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 Cap A Stat at Double the Next Highest Value 
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Joined: Sat Aug 01, 2009 2:46 pm
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Post Cap A Stat at Double the Next Highest Value
Baron said:
(read more on this subject - http://forums.nextrps.com/viewtopic.php?f=6&t=27 )

Cap A Stat at Double the Next Highest Value
What do you think about "nerfing" a stat to double the next highest value?

I was thinking I'd let people continue to spend the points wherever they want, but the system would only recognize up to double the next highest stat value.

If your stats were:
15/15/20/50/15/15
They would load as:
15/15/20/40/15/15

And if you did:
15/15/105/15/15/15
It would Load as:
15/15/30/15/15/15

I think this would give people freedom to build unique characters without looking to find ways to game the combat side without any real upside to the role play explanation for those stats.

If you exceed the "double" temporarily and then move your other stats up to "catch up" the higher value would be adjusted automatically - so you wouldn't "loose" the points, you just wouldn't benefit from them until you spend elsewhere to raise the other stats.


Mon Jul 27, 2009 11:42 pm
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Fri Oct 02, 2009 9:29 pm
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Joined: Sun Aug 02, 2009 2:32 pm
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Post Re: Cap A Stat at Double the Next Highest Value
I like the idea and think making it go even farther might be a good idea, like making it 1.5 times instead of double even


Sun Oct 04, 2009 5:19 pm
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Joined: Fri Aug 21, 2009 10:08 pm
Posts: 11
Post Re: Cap A Stat at Double the Next Highest Value
Judgement is providing primarily combat and RP areas. So, I'm not sure we need to restrict points distribution.

I do think such a restriction promotes more strategy in creating a character. I think it also helps new players. But, that seems to be at the expense of long time players...

I like the idea of a max double next highest... as a lvl 10 I think it gives me an advantage in dealing with higher level players.

Until more players speak up, I don't know if this is a good idea or not.


Tue Oct 06, 2009 10:43 am
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Joined: Tue Aug 18, 2009 12:33 pm
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Post Re: Cap A Stat at Double the Next Highest Value
im in favour too of this ...anything to stop players stacking trying to make themselves invincible.


Tue Oct 06, 2009 10:52 am
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Post Re: Cap A Stat at Double the Next Highest Value
That is a great idea, i agree with Baron


Mon Oct 19, 2009 2:02 am
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Joined: Sat Jun 05, 2010 11:35 am
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Post Re: Cap A Stat at Double the Next Highest Value
As levels go on, probably not in the 'near' future but like in the past, there was more than Dominance stacking.

People became more creative after the construction of MEV.
People soon began to stack their agility, as we grow higher in levels and people soon become able to have say 100 in Agility and 50 in Dom, what will the smaller leveled people of the community do when they can barley melee or shoot.

Just something for Baron to look into before we actually reach that stage, as I know it happened in Forbidden City, and created an extreme unfair advantage.

Jolie Burger.


Sun Jun 06, 2010 4:06 am
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Joined: Thu Apr 08, 2010 9:12 am
Posts: 100
Post Re: Cap A Stat at Double the Next Highest Value
My suggestions for the agility stacking problem:

-Don't have agility affect the accuracy of bullets. Meaning all bullets should hit no matter the agility. This creates a constant in the game play. You can always rely on your bullets to work. Your melee might not.. but at least you know something does.

-Also allow Aptitude to counter agility. If I were to sink 50 pts into Apt I should be able to hit someone who has 100 agility.


==================

The issue with Agility and Dom seems to be something larger that I believe Baron already knows. Not all stats have an equal effect in combat. So basically there just needs to be some tweaking and testing to get it all to work properly.


Sat Jun 19, 2010 10:19 am
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