ServNiQ wrote: » 1) I'm assuming that because if everyone is given the freedom to allot stat points as they want it means that they can build the character as they want, meaning that the class you pick only affects what your skills are and that's it, which is not the way they want to go with this. They want the class to actually be a part of who you are, which means your stats, active skills, most effective weapons and gear you can use, your utility, what have you. And though this might not apply to everyone, locking stats essentially grounds your character in a sense, and while not everyone may like this, life is tough lol. If I was a mage, there's no way my magic attack would be lower than my physical attack. And while this is a game, they want it to have some sort of sense of realism. Idk m8, to me it doesn't make sense to be able to in a game like this. 2) It's not changing the rock-paper-scissors dynamic, it would be destroying it, because A. how am I supposed to know that your warrior did that in the first place and B. why would my rogue be stereotypical in the first place. Rock-paper-scissors only works if you're playing with rock-paper-scissors, not 'rocks that are now mud' (lol weird example). Rock-paper-scissors works because there are certain parameters you're working with and you have certain information, whereas in a world where you can freely allocate stat points, I now feel that my level 40 Fighter should be scared of a couple level 30 Bards, because I raised my INT too much and they could have maxed their STR for all I know. That situation wouldn't happen normally (normally being in the classic medieval fantasy world) so why should it happen in a game like AoC where it's supposed to be your experience in a medieval fantasy world? 3) Yeah the wiki, and they explained it in the first livestream @ShroudedFox posted, race determines your initial stat 'seed', or where they are starting out, for example elves will have a higher DEX stat than humans one can assume, and your base class will determine how those stats grow. So while there's a bit of a chance that there's room in their words to say stat allocation will be a thing, I think most can agree that it means they will have your class largely determine what your stats will look like. So while I could be wrong, I'm pretty sure I interpreted that right.
CaptnChuck wrote: » @Tyrantor We have passive skills. You can invest skill points that you gain from leveling up into the following passive skills: Block, cloth armor, elemental, heavy armor, light armor, mana pool, medium armor and ranged passive.https://ashesofcreation.wiki/Skills#Passive_skills
Grievousness wrote: » @Tyrantor I think if you would like to have a stat allocation you need to make it a lot more complex than that so people actually start caring. And that's the point where it starts getting a problem for the game. Why so? Because we then create another complex system that will needs to be balanced so that it works properly with all the other systems. As far as I know there will be already progression systems for your weapon and you will have the modification on your abilities from your secondary archetype. Those two systems are meant to be really impactful and basically define the individual element of your class. If we now add a complex stat allocation system to the mix devs will need to put in a lot more effort to balance it proberly.
Tyrantor wrote: » So if I'm understanding this correctly you're suggesting that since the stat allocation i'm speaking of isn't significant enough from your perspective that we shouldn't get the ability to manually do this unless they overhaul the entire system to make it more complex?
Tyrantor wrote: » What does complex even mean in this context?
Tyrantor wrote: » I'll say this. If attributes like str, dex and int have zero impact on the characters ability to add damage to their weapons regardless of class then giving characters the ability to adjust these items would be a mute point. What that means is that if I'm a rogue and I want to use a hammer if all I have to do is invest my skill points into "1h hammer" instead of dagger, bow etc and my damage is the same (or rather not penalized for not having STR) or some other attribute as high as my DEX then I completely agree who cares.
Tyrantor wrote: » If not however then giving us the ability to waste points in weapon skills we can't maximize their damage output due to our class then I disagree completely and believe that should be a significant enough reason for people to care. Just giving everyone the option to spend skill points in weapons doesn't justify anyone actually using them if their class is limited or gimped because their default attributes restrict their ability to actually be proficient in the weapon even if they have max skill points in that weapon. This means everyone will build their characters the same because their class dictates it.
Tyrantor wrote: » Ultimately if your concern is "Don't change anything just release the game" then I hope you didn't buy the alpha 1 package.
Tyrantor wrote: » @Grievousness How do you know the system doesn't already take into account other variables? You understand I'm just using weapon damage as an easy to see variable for discussion purposes.
Tyrantor wrote: » You're arguing we shouldn't have the freedom to make these choices because of systems they haven't even explained.
