- Forums
 - Idea Submission
 - New Attribute/Item System (Quite Long, be prepared to read a lot)
 
							Thu Dec 1 18:39:54 EST 2011						
						
						
						Okay, so about a week ago CK and I were in chat and he mentioned that he would like some way for items to provide more of a players overall power. So, I took the liberty of coming up with what I hope will be a solution to this problem. I've already sent CK a pm about it, but we haven't been able to really discuss it so I'm going to put it here so that the whole FRP community can get involved. 
											
					
					So, first of all, base attribute would have to be redone. My idea for this is as follows:
There will be 4 Primary Attributes: Attack, Defense, Health, and Speed (All others, Accuracy, Block, Critical Strike, will be referred to as Secondary Attributes). When a player levels up each Primary Attribute will increase by a set amount of points, however, each race will have a certain Attribute that will increase more than the others. Here's a couple of examples:
 Dredd					
Attack:+2					
Defense:+1					
HP:+1						
Speed:+1					
 Kabal
Attack:+1
Defense:+1
HP:+2	
Speed:+1
In addition each player will receive Attribute Points that they then could use to increase any of these four stats. Each attribute point would have a different value depending on which stat the player increases. For instance: Each attribute point would increase Attack by 2, Defense by 1, Health by 5, and Speed by 10.
 Using the same example from above here is what these players could look like when they hit level 50 (a**uming each player receives 10 Attribute Points per level):
				   Dredd							
		Base Stat			Total Stat				
Attack:		300				600				
Defense:		150				300					
HP:			150				750				
Speed:		150			       1500				
				   Kabal
		Base Stat			Total Stat				
Attack:		350				700
Defense:		150				300	
HP:			150				750
Speed:		100			       1000
Now, on to the items! Instead of each item having a set amount of attack, defense, etc each item would have stat multipliers on them. For example: A level 50 Uncommon item would have a stat multiplier of 4. Now, that does not mean that it will multiply all your stats by 4, what that means is that you can choose which stat(s) to multiply up to 4 times. Again, using the example above here is what each of these players could look like with a complete set of Uncommon items:
		  		           		 Dredd
		Base Stat		Total Stat 		Item Bonus 	 Final Stats
Attack:		300			600		    6600			7200	
Defense:		150			300		    2700			3000
HP:			150			750		    8250			9000
Speed:		150		      1500		    6000			7500					
							Kabal
		Base Stat   	 Total Stats	 	Item Bonus	Final Stats
Attack:		350			700			7700				8400
Defense:		150			150			3300				3600
HP:			150			750			6750				7500
Speed:		100			1000			4000				5000
Now the number of multipliers you get would be determined by the item level and rarity. Also, there will be tiers for each item. Meaning all items within the range of levels 50-74 will receive the same Stat Multiplier. The Players Final Stats will still be different because of the Attribute Points each player receives when they level up. Having it this way will enable lower level players to beat higher level players a**uming the lower level players have better equipment. Here is an example of how a level 50 player with an Uncommon set could look up against a level 70 player with a common set:
			Level 50	Dredd							
			Base		Total		Final
Attack:		300		600		7200
Defense:		150		150		1500
HP:			150		750		9000
Speed:		150		1500		7500
			Level 70 	Kabal
			Base		Total		Final
Attack:		320		640		5760	
Defnese:		270		270		2430
HP:			290		1450		10150
Speed:		170		1700		6800
Now, for stats such as Accuracy, Critical Strike, etc we would use a Socket/Crystal feature. For instance: Each item has the ability to hold 1 or 2 sockets, you would then select/craft an appropriate crystal to increase whichever stat you wish. Crystals would also act like items in that, instead of increasing Accuracy for example, you could use them to add additional multipliers to your items. So instead of a level 50 Uncommon item just having 4 Stat Multipliers it could have 5 multipliers and a .5% increase to Critical Strike, if the item had 2 sockets. Or it could have 6 multipliers or a 1% increase to Critical Strike.
There could also be different qualities of crystals. A Flawed Crystal would give a 1 multiplier bonus or a .5% increase to a Secondary Attribute, a Refined Crystal would give 2 multipliers bonus or a 1% increase to a Secondary Attribute, and a Flawless Crystal would give 3 multipliers or a 1.5% increase to a Secondary Attribute. Or something like that.
I know this was incredibly long and I apologize for this, but for those of you who made it this far I would really appreciate it if you let me know what you think. If you have any questions feel free to ask. Hopefully I didn't leave out anything, although I probably did sadly enough. Also, I can not guarantee that my figures are accurate, but they should be close. 
 Edited 2 time(s). Last edited by Dythark @ Fri Dec 2 10:53:36 EST 2011
				
							Thu Dec 1 22:42:02 EST 2011						
						
						
						
This was my idea by the way.
					
					
No but seriously, I really like it. Not only does it create more possibilities for different players, in the way they like to play, it also gives Races a distinct difference. Didn't seem like you left anything out. Except for the idea of characters with more speed getting more attacks on their turn, as you suggested. Or characters with high Attack having a chance to stun, as I suggested. Which also makes me think, characters with high HP or Defense could have a chance to halve incoming damage. Possibly, who knows.
I completely love this idea. Even more the socket system, as it would provide even more customizing. Which also leads to a bigger reason to implement more quests. Either rewards crystals, parts of crystals that you need to forge, or materials for said crystals, used by a crafting profession.
As stated before, all this would be amazing, however our cloning device for CK is not yet ready.

Edit: Also your idea of using free points for item building, but the item would be bound to only you.
Edited 2 time(s). Last edited by Symphony @ Fri Dec 2 2:07:11 EST 2011
				
							Sat Dec 3 19:51:42 EST 2011						
						
						
						I still haven't read this, but I will 
 I'm just posting to show that I'm aware of its existence 
					
					Invisible War ][
				
							Sun Dec 4 13:58:48 EST 2011						
						
						
						I'd like to say that I quite like this idea. I agree that the game needs the ability to customize more depending on how each player wants to play, and allowing for more item customization isn't going to completely fulfill this need. As for cla**es, I think perhaps a percentage boost in certain characteristics depending on cla** could work as well. All in all, this all seems like an awful lot of work for CK, but it seems like a sound idea.
					
									


