if your Exp=99, your Mexp=100, and you earn 500 exp? :( 499 exp wasted. |
Saucepan Man wrote:
src.vars["[stat]exp"]=0 // Set the stat's experience back to 0... But what if your Exp=99, your Mexp=100, and you earn 500 exp? :( 499 exp wasted. I hate having reset's i usually make my experience carry over. |
Saucepan Man wrote:
src.vars["[stat]exp"]=0 // Set the stat's experience back to 0... But what if your Exp=99, your Mexp=100, and you earn 500 exp? :( 499 exp wasted. Nice job pointing that out, it was something that the people must figure out for themselves. It isn't hard. |
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Well the idea behind Oblivion was pretty good if you asked me, but I am sure a lot of gamers, like myself, did the oppsite of what they wanted us to do. I am sure they wanted us to play the game and allow natural progression to take place, I on the other hand went out into the wilderness and "trained" for like 2 hours until I had quite a few levels.