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#ActualSinisterPride

Posted 28 January 2013 - 11:18 AM

This is my second post/share on Project: Alter Ego. Thankfully this concept/mechanic is alot simpler so I won't be flamed for the length tongue.png

 

§• ɸ§

 

In this post I'll be covering my proposal for a stat gain system which I've dubbed The "Growth" System (or just Growth). It was largely inspired by common sources as FFC (Fable & Elder Scrolls) but has one more notable contributor which I would like to bring attention to.

 

§• ɸ§

 

This last contributor is a Indie/Hobbyist developed game with humble beginings which is still alive and kicking today. Although I don't play it very much nowadays I still have a large of amount of admiration, respect and interest in the main concepts executed within this game. The name of that game is Eternal Lands.

 

You can read about it here - http://el-wiki.net/

 

If you're interested in playing it/exposing yourself to what I believe are some great concepts you can download and play for free here - http://www.eternal-lands.com/

 

§• ɸ§

 

The "Growth" System

 

The Second key feature is my idea on a leveling/stat gain system which I've dubbed Growth. The Growth system is the core of the Mastery system and vice versa.

 

(Refer to my upcoming post on the "Mastery" system to see exactly what I mean.) 

 

Basically, your ego develops his base stats according to what he does instead of the traditional assignment of points to specific stats. In other words you have to use what you want to develop just as you would in person.

 

For example: 

 

- Wielding a sword and shield will bolster your Strength (your physical power and ability to lift and wield larger weapons and wear heavier armor).

 

-All physically taxing activities will slowly build your Stamina (how quickly you fatigue).

 

-Using daggers will increase your Agility (how fast you attack and your overall movement speed) and slightly boost your Dexterity (your overall control of your body, accuracy and nimbleness).

 

-A wielder of a bow would gain Dexterity primarily with some Agility.

 

-Just the same a Weaver (aka caster) would gain Will (your "spiritual stamina" and the equivalent to mana in A.E.) after unleashing a spell. Weavers would also gain Wisdom (your overall understanding. this would affect the potency of cast in the long run and eventually help further your proficiency with the energies you're wielding. Other games use the name Intelligence for their equivalent) while gathering and molding energy.

 

§• ɸ§

 

Aside from all of those active ways of increasing specific stats, I've thought of a few ways (and am still in the process of applying more) that you could passively gain a specific stat.

 

For instance:

 

Wearing heavy metal armor would passively increase your Strength and cause you to fatigue easier which would push your Stamina to develop faster than it normally would.

 

All the crafting related ways of gaining stats can also be considered a passive stat gaining method.

 

(Refer to my upcoming "Crafting/Profession system" post to understand in full)

 

§• ɸ§

 

One of the last Growth related ideas I'm still developing is a way of gaining permanent Health. The means of gaining would revolve around a sort of Scarring/Callous system. By Scarring/Callous I mean you'd have to take damage and recover from it to gain some permanent health.

 

In order to avoid classes such as Weaver or Rogue types from becoming too durable I plan on adding a simple deterrent mechanic. The lighter the armor class the higher the chance of being critically hit which would drive the lighter classes away from trying to take too many hits or build too much health comfortably. Other means of control will be applied to this system although this coupled with the Hybrid Checks/Balances I mentioned in my first post should suffice for now.

 

§• ɸ§

 

Once again, I would like to thank any of you reading this ahead of time for taking your time to read what I’ve written as well as for any feedback that may come along with it which is much appreciated.

 
§• ɸ§
 
Alfred L. aka SinisterPride
 
§• ɸ§

 

First post - Project: Alter Ego - An introduction


#4SinisterPride

Posted 23 January 2013 - 01:24 AM

This is my second post/share on Project: Alter Ego. Thankfully this concept/mechanic is alot simpler so I won't be flamed for the length tongue.png

 

←§•ɸ◦§→

 

In this post I'll be covering my proposal for a stat gain system which I've dubbed The "Growth" System (or just Growth). It was largely inspired by common sources as FFC (Fable & Elder Scrolls) but has one more notable contributor which I would like to bring attention to.

 

←§•ɸ◦§→

 

This last contributor is a Indie/Hobbyist developed game with humble beginings which is still alive and kicking today. Although I don't play it very much nowadays I still have a large of amount of admiration, respect and interest in the main concepts executed within this game. The name of that game is Eternal Lands.

 

You can read about it here - http://el-wiki.net/

 

If you're interested in playing it/exposing yourself to what I believe are some great concepts you can download and play for free here - http://www.eternal-lands.com/

 

←§• ɸ◦§→

 

The "Growth" System

 

The Second key feature is my idea on a leveling/stat gain system which I've dubbed Growth. The Growth system is the core of the Mastery system and vice versa.

