To celebrate the return of Notch (yay!) in all his glory, I decided I ought to give another try at posting this system. I want it to be heard! I want more responses! I want to know what people think, because I've received a great deal of positive feedback last time I posted about this. And I'll do my best to make it short. (ha. as if)
Stats
When you have stats, you build up a number that grants you a small but cumulative bonus to one or more activities.
For example - strength might up your melee damage, boost your carrying capacity, and expedite your mining.
But that's bad, in my eyes. If you want to be a miner, you shouldn't have to figure out which physical statistics would best suit you; you should be able to say "I want to be good at mining!"
Skills
Let's split things up.
Make everything a different value.
"Mining" - every point in this gives you a +5% speed to mining.
"Swimming" - every point in this gives you a +5% speed in water, and maybe an extra second of underwater breathing.
Problem? In a system like this, people tend towards the mundane and equal. In addition, it does not allow for a great deal of unique ability. It bumps you around with what you're good at and what you're not good at, but...
1. These differences are not clear-cut. You will compare numbers instead of saying "I'm a miner, I'm good at mining".
2. People don't like to put zero points into things (from my experience, at least).
Perks - not my favourite name for them, but fairly accurate, short, and to the point!
As opposed to granting 30 points to put into pumping up certain attributes, you give a smaller number towards more solid chunks of ability-granting.
[ Miner's Muscle: -25% Digging Time ]
[ Almost a Fish: Quadruple Underwater Breath ]
[ Safe Fall: Take 50% Fall Damage (round down) ]
[ Mycologist: Mushrooms Heal You More! ] ( this would make brown mushrooms a tiny bit more effective, and spotted mushrooms would heal you a small amount instead of hurting you )
As you can see, these range from "Oh yeah I can see that being done with stats" to "A whole new ability that wouldn't really work very well with small build-'em-up values".
Some Ending Thoughts
Perks might come in pairs - one enabling the purchase of the next. Such things would have to be made a little 'topheavy', though, in a way that would benefit the specialist over the jack-of-all-trades.
[ Miner's Muscle: -20% Digging Time ]
[ Mining Prodigy: -45% Digging Time ] < --- clearly, this would require Miner's Muscle first; they would not stack.
This is not a discussion of when you get points; if you want to grant all the points right at the beginning with no growth later on, that's fine. If you want to grant them over time (everyone starting at 0), that's fine too. Have that discussion elsewhere, please! Perks work just as well as any other system in any respect of that sort -- it's simply more granular, and if you wanted some kind of slow build-up system it would come in terms of "Here's one point" instead of "Here's 10 points", or "Here's 1 point every half minute".
I'm getting back into the pushing of this idea mode because I really do want to hear what people think about it.
I don't even know if people want individualization within the character itself, or just have equipment make all the difference.
Oh. Right. One last thing. I think this system really suits Minecraft, a game where the world is a grid of large blocks.
Don't you think character abilities should reflect that? :smile.gif:
This isn't a title. It's the ending sentence telling you to respond with something interesting and useful.
My concern: If you fly object A up and hit the ceiling of some kind of massive hangar, is it now perma-stuck to the ceiling?
To be honest, lifting landmasses sounds more awesome than lame :smile.gif:
This idea is pretty awesome -- but its uses would be limited. What use is a floating building? Why not just attach it? =/ It's not like you can do much from up there.
Crash to the ground = fun! There would definitely need to be some kind of 'crush' mechanic though...
Finally, there definitely do need to be some 'non-stick' blocks so you can make fun things like platforms falling into pits.
Mythrik: Looks like we have inversed opinions :biggrin.gif:
I think Skeleton Pirates would be a good idea. They float around over their gold and shoot at you. This covers gold, and a water based monster.
But the top of the water isn't what's interesting.
Underwater enemies, now that's where the fun's at!
... I have to say, though, that sounds kind of cool even if it doesn't make a lot of sense (why would they float over their gold, making it obvious where it is? :tongue.gif:)
Survival should always be just that -- purely Survival with the same rules. (Possibly some things but not something like this)
In mods, this idea would be fine -- but I would not want to see different servers with all kinds of different digging times >_<
edit I would at the very least want some kind of vanilla-filter option, as well as maybe a good way for server owners to describe the crazy custom properties that fill their server.
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SHRIMP
choose one letter to leave out - every word must contain that letter. ha. take that, simple game.
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It's going to be evilgrim.
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"New study shows exploding may be good for you!"
