1 Jul 2006 20:15
Re: Items and balance, was Re: race/class lacks distinctions
On 7/1/06, Mark Wedel <mwedel@...> wrote: > Wim Villerius wrote: ... > > I would suggest also to modify quite some existing items. Adding still > > more items degenerates the value of current items. Why would you search > > for 'special item' if the so-and-so not so special item gives almost the > > same benefits? > > Perhaps - but that's quite a different discussion - it's worth to remove > > a lot of (more or less) special items from the game. > > Possibly. I think Raphael had got some script which showed all the items in > the game. > > But my thought for class/race specific items also does help out balance some. > > For example, monks are banned from weapons and armor. Certain races are also > banned from certain objects. > > It may be desirable to give those classes/race combinations some items to help > restore their balance some. However, you don't want to make them available to > everyone, as then the human fighter can use it and really get things out of whack. Anyone want to make a script to find the best set of equipment for each race/class combination? (including generated and modified in map objects) > So such a feature can be used to further help to balance the races and classes. > > But the other thing, going back to the original discussion, is it starts to > add some distinction. As a mage, I can were that diadam of spellcasting, which > gives some cool bonus, which fighters can't. This would also likely make it so > that all high level characters don't go around all wearing the same equipment, > as there sort of is the 'this is the best set of stuff' thing. > > Another thing, long discussed, was to split attack damages based on attacktype. > > Right now, if a character does damage, it uses the best of any attacktypes the > item(s) he has does. > > This means that any item that gives you an attacktype is really pretty handy. > It also means that balancing some objects is harder. > > But if you did things like 'dam_fire 12' 'dam_weaponmagic 4', it can help to > reblance things some. > > > > > > Another great way to eliminate the problem under discussion is to remove > > quite some races/classes! Simplicity is a key to success. > > Besides, that allows to create really different races/classes > > Yes - although if different skill levels are done, getting rid of some classes > may not work really well. > > It could perhaps be interesting to have an advanced character creation method > where each character is allowed X expert skills, Y basic skills, Z advanced > skills, and they can choose which skill they want and customize themselves. But > that starts to get really complicated. > > I haven't looked at all the races recently, but at one time, there were > several human type races because there were not different classes, just races, > and race sort of determined class. So some of the human type races could > probably go away. Lets see: Humans, Halflings (somewhat debatabe if human or just humanoid), Northmen, and Vikings; with Northmen and Vikings sharing the same faces. Other "Humanoids": Dwarves, Elves, Gnomes, Half Orcs (Half Human?), Serpent Men , Trolls, Wraiths What we have left: Quetzalcoatls, Dragons, Fireborns So, yes we can probably get rid of a few of the human/humanoid classes. I want to bring up that there is a patch for an experimental per-race HallOfSelection on the sf.net tracker. This could help the balance issue a little. http://sourceforge.net/tracker/index.php?func=detail&aid=1389432&group_id=13833&atid=313833 -- -- Andrew Fuchs
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