 

(Refer to my upcoming post on the "Mastery" system to see exactly what I mean.) 

 

Basically, your ego develops his base stats according to what he does instead of the traditional assignment of points to specific stats. In other words you have to use what you want to develop just as you would in person.

 

For example: 

 

- Wielding a sword and shield will bolster your Strength (your physical power and ability to lift and wield larger weapons and wear heavier armor).

 

-All physically taxing activities will slowly build your Stamina (how quickly you fatigue).

 

-Using daggers will increase your Agility (how fast you attack and your overall movement speed) and slightly boost your Dexterity (your overall control of your body, accuracy and nimbleness).

 

-A wielder of a bow would gain Dexterity primarily with some Agility.

 

-Just the same a Weaver (aka caster) would gain Will (your "spiritual stamina" and the equivalent to mana in A.E.) after unleashing a spell. Weavers would also gain Wisdom (your overall understanding. this would affect the potency of cast in the long run and eventually help further your proficiency with the energies you're wielding. Other games use the name Intelligence for their equivalent) while gathering and molding energy.

 

←§• ɸ◦§→

 

Aside from all of those active ways of increasing specific stats, I've thought of a few ways (and am still in the process of applying more) that you could passively gain a specific stat.

 

For instance:

 

Wearing heavy metal armor would passively increase your Strength and cause you to fatigue easier which would push your Stamina to develop faster than it normally would.

 

All the crafting related ways of gaining stats can also be considered a passive stat gaining method.

 

(Refer to my upcoming "Crafting/Profession system" post to understand in full)

 

←§• ɸ◦§→

 

One of the last Growth related ideas I'm still developing is a way of gaining permanent Health. The means of gaining would revolve around a sort of Scarring/Callous system. By Scarring/Callous I mean you'd have to take damage and recover from it to gain some permanent health.

 

In order to avoid classes such as Weaver or Rogue types from becoming too durable I plan on adding a simple deterrent mechanic. The lighter the armor class the higher the chance of being critically hit which would drive the lighter classes away from trying to take too many hits or build too much health comfortably. Other means of control will be applied to this system although this coupled with the Hybrid Checks/Balances I mentioned in my first post should suffice for now.

 

←§•ɸ◦§→

 

Once again, I would like to thank any of you reading this ahead of time for taking your time to read what I’ve written as well as for any feedback that may come along with it which is much appreciated.

 
←§•ɸ◦§→
Alfred L. aka SinisterPride
←§•ɸ◦§→

 

First post - Project: Alter Ego - An introduction


#3SinisterPride

Posted 22 January 2013 - 11:07 PM

This is my second post/share on Project: Alter Ego. Thankfully this concept/mechanic is alot simpler so I won't be flamed for the length tongue.png

 

←§•ɸ◦§→

 

In this post I'll be covering my proposal for a stat gain system which I've dubbed The "Growth" System (or just Growth). It was largely inspired by common sources as FFC (Fable & Elder Scrolls) but has one more notable contributor which I would like to bring attention to.

 

←§•ɸ◦§→

 

This last contributor is a Indie/Hobbyist developed game with humble beginings which is still alive and kicking today. Although I don't play it very much nowadays I still have a large of amount of admiration, respect and interest in the main concepts executed within this game. The name of that game is Eternal Lands.

 

You can read about it here - http://el-wiki.net/

 

If you're interested in playing it/exposing yourself to what I believe are some great concepts you can download and play for free here - http://www.eternal-lands.com/

 

←§• ɸ◦§→

 

The "Growth" System

 

The Second key feature is my idea on a leveling/stat gain system which I've dubbed Growth. The Growth system is the core of the Mastery system and vice versa.

 

(Refer to my upcoming post on the "Mastery" system to see exactly what I mean.) 

 

Basically, your ego develops his base stats according to what he does instead of the traditional assignment of points to specific stats. In other words you have to use what you want to develop just as you would in person.

 

For example: 

 

- Wielding a sword and shield will bolster your Strength (your physical power and ability to lift and wield larger weapons and wear heavier armor).

 

-All physically taxing activities will slowly build your Stamina (how quickly you fatigue).

 

-Using daggers will increase your Agility (how fast you attack and your overall movement speed) and slightly boost your Dexterity (your overall control of your body, accuracy and nimbleness).

 

-A wielder of a bow would gain Dexterity primarily with some Agility.

