Torchmodders

Mod Projects => Lolesch's Playground => Roles & Destinies Concept => Topic started by: Phanjam on April 04, 2015, 10:05:34 pm


Title: Roles, Destinies
Post by: Phanjam on April 04, 2015, 10:05:34 pm
Edit, Sep. 7, 2016

Hi All! I have renamed this thread to "Roles, Destinies" to recognize the amount of work Lolesch has put into his version of the classless character concept.

@lolesch I have also made you a moderator of this forum for the same reason.  I am sure gytfunke will not mind!

(Original post, April 5, 2015)

Hi All!  This is a new sub-forum for discussing a "Classless Character" mod separately from the "Lure of Ember" mod (both concepts from the mind of gytfunke).

@gytfunke , I really hope you don't mind this separation :) as I mentioned before I think the classless char concept is an important one and should be developed.  It's also the same embryonic idea which "Lure of Ember" came from which is a really grand, sweeping TC idea.  I'm just thinking if we "modularized" things first to produce a stable classless character mod, it would help provide this piece of the bigger LoE puzzle.

(some historical posts about the classless concept...)
Spoiler (hover to show)

Another important point gyt makes about the "invest in any skill" system of the classless char is that it could set the stage for mods to focus on additional content (levels, quests, etc.), rather than mods to add new classes whose skills are really just re-hashes of the same damage variables over and over.
Title: Suggestions
Post by: lolesch on October 12, 2015, 08:53:55 pm
BEWARE! WALL OF TEXT INCOMMING

Spoiler (hover to show)
Title: Re: Introduction
Post by: Kva3imoda on October 26, 2015, 09:28:33 pm
Interesting idea of passive skills in Grim Down:
Devotion
http://www.grimdawn.com/forums/showthread.php?t=25907

Spoiler (hover to show)
Title: Re: Introduction
Post by: Phanjam on November 01, 2015, 06:28:31 am
I still believe that a "classless" character is a good idea because you can build it any way you want. But I see the point about classes being a helpful "pre-build" for players. So maybe the whole structure of "what is a class" can also be re-imagined...

As Lolesch reminds us, right now a class is a pre-set collection of stats (same stats but at different levels for each class) and 30 skills unique to that class.  Since in my imagination I already see both a "giant skill tree" idea and an "attributes system" (expanded form of stats) idea, which are the same for all characters/classes, my thinking about "what is a class" is something like a "limiter/enhancer" of the attributes.

Something like...

A "Warrior" class gets more increase-in-damage out of 1 point in the "Strength" attribute than any other class, but gets the least increase-in-damage out of 1 point in the "Magic" attribute.  A "Mage" class would be the reverse.  So if you like melee, you would appreciate the Warrior class because it increases in melee damage faster than any other class, not because it has a lot of melee-based skills.
Title: what is a "class"?
Post by: lolesch on November 15, 2015, 11:16:51 am
BEWARE! ANOTHER WALL OF TEXT INCOMMING
Spoiler (hover to show)
Title: Re: what is a "class"?
Post by: Phanjam on November 18, 2015, 07:10:07 am
A: Choose a Class/Destiny with unique charge bar and attribute modifiers (maybe unique attributes?). These Attributes will grow faster then others.
Oh I LIKE this idea of "choosing charge bars" = "choosing a class"!
Title: Re: Introduction
Post by: lolesch on November 18, 2015, 07:14:12 am
@Phanjam @gytfunke
I know you'r not actively working on this Idea... Though I want to focus on it and I need to know about your impressions on my last post.
Gyt, do you thing the changed "experience" could be realized? I thought of triggerables... And i thought about to remove the level cap but using a quadratic funktion so after "endgamelevel" it will take you twice as long to increase something each time - rewarding for people who invest alot of love into their character
Title: Re: Introduction
Post by: gytfunke on November 18, 2015, 08:27:17 am
Spoiler (hover to show)
Title: Re: Introduction
Post by: lolesch on November 18, 2015, 09:22:48 am
Oh thank you Gyt! this includes some links i was missing... now I can start to mod it...

some questions
-The Tank wont kill that fast but the ranger wont be hit as often. As being hit grants "exp" too this might balance the lack of kills/hits. At least in theory...
-Could you point out how the current exp works? Monsters have the XP value and the EXP-Graph will give more exp based on the player level? but where do i find the actual mechanic "Kill = exp to player"? and how can i shut it down... monster kills might be part of the new system but first I dont want to gain exp at all
-Using your path I apply countable stats to my player. couldnt the bonus be graphbased? i read something about stats controlled by graphs.. cant remember the bigger topic there

ok, I'm off modding :D


EDIT:
Oh I LIKE this idea of "choosing charge bars" = "choosing a class"!
Is this possible ingame or do I have to create a class per charge bar for the character select
Title: Re: Introduction
Post by: gytfunke on November 18, 2015, 01:24:51 pm
Hey lolesch,

