Removing stat requirements
Posted: Wed Nov 17, 2010 2:29 am
This is part of a lengthy effort to suggest ways in which we can streamline equipment so that it makes more sense and works more elegantly. I'll start with the easy part: stat requirements.
I'd like to completely do away with stat requirements on equipment. Many of them make no sense and they feel like an ugly means of enforcing desired gameplay. First I'll talk about what they accomplish, then I'll propose a few relatively simple changes (I swear, this isn't another thing like the rune system!) that should have the same effects but do so far more elegantly.
Desirable effects of stat requirements:
-They keep the game from breaking when a low-level character finds a very high-level item.
Keeping the player from experiencing broken gameplay is good. Avoiding the problem in the first place is better.
-They encourage classes to stick to the appropriate equipment.
Stat requirements accomplish this until relatively late in the game. Then, through easily available stat boosts, it's possible for nearly anyone to wear anything. What we'd like is a system where everybody just naturally gravitates towards what works best with their class without having to be pushed into it by artificial requirements. Mages should have some good reasons that they prefer robes to plate armor, for example.
How we throw out stat requirements while still doing the above:
1) First, keep much tighter control over what drops where. No more mithril in the early game. These restrictions apply to stores, too.
2) Merge the heavy armor training and massive armor training talents into a new talent, armor training, which applies to all armor. Add a fatigue-reduction component to it-- every point you spend knocks 20 off your fatigue. This works additively, not multiplicatively, in order to keep it interesting for all classes. Points in this talent also boost armor granted by body armor, helms, gloves, and boots by X%.This talent has a rapidly increasing strength requirement that starts fairly low so most classes can take a point without difficulty. Make sure that this talent uses effective talent level, so that mastery makes a difference.
3) Magnify the difference in mastery between various classes in the Technique / combat training tree. Classes that actually rely on the tree (Warriors and whoever else) get a 1.3 mastery. People who don't have much business messing with it (mages and whoever else) get a .7 mastery, just like with escort quest rewards. If there are any classes that fall somewhere between these extremes, they can have a mastery of 1.
4) Apply a double fatigue penalty from armor to all classes that we don't want wearing bulky armor.
5) Only use natural stat values for determining talent eligibility, otherwise everybody will be able to get the armor talent with strength-boosting endgame loot.
That's it. Now let's look at an example to see these measures in action. Consider a pile of gear that has a total fatigue of 75%. We'll examine its fatigue effects on a berserker and a mage.
The berserker, with three points in armor training, will have an effective talent level of 1.3*3 = 3.9, so he knocks off 78% from that fatigue, leaving him with no fatigue penalty.
The mage desperately wants to encase himself in steel, but fatigue values are doubled for him, so he's looking at 150% fatigue. He tries to mitigate this by putting a point in battle armor training. He has an effective talent level of .7*1 = .7, so he'll knock 14% from his fatigue, leaving him with 136% fatigue. Thus his talent costs are multiplied by 2.36.
That berserker barely feels the armor, but the mage is sweating like crazy under its crushing bulk. The verdict: the mage should stick to robes and wizard hats and leave the crude mountains of steel to the thugs. His single point in armor training would negate the effects of one piece of heavy non-body armor, though. And eliminating a 14% spell cost penalty is pretty good for one generic point.
I'd like to completely do away with stat requirements on equipment. Many of them make no sense and they feel like an ugly means of enforcing desired gameplay. First I'll talk about what they accomplish, then I'll propose a few relatively simple changes (I swear, this isn't another thing like the rune system!) that should have the same effects but do so far more elegantly.
Desirable effects of stat requirements:
-They keep the game from breaking when a low-level character finds a very high-level item.
Keeping the player from experiencing broken gameplay is good. Avoiding the problem in the first place is better.
-They encourage classes to stick to the appropriate equipment.
Stat requirements accomplish this until relatively late in the game. Then, through easily available stat boosts, it's possible for nearly anyone to wear anything. What we'd like is a system where everybody just naturally gravitates towards what works best with their class without having to be pushed into it by artificial requirements. Mages should have some good reasons that they prefer robes to plate armor, for example.
How we throw out stat requirements while still doing the above:
1) First, keep much tighter control over what drops where. No more mithril in the early game. These restrictions apply to stores, too.
2) Merge the heavy armor training and massive armor training talents into a new talent, armor training, which applies to all armor. Add a fatigue-reduction component to it-- every point you spend knocks 20 off your fatigue. This works additively, not multiplicatively, in order to keep it interesting for all classes. Points in this talent also boost armor granted by body armor, helms, gloves, and boots by X%.This talent has a rapidly increasing strength requirement that starts fairly low so most classes can take a point without difficulty. Make sure that this talent uses effective talent level, so that mastery makes a difference.
3) Magnify the difference in mastery between various classes in the Technique / combat training tree. Classes that actually rely on the tree (Warriors and whoever else) get a 1.3 mastery. People who don't have much business messing with it (mages and whoever else) get a .7 mastery, just like with escort quest rewards. If there are any classes that fall somewhere between these extremes, they can have a mastery of 1.
4) Apply a double fatigue penalty from armor to all classes that we don't want wearing bulky armor.
5) Only use natural stat values for determining talent eligibility, otherwise everybody will be able to get the armor talent with strength-boosting endgame loot.
That's it. Now let's look at an example to see these measures in action. Consider a pile of gear that has a total fatigue of 75%. We'll examine its fatigue effects on a berserker and a mage.
The berserker, with three points in armor training, will have an effective talent level of 1.3*3 = 3.9, so he knocks off 78% from that fatigue, leaving him with no fatigue penalty.
The mage desperately wants to encase himself in steel, but fatigue values are doubled for him, so he's looking at 150% fatigue. He tries to mitigate this by putting a point in battle armor training. He has an effective talent level of .7*1 = .7, so he'll knock 14% from his fatigue, leaving him with 136% fatigue. Thus his talent costs are multiplied by 2.36.
That berserker barely feels the armor, but the mage is sweating like crazy under its crushing bulk. The verdict: the mage should stick to robes and wizard hats and leave the crude mountains of steel to the thugs. His single point in armor training would negate the effects of one piece of heavy non-body armor, though. And eliminating a 14% spell cost penalty is pretty good for one generic point.