 

-Just the same a Weaver (aka caster) would gain Will (your "spiritual stamina" and the equivalent to mana in A.E.) after unleashing a spell. Weavers would also gain Wisdom (your overall understanding. this would affect the potency of cast in the long run and eventually help further your proficiency with the energies you're wielding. Other games use the name Intelligence for their equivalent) while gathering and molding energy.

 

←§• ɸ◦§→

 

Aside from all of those active ways of increasing specific stats, I've thought of a few ways (and am still in the process of applying more) that you could passively gain a specific stat.

 

For instance:

 

Wearing heavy metal armor would passively increase your Strength and cause you to fatigue easier which would push your Stamina to develop faster than it normally would.

 

All the crafting related ways of gaining stats can also be considered a passive stat gaining method.

 

(Refer to my upcoming "Crafting/Profession system" post to understand in full)

 

←§• ɸ◦§→

 

One of the last Growth related ideas I'm still developing is a way of gaining permanent Health. The means of gaining would revolve around a sort of Scarring/Callous system. By Scarring/Callous I mean you'd have to take damage and recover from it to gain some permanent health.

 

In order to avoid classes such as Weaver or Rogue types from becoming too durable I plan on adding a simple deterrent mechanic. The lighter the armor class the higher the chance of being critically hit which would drive the lighter classes away from trying to take too many hits or build too much health comfortably. Other means of control will be applied to this system although this coupled with the Hybrid Checks/Balances I mentioned in my first post should suffice for now.

 

←§•ɸ◦§→

 

Once again, I would like to thank any of you reading this ahead of time for taking your time to read what I’ve written as well as for any feedback that may come along with it which is much appreciated.

 
←§•ɸ◦§→
Alfred L. aka SinisterPride
←§•ɸ◦§→

 

First post - Project: Alter Ego - An introduction


#2SinisterPride

Posted 22 January 2013 - 11:07 PM

This is my second post/share on Project: Alter Ego. Thankfully this concept/mechanic is alot simpler so I won't be flamed for the length tongue.png

 

←§•ɸ◦§→

 

In this post I'll be covering my proposal for a stat gain system which I've dubbed The "Growth" System (or just Growth). It was largely inspired by common sources as FFC (Fable & Elder Scrolls) but has one more notable contributor which I would like to bring attention to.

 

←§•ɸ◦§→

 

This last contributor is a Indie/Hobbyist developed game with humble beginings which is still alive and kicking today. Although I don't play it very much nowadays I still have a large of amount of admiration, respect and interest in the main concepts executed within this game. The name of that game is Eternal Lands.

 

You can read about it here - http://el-wiki.net/

 

If you're interested in playing it/exposing yourself to what I believe are some great concepts you can download and play for free here - http://www.eternal-lands.com/

 

←§• ɸ◦§→

 

The "Growth" System

 

The Second key feature is my idea on a leveling/stat gain system which I've dubbed Growth. The Growth system is the core of the Mastery system and vice versa.

 

(Refer to my upcoming post on the "Mastery" system to see exactly what I mean.) 

 

Basically, your ego develops his base stats according to what he does instead of the traditional assignment of points to specific stats. In other words you have to use what you want to develop just as you would in person.

 

For example: 

 

- Wielding a sword and shield will bolster your Strength (your physical power and ability to lift and wield larger weapons and wear heavier armor).

 

-All physically taxing activities will slowly build your Stamina (how quickly you fatigue).

 

-Using daggers will increase your Agility (how fast you attack and your overall movement speed) and slightly boost your Dexterity (your overall control of your body, accuracy and nimbleness).

 

-A wielder of a bow would gain Dexterity primarily with some Agility.

 

-Just the same a Weaver (aka caster) would gain Will (your "spiritual stamina" and the equivalent to mana in A.E.) after unleashing a spell. Weavers would also gain Wisdom (your overall understanding. this would affect the potency of cast in the long run and eventually help further your proficiency with the energies you're wielding. Other games use the name Intelligence for their equivalent) while gathering and molding energy.

 

←§• ɸ◦§→

 

Aside from all of those active ways of increasing specific stats, I've thought of a few ways (and am still in the process of applying more) that you could passively gain a specific stat.

 

For instance:

 

Wearing heavy metal armor would passively increase your Strength and cause you to fatigue easier which would push your Stamina to develop faster than it normally would.

 

All the crafting related ways of gaining stats can also be considered a passive stat gaining method.