Will the tank average the same kills/hour as the ranger?  That's an arbitrary ratio, but it's more what I'd be interested in.  The ranger might kill faster, but require some form of downtime.  Perhaps the tank doesn't require any down time to make up for their longer time/kill.  The tank could also have an evasive move option that self-buffs damage or deals damage to enemies whereas the ranger's evasive move could deal 0 damage and maybe cost more mana or somesuch.  There's ways to balance the kills/hour ratio.

But, if you want to go with xp/action rather than xp/kill you can.  Triggerables have GotHit, Crit, Block, Dodge, etc and you can use all of those to add to your custom xp stat.




To shut down xp gain, if you want to do that, you could do a number of things.  Easiest I can think of is there's a multiplier based on the difference in level value between the player and the monster it just killed.  It's a graph.  Set that graph to 0 for all options and it should multiply all xp gain by 0.


You can certainly choose a charge bar after character creation, say from a skill tree.  Just use a purchasable passive skill that gives a bonus that's modified by charge (or only activates at max charge, or depletes with higher charge, whatever).  You could also have the passive skill set a custom stat that a) locks all other charge bar skills (if you want) and b) changes the UI image of your charge bar.
Title: Re: Introduction
Post by: lolesch on November 18, 2015, 01:33:02 pm
helpful as ever! I'm working on it and hopefully I get something to run till the WE. I already got some more questions but I'll first trial and error to separate the real questions from laziness!
Till then :D
Title: Re: Introduction
Post by: lolesch on November 24, 2015, 02:51:14 pm
New problem with the LevelUp mechanic:
I got everything working, stats are applied and counted. After 4 progressions (no matter what) I want a "LevelUp".
I added an Operator with the DyStat "CURRENT PLAYER SKILL POINTS".
It's applied as well but I cant spend it!
So I did some research and found out the Skillmenu Blink uses a static Stat called "PLAYER SKILL PTS TO SPEND" so I created a dynamic stat with that name and PredefinedInt.
This one doesn't even show up in the Effect viewer...

Too bad there is no "Character Level" stat.
The current levelup is only defined through the experienceGate graph, right?
But where is the Levelup located? where can I find something like:
Evaluate Exp true -> operate add Player level and play levelup layout?

I've found another stat "EXPERIENCE LEVEL" not sure where it is used...
Title: Re: Introduction
Post by: gytfunke on November 24, 2015, 04:46:18 pm
I believe levelups are largely not modifiable via GUTS.  I may be wrong.  I would suggest searching through this list for corresponding stat: http://docs.runicgames.com/wiki/Static_Stats

Something like:

"PLAYER SKILL PTS TO SPEND"
Title: Back to the topic!
Post by: lolesch on November 26, 2015, 09:59:30 pm
WALL OF TEXT - don't say you'd expected different

Spoiler: Back to the topic! (hover to show)
Title: Re: Introduction
Post by: Phanjam on November 27, 2015, 05:13:37 am
Hi Lolesch! About skill types, here's some skill planning stuff Gytfunke and i were toying with some time ago...

https://coggle.it/diagram/VF296oSv-uE4XbGs#/28

Im on my phone so i havnt checkd yet if this link is accessible to all. Will check when i get home ;)

EDIT:
Updated the link above to make it publicly viewable.  You can make a copy of it if you want (you'll need to make a coggle account tho)
Title: Re: Introduction
Post by: lolesch on November 27, 2015, 07:46:23 pm
Hey Phanjam, thanks for the link, looks interesting!
I like the "Influence" brunch...
Never haveseen coggle before but I'll try to create one myself
Title: Re: Introduction
Post by: Phanjam on November 27, 2015, 09:01:30 pm
:) the idea of the "influence" attribute was to affect the progress of quests. Like higher influence gives you more dialog options with npcs. Just a concept...
Title: Re: Introduction
Post by: lolesch on November 28, 2015, 03:43:12 am
:D Its good to see we share Ideas! I'll post a thread soon where I introduce a new "Corruption" system.
This has 2 mechanics. First it will determine story telling and interaction with NPC's and secondly it influences item drops/rolls. (this one needs some more love though)
The Idea is that an Item can be corrupted (as the opposite of enchanted). A corrupted weapon rolls higher stats but it always has a downside!
i.e. you might get a high dmg weapon with decent life steal but you will lose life per second as it is equipped... - still only a concept
Title: Re: Introduction
Post by: Phanjam on November 28, 2015, 10:04:52 pm
The Idea is that an Item can be corrupted (as the opposite of enchanted).