Tyrantor wrote: » @Grievousness No. Your initial argument was that if the stat allocation was going to be allowed it needed to be "complex" - then you further explained this as each stat needs to affect multiple items, once I gave you an example of how that can come to pass now it's no longer relevant to your argument?
Grievousness wrote: » Regardless of that I don't think stat allocation is a good thing to improve the game. My personal problem with stat allocation system is that they usually end up being pretty broing and straight forward. [...] I think if you would like to have a stat allocation you need to make it a lot more complex than that so people actually start caring.
Grievousness wrote: » Complex means that you need to make the decision of choosing a stat more difficult so people don't just pick the obvious. For example make each stat have 3 things it modifies. Then you need to take more things than just 1 improvement into account since it influences 3. That's just an idealistic example to explain how stats could be more complex. Don't assume I want that to happen please.
Tyrantor wrote: » ALSO now you're suggesting that the stat adjustments as people level (if allowed to choose for themselves) becomes an unknown variable. How is this possible you do understand that there would be a minimum stat and a maximum stat correct? Where does the unknown variable come into play here? Characters would be limited by a total number of stat points and each category would have a min/max this in simplicity means that there would be absolutely no unknown variables. What it does is allow for a variation of known variables at the players choice.
Vio wrote: » Personally I'm all for stat allocation rather than premade character stat boosts. There is a scalehaving full control over stats <//////////////////////////////> Have Premade Characters 'Trying to wedge players in the middle of the scale betrays the reason for stats in the first place. If you want to balance your game on stats, and therefore limit the amount of stats people get and in what category, you're essentially dictating the meta. If they have a built in linear scale for damage calculated on skills because of this meta, then what is the point of even having a numerical representation of stats? It might as well be a flat damage number for the skills instead, and % growth of skills in armor. Either way, that sounds nasty to me. It becomes WoW 2.0, where even if you have the option to wear +str gear on your mage in WoW, it doesn't benefit you at all. At that point it might as well be a 64 character select screen for a fighting game, with built in skills/stats. You can argue that they're just lowering the scope of a player's ability to make a "mistake", but then that also implies there is only one "right" way, and they inadvertently encourage the player to play the game that way. That removes the feeling of meaningful choice. Because choice isn't just about being right, its also about being willing to be wrong. You can say the choice comes in the armor/weapons you use, but then that makes your character feel less of a creation of your making, and instead piecemeal'd by whatever you can scrounge up along the way to the end. And then it puts most of the emphasis of your character on their gear. Which...feels very WoW again. You could say that the skill distribution would help create a diverse character..but since the question pertains to stats alone... What are the point of stats if all we can do are make the "right" choices to begin with? Why have a system in the works that doesn't have a meaningful function? if stats and %damage/health/mana increases are interchangeable, is that not a red flag? and if skills have different % scaling on stats, why rob players of the freedom of choice?
Tyrantor wrote: » @Grievousness Feel free to point out exactly what I said that is intellectually dishonest. You quoted the exact things I'm referencing and they still line up - so thank you for quoting them.
Tyrantor wrote: » @Grievousness No. Your initial argument was that if the stat allocation was going to be allowed it needed to be "complex" -
Grievousness wrote: » I think if you would like to have a stat allocation you need to make it a lot more complex than that so people actually start caring. And that's the point where it starts getting a problem for the game. Why so? Because we then create another complex system that will needs to be balanced so that it works properly with all the other systems. As far as I know there will be already progression systems for your weapon and you will have the modification on your abilities from your secondary archetype. Those two systems are meant to be really impactful and basically define the individual element of your class. If we now add a complex stat allocation system to the mix devs will need to put in a lot more effort to balance it proberly. I would prefer not having a stat allocation system if I get the other system fleshed out properly in return. Having a little bit less freedom makes it a lot easier to balance content properly since the devs know more accurately what everyone is capable of.
Tyrantor wrote: » then you further explained this as each stat needs to affect multiple items,
Tyrantor wrote: » once I gave you an example of how that can come to pass now it's no longer relevant to your argument?
Tyrantor wrote: » How exactly does the game break when a character has 80INT instead of 65INT for example? Is it because their fireball spell is going to explode in the characters hand if his constitution isn't the exact # it's supposed to be?
Tyrantor wrote: » I disagree with how you represent our conversation and am happy to let anyone who reads this thread decide for themselves.