 

(Refer to my upcoming "Crafting/Profession system" post to understand in full)

 

←§• ɸ◦§→

 

One of the last Growth related ideas I'm still developing is a way of gaining permanent Health. The means of gaining would revolve around a sort of Scarring/Callous system. By Scarring/Callous I mean you'd have to take damage and recover from it to gain some permanent health.

 

In order to avoid classes such as Weaver or Rogue types from becoming too durable I plan on adding a simple deterrent mechanic. The lighter the armor class the higher the chance of being critically hit which would drive the lighter classes away from trying to take too many hits or build too much health comfortably. Other means of control will be applied to this system although this coupled with the Hybrid Checks/Balances I mentioned in my first post should suffice for now.

 

←§•ɸ◦§→

 

Once again, I would like to thank any of you reading this ahead of time for taking your time to read what I’ve written as well as for any feedback that may come along with it which is much appreciated.

 
←§•ɸ◦§→
Alfred L. aka SinisterPride
←§•ɸ◦§→

 

First post - Project: Alter Ego - An introduction


#1SinisterPride

Posted 22 January 2013 - 11:05 PM

This is my second post/share on Project: Alter Ego. Thankfully this concept/mechanic is alot simpler so I won't be flamed for the length tongue.png

 

←§•ɸ◦§→

 

In this post I'll be covering my proposal for a stat gain system which I've dubbed The "Growth" System (or just Growth). It was largely inspired by common sources as FFC (Fable & Elder Scrolls) but has one more notable contributor which I would like to bring attention to.

 

 

 

This last contributor is a Indie/Hobbyist developed game with humble beginings which is still alive and kicking today. Although I don't play it very much nowadays I still have a large of amount of admiration, respect and interest in the main concepts executed within this game. The name of that game is Eternal Lands.

 

You can read about it here - http://el-wiki.net/

 

If you're interested in playing it/exposing yourself to what I believe are some great concepts you can download and play for free here - http://www.eternal-lands.com/

 

←§• ɸ◦§→

 

The "Growth" System

 

The Second key feature is my idea on a leveling/stat gain system which I've dubbed Growth. The Growth system is the core of the Mastery system and vice versa.

 

(Refer to my upcoming post on the "Mastery" system to see exactly what I mean.) 

 

Basically, your ego develops his base stats according to what he does instead of the traditional assignment of points to specific stats. In other words you have to use what you want to develop just as you would in person.

 

For example: 

 

- Wielding a sword and shield will bolster your Strength (your physical power and ability to lift and wield larger weapons and wear heavier armor).

 

-All physically taxing activities will slowly build your Stamina (how quickly you fatigue).

 

-Using daggers will increase your Agility (how fast you attack and your overall movement speed) and slightly boost your Dexterity (your overall control of your body, accuracy and nimbleness).

 

-A wielder of a bow would gain Dexterity primarily with some Agility.

 

-Just the same a Weaver (aka caster) would gain Will (your "spiritual stamina" and the equivalent to mana in A.E.) after unleashing a spell. Weavers would also gain Wisdom (your overall understanding. this would affect the potency of cast in the long run and eventually help further your proficiency with the energies you're wielding. Other games use the name Intelligence for their equivalent) while gathering and molding energy.

 

←§• ɸ◦§→

 

Aside from all of those active ways of increasing specific stats, I've thought of a few ways (and am still in the process of applying more) that you could passively gain a specific stat.

 

For instance:

 

Wearing heavy metal armor would passively increase your Strength and cause you to fatigue easier which would push your Stamina to develop faster than it normally would.

 

All the crafting related ways of gaining stats can also be considered a passive stat gaining method.

 

(Refer to my upcoming "Crafting/Profession system" post to understand in full)

 

←§• ɸ◦§→

 

One of the last Growth related ideas I'm still developing is a way of gaining permanent Health. The means of gaining would revolve around a sort of Scarring/Callous system. By Scarring/Callous I mean you'd have to take damage and recover from it to gain some permanent health.

 

In order to avoid classes such as Weaver or Rogue types from becoming too durable I plan on adding a simple deterrent mechanic. The lighter the armor class the higher the chance of being critically hit which would drive the lighter classes away from trying to take too many hits or build too much health comfortably. Other means of control will be applied to this system although this coupled with the Hybrid Checks/Balances I mentioned in my first post should suffice for now.

 

←§•ɸ◦§→

 

Once again, I would like to thank any of you reading this ahead of time for taking your time to read what I’ve written as well as for any feedback that may come along with it which is much appreciated.

 
←§•ɸ◦§→
Alfred L. aka SinisterPride
←§•ɸ◦§→

 

First post - Project: Alter Ego - An introduction


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