4. new article:
"Concerned Creepers band against stone immunity"
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Stats
When you have stats, you build up a number that grants you a small but cumulative bonus to one or more activities.
For example - strength might up your melee damage, boost your carrying capacity, and expedite your mining.
But that's bad, in my eyes. If you want to be a miner, you shouldn't have to figure out which physical statistics would best suit you; you should be able to say "I want to be good at mining!"
Skills
Let's split things up.
Make everything a different value.
"Mining" - every point in this gives you a +5% speed to mining.
"Swimming" - every point in this gives you a +5% speed in water, and maybe an extra second of underwater breathing.
Problem? In a system like this, people tend towards the mundane and equal. In addition, it does not allow for a great deal of unique ability. It bumps you around with what you're good at and what you're not good at, but...
1. These differences are not clear-cut. You will compare numbers instead of saying "I'm a miner, I'm good at mining".
2. People don't like to put zero points into things (from my experience, at least).
Perks - not my favourite name for them, but fairly accurate, short, and to the point!
As opposed to granting 30 points to put into pumping up certain attributes, you give a smaller number towards more solid chunks of ability-granting.
[ Miner's Muscle: -25% Digging Time ]
[ Almost a Fish: Quadruple Underwater Breath ]
[ Safe Fall: Take 50% Fall Damage (round down) ]
[ Mycologist: Mushrooms Heal You More! ] ( this would make brown mushrooms a tiny bit more effective, and spotted mushrooms would heal you a small amount instead of hurting you )
As you can see, these range from "Oh yeah I can see that being done with stats" to "A whole new ability that wouldn't really work very well with small build-'em-up values".
Some Ending Thoughts
Perks might come in pairs - one enabling the purchase of the next. Such things would have to be made a little 'topheavy', though, in a way that would benefit the specialist over the jack-of-all-trades.
[ Miner's Muscle: -20% Digging Time ]
[ Mining Prodigy: -45% Digging Time ] < --- clearly, this would require Miner's Muscle first; they would not stack.
This is not a discussion of when you get points; if you want to grant all the points right at the beginning with no growth later on, that's fine. If you want to grant them over time (everyone starting at 0), that's fine too. Have that discussion elsewhere, please! Perks work just as well as any other system in any respect of that sort -- it's simply more granular, and if you wanted some kind of slow build-up system it would come in terms of "Here's one point" instead of "Here's 10 points", or "Here's 1 point every half minute".
I'm getting back into the pushing of this idea mode because I really do want to hear what people think about it.
I don't even know if people want individualization within the character itself, or just have equipment make all the difference.
Oh. Right. One last thing. I think this system really suits Minecraft, a game where the world is a grid of large blocks.
Don't you think character abilities should reflect that? :smile.gif:
This isn't a title. It's the ending sentence telling you to respond with something interesting and useful.
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There needs to be some kind of better light armour too. Never as good as the heavy, but it doesn't restrict your movement freedoms.
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To be honest, lifting landmasses sounds more awesome than lame :smile.gif:
This idea is pretty awesome -- but its uses would be limited. What use is a floating building? Why not just attach it? =/ It's not like you can do much from up there.
Crash to the ground = fun! There would definitely need to be some kind of 'crush' mechanic though...
Finally, there definitely do need to be some 'non-stick' blocks so you can make fun things like platforms falling into pits.
Mythrik: Looks like we have inversed opinions :biggrin.gif:
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( except for the Q, that was the starting point, probably )
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But the top of the water isn't what's interesting.
Underwater enemies, now that's where the fun's at!
... I have to say, though, that sounds kind of cool even if it doesn't make a lot of sense (why would they float over their gold, making it obvious where it is? :tongue.gif:)
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Anyone caught within the blast radius is instantly killed and turned into gold. Air, blocks, all things turn into solid gold.
I have no idea if it actually sounds... good or fun though xD
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Why am I not playing Dungeon Keeper 2 right now?!
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I WANT TO SEE MINECRAFT IN MINECRAFT SCREEN :biggrin.gif:
---> Also, very impressive. Very awesome.
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Survival should always be just that -- purely Survival with the same rules. (Possibly some things but not something like this)
In mods, this idea would be fine -- but I would not want to see different servers with all kinds of different digging times >_<
edit I would at the very least want some kind of vanilla-filter option, as well as maybe a good way for server owners to describe the crazy custom properties that fill their server.
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You know, like, THE BLOGDOWN.
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xD. Damn, okay. I was waiting for that ;p