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Author Topic: Roles, Destinies  (Read 9416 times)

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Roles, Destinies
« on: »
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.
« Last Edit: September 06, 2016, 09:22:19 am by Phanjam »

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« Reply #1 on: »
BEWARE! WALL OF TEXT INCOMMING

Spoiler (hover to show)
« Last Edit: October 14, 2015, 07:35:34 am by lolesch »
some projects in progress

Re: Introduction
« Reply #2 on: »
Interesting idea of passive skills in Grim Down:
Devotion
Official Community for Crate Entertainment Games
Crate Entertainment Forum · grimdawn.com


Spoiler (hover to show)

Re: Introduction
« Reply #3 on: »
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.
« Last Edit: November 01, 2015, 06:33:03 am by Phanjam »


what is a "class"?
« Reply #4 on: »
BEWARE! ANOTHER WALL OF TEXT INCOMMING
Spoiler (hover to show)
some projects in progress

Re: what is a "class"?
« Reply #5 on: »
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"!


Re: Introduction
« Reply #6 on: »
@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
some projects in progress

Re: Introduction
« Reply #7 on: »
Spoiler (hover to show)

Re: Introduction
« Reply #8 on: »
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
« Last Edit: November 18, 2015, 11:05:07 am by lolesch »
some projects in progress

Re: Introduction
« Reply #9 on: »
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.

Re: Introduction
« Reply #10 on: »
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
some projects in progress

Re: Introduction
« Reply #11 on: »
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...
« Last Edit: November 24, 2015, 05:21:52 pm by lolesch »
some projects in progress

Re: Introduction
« Reply #12 on: »
I believe levelups are largely not modifiable via GUTS.  I may be wrong.  I would suggest searching through this list for corresponding stat:
docs.runicgames.com


Something like:

"PLAYER SKILL PTS TO SPEND"

Back to the topic!
« Reply #13 on: »
WALL OF TEXT - don't say you'd expected different

Spoiler: Back to the topic! (hover to show)
« Last Edit: November 26, 2015, 10:14:51 pm by lolesch »
some projects in progress

Re: Introduction
« Reply #14 on: »
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)
« Last Edit: November 27, 2015, 03:39:57 pm by Phanjam »


 

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