If you are a vet you build custom triggers to roll what you want.
If you are a newbie you take scores that are sub optimal.
In both cases, it is a barrier to character creation.
Please revise.
If you are a vet you build custom triggers to roll what you want.
If you are a newbie you take scores that are sub optimal.
In both cases, it is a barrier to character creation.
Please revise.
So start with max stats every time?
Or whatever is deemed balanced. It could be race/class based, if that is the route the imms want to go.
How about the roller giving the max roll and letting the player decide how to distribute it instead?
I agree wholeheartedly. I like foxx's idea, I too think it should be a set amount of points distributed, based upon race and class choice.
This would be a further way to balance combos by giving less optimal races/classes extra point(s).
I have been saying this for years and have always been met with the same answer: "People like the roller, it's a fun part of creating a new character" or something to that effect.
This would be a further way to balance combos by giving less optimal races/classes extra point(s).
This has nothing to do with the suggestion really and can by implemented with the current roller as well.
I disagree, it does have something to do with the suggestion. If character creation is being revised this could be an additional consideration.
I have nothing against point distribution. The roller, as it is now, is probably the most meta-gamed aspect of the Forsaken Lands. No one rolls and makes a character based on the roll. For years, we have seen rolls in the 10 - 20k range all for 1 or 2 stat points. It is unnecessarily exhausting and I find it a barrier to character creation.
If we did have a point based system, I would suggest assigning different point roles and stat minimums to perks. For example, to select nimble requires max dex for your race and 2 points. The player will have to decide if the perk is worth the point allocation and tradeoff.
We could even get creative and add coupon codes to the point distribution system.
For summer 2016, enter "pk deykari" in the roller and get an extra 2 points at character creation!!!!
Or, "donate $10 to the FL server fund for your coupon code for a free limited mutated gharnizon pet!"
This is a branch from the original suggestion, which I still feel strongly about.
It would be fun to even add in some super crazy perks that cost many points.
An alternative would be to ask questions about the character and award stat points based on the answer:
"As an enlisted member of the Fire Giant Corps., you discover one of your fellow enlistees stealing salted behemoth meat from storage. When you confront her, she pulls her sword. Do you:
After a few of these questions you would have selected one of several stat variations for the class and race.
We could even get creative and add coupon codes to the point distribution system.
For summer 2016, enter "pk deykari" in the roller and get an extra 2 points at character creation!!!!
Or, "donate $10 to the FL server fund for your coupon code for a free limited mutated gharnizon pet!"
This is a branch from the original suggestion, which I still feel strongly about.
This would be seen largely as a method of pushing microtransactions. I don't think that's what we should be trying for. We have to read everything in the negative light, for the development standpoint. And this ends up leading to thoughts along the lines of "If I don't donate, I don't get a chance to have _____." Or, in sticking with the fact that everything is doable with enough character investment, "If I don't donate, I have to work so much harder to get _____ where this guy just rolls a character and gets it because he paid for it."
Cosmetics available for purchase in other games works because the impact they have on the game is negligible, and when the visual change ends up impacting competitive play, it gets changed after a wave of complaints. For a game like ours, cosmetic changes are gameplay changes. A lot hinges on something as simple as a long description.
The money issue aside, the idea of seasonal/limited bonuses for character creation is a nice twist. A little spice here and there.
Seasonal stuff that like is a cool and good idea, but think of the characters that people want to stick with. Bonus X is good, but I'm good with the number of characters I have and I enjoy them, but so and so gets this bonus because he/she is bored or wants to roll someones bane. There are enough perks and bonuses in the game that already require people to earn them.
I do like Mali's idea of cosmetic bonuses (this would all have to be things that would not have an impact on PK) such as non-pk pets, creating a room or two, etc. I think anything that was incorporated in this manner, should also be available at the RP bazaar, to keep it as a viable prize for those not creating a new character just for that purpose as well. I would pay an extra $5 dollars to get a leveling pet to help me get to 50 and then I loose that pet, or it becomes a non-combat pet. Maybe even have the pet grant skill training bonuses, etc. Or simply have purchasable pets which (again, non-combat or simply non-pk if possible) also grant training bonuses.
Not for nothing, but the average players online is somewhere between 0-1 lately. Seems like a lot of coding changes for people to RP with themselves.
Not for nothing, but the average players online is somewhere between 0-1 lately. Seems like a lot of coding changes for people to RP with themselves.
And all manner of changes will continue to come until we're down to our last goddamn player.
Viva La Aabahran!
That made my eyes water, Volg
Did you read it in a Braveheart voice? I typed it in a braveheart voice.