I LIKE this!
Title: Re: Introduction
Post by: lolesch on November 29, 2015, 02:14:34 pm
Coggle is quite funny!
Here are some archetypes (https://coggle.it/diagram/Vlr6U7xqArZcqCmO)

I'm gonna use this to determine "skill types" and attributes to finally start working on the tree...
Title: Re: Introduction
Post by: Phanjam on November 29, 2015, 09:25:33 pm
Here are some archetypes (https://coggle.it/diagram/Vlr6U7xqArZcqCmO)

WOW! I'm amazed your head hasn't exploded yet!

At this point let me just say - while it's great (and correct) to dream BIG, I suggest you break your dream into smaller (more manageable) "modules".

I believe it will also be easier to find people who will want to help (a BIG dream can be very initmidating!), so you don't burn-out working all alone.
Title: Re: Introduction
Post by: lolesch on November 29, 2015, 10:02:10 pm
You are absolutely right, this is a BIG Dream and I'm not sure if it ever will see the light...
Though I need the outer conditions to break it into smaller pieces. All that keeps me dreaming and it still feels like I'm on the right track to keep my head not exploding:)
Title: Re: Introduction
Post by: lolesch on September 04, 2016, 07:47:20 am
Digging this up again...

I tried once more to implement a different exp gain mechanic
Spoiler (hover to show)

So far I got the stats for the equipped weapons and the once that should count weaponhits but somehow I`m missing a link.
When i run the game the statwatcher shows a flat 2 for every hit counter from the beguinning and i cant increase it by hitting stuff...
Any Idea?
Code needed?
Title: Re: Roles, Destinies
Post by: Phanjam on September 06, 2016, 09:30:10 am
Hi @lolesch . I will have time to look closer at this by the weekend (but I hope someone is able to help you before then :D ).

But this classless concept is something I'd love to see progress more, so I will help as much as I can.

For now what I've done is made you moderator of this forum along with gytfunke ;)
Title: Re: Roles, Destinies
Post by: lolesch on September 06, 2016, 12:04:38 pm
OK, something more easy to answer i hope:

Currently I have:
Skill with weaponrequirement - lets say "1HAxe"
Event start it applies an affix that add a Stat - axe equipped =1
event end it removes that stat - axe equipped = 0

Now I need one Skill per weapon to apply the related stat when equipped (guarantied by the weaponrequirement)

Q: can you think of a way to apply the stats through only 1 merged skill? may I set the required weapon somehow inside the Affix or somewhere below Skill block?
thinking of Affix -> Target Unittype? what is this else for?
Title: Re: Roles, Destinies
Post by: lolesch on October 01, 2016, 03:53:40 am
and another problem I can't find a way to work around (well, no simple one)

I've added triggerables on weaponhit which will proc a skill that requires a certain weapon equipped to add the weaponhit counting stat. So far so good!
When I handle 2 different 1H weapons both skills will proc and I end up gaining both stats with one hit since the skills just check for weapon equipped = true

I guess I could fix this by adding triggerables for each combination equipped = a lot of triggerables since the combination includes:
Code: [Select]
lefthand        righthand
axe              none
none             axe
shield           axe
other 1H         axe       (claw, pistol, sword, mace, wand)
axe              axe
so I end up with 9 triggerables instead of 1 I'm currently using.

Q: Is there another way you could think of how to apply just the stat with the weapon that really hits the target? some kind of logic or stat requirement?
Title: Re: Roles, Destinies
Post by: Phanjam on November 27, 2016, 03:27:19 pm
Hey Lolesch how about using STATs and STATWATCHERS in your skills? That might give u better control over what gets triggered...

Edit:
Btw, would you like your own forum for your roles/destinies concept?

I can make it a sub-forum under "Classless Character" (like a development fork) or make it standalone, whichever u prefer :)
Title: Re: Roles, Destinies
Post by: lolesch on November 28, 2016, 07:23:34 am
What werde you thinking about to apply the stat?
I guess I could use Statwatchers if I can control the unequipped as a stat but I'm not sure how/where to implement a stat that checks empty weapon slots.

The subforum would be sweet. I think that's the best place since the progress started there.
Thanks a lot Phan
Title: Re: Roles, Destinies
Post by: Phanjam on December 06, 2016, 04:02:30 am
Hey @lolesch your new sub-forum is ready!