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Post by goran on Oct 18, 2015 18:38:13 GMT -5
Okay, going to come out and say that I support metabolism as a separate stat, but hidden from the player along with the ones that manage health recovery, level-up health gain, how fast you lose and regain your energy, etc.
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Post by serathinian on Oct 19, 2015 18:07:58 GMT -5
Okay, going to come out and say that I support metabolism as a separate stat, but hidden from the player along with the ones that manage health recovery, level-up health gain, how fast you lose and regain your energy, etc. I don't agree with hiding it. Metabolism seems like one of those things the player would want to affect directly. Players may get confused when they find they're digesting at different rate.
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pestilence
Portly Tenant
credit @calorie (fa) for profile pic
Posts: 46
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Post by pestilence on Oct 19, 2015 19:28:21 GMT -5
Okay, going to come out and say that I support metabolism as a separate stat, but hidden from the player along with the ones that manage health recovery, level-up health gain, how fast you lose and regain your energy, etc. I don't agree with hiding it. Metabolism seems like one of those things the player would want to affect directly. Players may get confused when they find they're digesting at different rate. i agree, metabolism should be a shown and modifiable stat if it is included
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Post by Kazan on Oct 19, 2015 21:42:15 GMT -5
That is a design choice that will be made when the topic becomes more relevant.
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Post by goran on Oct 20, 2015 2:09:44 GMT -5
Okay, going to come out and say that I support metabolism as a separate stat, but hidden from the player along with the ones that manage health recovery, level-up health gain, how fast you lose and regain your energy, etc. I don't agree with hiding it. Metabolism seems like one of those things the player would want to affect directly. Players may get confused when they find they're digesting at different rate. Oh, there would be a skill (replacing voracity) which would affect metabolism, but the actual numbers would be hidden. Also, it wouldn't affect how fast you digest stuff, but now much fat each bit of food gives you.
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Post by Sinner on Oct 25, 2015 19:05:02 GMT -5
Is there a structured way to list status effects? Or is here a good place for them?
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Post by Kazan on Oct 25, 2015 19:31:55 GMT -5
Is there a structured way to list status effects? Or is here a good place for them? Status effects will come into play later on. I just haven't gotten to them yet.
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Post by Sinner on Oct 25, 2015 19:33:44 GMT -5
Does that mean I cant give ideas or what ive cooked up already?
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Post by Kazan on Oct 25, 2015 20:37:11 GMT -5
Does that mean I cant give ideas or what ive cooked up already? Feel free to post ideas. I would just prefer they not be excessively complex.
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Post by serathinian on Oct 25, 2015 22:16:57 GMT -5
You could have an effect where for a while the player's metabolism goes crazy, causing them to digest like crazy and are forced to glut. Or maybe a status that causes the player to lose weight.
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Post by Sinner on Oct 26, 2015 14:20:22 GMT -5
Does that mean I cant give ideas or what ive cooked up already? Feel free to post ideas. I would just prefer they not be excessively complex. Status effects ive compiled. Needs tweaking and detailing. Bleed: HP is lost over time. Exorbirated by movement. Freeze: QTE occurs in which you must break free. Blunt weapons, high frequency or seismic attacks will result in a instant shatter. Or criticals. Enemies can be instansta broken by a prompt from the player. Blind: Lowered hit chance. Silence: Spells cannot be cast. Tongue-tie: Random spell is cast when you finish incantation. Or they may fail. Lock: Physical skills cannot be used. Fog:Magic becomes useless. (85% cut in damage) Curse: Physical and magic skills are inhibited, along with lowered parameters Numb: Actions chosen may not register. Paralysis: Button inputs do not register. Lasts for two turns. . Poison: HP Loss periodically. Quickened through vigorous movement. (Poison spreads faster if you exert yourself.) Toxin: Poison with another status effect above. Slow: Movement speed drastically drops, but can attack and perform incantations as normal. Enburdened: General speed lowers. (Various degrees of status. Caused by heavy equipment. Also takes part in events.) Burning: Fire coats the character. Achilles: Damages taken increases. Target: Extra damage from ranged assaults. Mindflay: Magic damages taken is increased, and is worsened with cumulative attacks. Root: Movement and dodging is prohibited. Stonefoot:Acts last in battle Slow petrify: You will become a statue over a period of time. Break: Also a spell, but Is automatic game over. First an instant petrify, then vibration which burst you.
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Post by Kazan on Oct 26, 2015 23:38:01 GMT -5
The majority of these are excessively complicated or have little practical value over simpler equivalents. With the exception of silencing or stunning, things like DoTs and basic passive stat debuffs are probably the only status effects I will consider.
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Post by goran on Oct 27, 2015 16:15:00 GMT -5
Is weight going to be a separate stat?
I ask, because I've come up with one or two scenarios which would feature the character getting stuffed with non-digestible objects, which would reduce your maximum capacity (or fixedly increase your current capacity), and increase your weight, without adding fat. The objects would only be removable by certain spells, or by mages in the towns.
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Post by Kazan on Oct 27, 2015 16:41:20 GMT -5
Is weight going to be a separate stat? I ask, because I've come up with one or two scenarios which would feature the character getting stuffed with non-digestible objects, which would reduce your maximum capacity (or fixedly increase your current capacity), and increase your weight, without adding fat. The objects would only be removable by certain spells, or by mages in the towns. I guess...? Weight is its own stat, but it'd kinda weird to have a flat portion of it be static.
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Post by goran on Oct 27, 2015 17:02:49 GMT -5
But part of it is static anyway right, because bones and organs have a certain minimum weight. of course, if that's going to be too difficult to implement, just say. I just thought it would be a nice addition. One of the ideas I had was for the character getting loaded with gold.
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