PDA

View Full Version : Idea about the new regen rates


Solaron
July 15th, 2006, 06:46 AM
Perhaps, to increase incentive to wear con/int gear, we could raise the cap from 25? Many levellers are at this anyway. Maybe put the cap at 30 or something?

Not sure if this would affect anything else negatively, so let me know if so. ::eyebrow::

Anathema
July 15th, 2006, 08:21 AM
Perhaps, to increase incentive to wear con/int gear, we could raise the cap from 25? Many levellers are at this anyway. Maybe put the cap at 30 or something?

Not sure if this would affect anything else negatively, so let me know if so. ::eyebrow::

My question is now that the caps are raised does that mean we NEED to wear more to level? If this idea (and the caps that have already been raised) means that I need to now wear 25 int and 25 con to maybe have a good level I dont know how Ill be able to xp. As it stands now I can barely kill perfect matches. If I need to wear 7 int and 7 con (assuming a racial max of 18 - if the char is max) that is a lot of space to sacrifice for those attributes when the mobs hit as hard as they do...

Tynian
July 15th, 2006, 09:41 AM
Perhaps, to increase incentive to wear con/int gear, we could raise the cap from 25? Many levellers are at this anyway. Maybe put the cap at 30 or something?

Not sure if this would affect anything else negatively, so let me know if so. ::eyebrow::

I gave that some thought, but ultimately decided to try to expand the stats to 25, and work on tying the stats more into game play.

My main concerns were two-fold. 1) I'd have to stretch out the leveling affects of the stats across a wider range, which could negatively affect levels, and 2) I thought it would be better to survey the landscape after I make changes within the current range.

It's also been expanded somewhat by the fact that INT and CON are no longer restricted based on class primary and secondary attributes.

Solaron
July 15th, 2006, 11:04 AM
I gave that some thought, but ultimately decided to try to expand the stats to 25, and work on tying the stats more into game play.

My main concerns were two-fold. 1) I'd have to stretch out the leveling affects of the stats across a wider range, which could negatively affect levels, and 2) I thought it would be better to survey the landscape after I make changes within the current range.

It's also been expanded somewhat by the fact that INT and CON are no longer restricted based on class primary and secondary attributes.

Ah, perhaps I misunderstood. I assumed that the class/racial max's were staying the same, but that 25 was the cap for factoring hitpoint regen!

Tynian
July 15th, 2006, 11:18 AM
Ah, perhaps I misunderstood. I assumed that the class/racial max's were staying the same, but that 25 was the cap for factoring hitpoint regen!

Racial max is still in effect. It's the max that an attribute can be trained.

The class max was based on primary and secondary attributes, and that has been eliminated for INT and CON.

Tynian
July 16th, 2006, 10:34 AM
Perhaps, to increase incentive to wear con/int gear, we could raise the cap from 25? Many levellers are at this anyway. Maybe put the cap at 30 or something?

Your suggestion is growing on me. I'm working on some other code, and am running into problems because 'natural' stats are so close to the maximums.

My first concern isn't really a concern, upon reflection. I don't have to spread out the leveling affects. I can just add the increased abilities at the higher ranges (which is essentially what I'm already doing).

Pol
July 16th, 2006, 01:58 PM
I tend to think that's a better idea, Tyn...getting high enough levelling gear during the early levels is hard enough at times, even with a stick. Raising the scale of stats required to get good or even decent level gains would have a hard impact on new characters/players. Keeping the level gains related to current stat levels, but giving bonuses to high stats and using Sol's idea of raising certain stat maxes to 30, seems the best approach.

1. It gives low levels a chance at better gains
2. Rewards higher levels for wearing other than dmg/hr/svs/da.

Pol O'Song.

Tynian
July 16th, 2006, 03:17 PM
Just to be clear, I have not "raised the scale" for leveling stats. Wearing 16 INT does the same thing now as always.

Solaron
July 16th, 2006, 04:41 PM
Just to be clear, I have not "raised the scale" for leveling stats. Wearing 16 INT does the same thing now as always.

People always want the best though, so they'll not be content at less than max.

Anonymous Mammal
July 17th, 2006, 12:08 AM
So, does this eliminate the "wearing too much will ruin your level" scenarios that many people have complained about before?

Tynian
July 17th, 2006, 07:01 AM
So, does this eliminate the "wearing too much will ruin your level" scenarios that many people have complained about before?

There is not, nor has there ever been, code that punishes you for wearing too much attribute (STR, DEX, etc.) equipment. I know that this notion has become popular over the years, and perhaps I should have set the record straight before, but it has been my policy not to confirm or deny the inner workings of game mechanics. Instead, I have advocated players figuring things out for themselves. Usually, what has been figured out has been right. This is one of the exceptions.

In particular, MANA gains have a large random range, which may have mislead people.

Attributes have always been capped based on race and class. Any +attrib equipment worn above and beyond racial and class limits was simply ignored, as it always has been. The difference now is that INT and CON are now capped at the same level for everyone.

wish
July 17th, 2006, 12:10 PM
Although I know next to nothing about the inner game mechanics, I am literally shocked by what you said, Tynian:

There is not, nor has there ever been, code that punishes you for wearing too much attribute (STR, DEX, etc.) equipment.

Perhaps this was simply an urban legend that went out of control, but I seem to recall testing this myself with wis and practices, and finding (apparently mistakenly!) that if I wore "too much" I would reach a point where I was getting less practices than if I wore less. Significantly less. Like going from 7 to 1. Am I the only person who is stunned by this revelation?

Wish, Foul Sepiod of the Black Conclave

Thor
July 17th, 2006, 01:39 PM
I was stunned by this as well with regard to everything. Con, str, int, EVERYTHING. Since I started TFC I felt I was "penalized" for wearing too much of anything.

Solaron
July 17th, 2006, 02:01 PM
Although I know next to nothing about the inner game mechanics, I am literally shocked by what you said, Tynian:



Perhaps this was simply an urban legend that went out of control, but I seem to recall testing this myself with wis and practices, and finding (apparently mistakenly!) that if I wore "too much" I would reach a point where I was getting less practices than if I wore less. Significantly less. Like going from 7 to 1. Am I the only person who is stunned by this revelation?

Wish, Foul Sepiod of the Black Conclave

Yes and no. I was surprised when I first found out a couple of months ago. I've tested it with a few of my followers as guinea pigs and its worked for a couple... while I have others who swear up and down that its not.

I've never had an issue being over wis, it's almost always been int and int alone.

Have the class max gains been updated as well? Is there a -reason- gain-wise to wear the new maxes?

Tynian
July 17th, 2006, 02:08 PM
Have the class max gains been updated as well? Is there a -reason- gain-wise to wear the new maxes?

No. I did not want to create a situation where new characters would have additional leveling advantages (or disadvantages) over existing characters.

Solaron
July 17th, 2006, 03:15 PM
No. I did not want to create a situation where new characters would have additional leveling advantages (or disadvantages) over existing characters.

That was my only concern, heheh. Thanks!