NPC Attribute Renewal [STAT CHANGE]
Posted: Thu Nov 27, 2014 2:38 pm
Hey FT Forum community!
I hope most of you recall who I am! If not, that's perfectly okay, I enjoy the making of new friends,
and I anticipate everyone is having a fantastic day | night?
Anywho, enough small talk,
lets get to it:
Today, I wanted a congregation; to bring a multitude of you together around a focal idea—
I aimed in conveying this concept as a tangible and transparent argumentum — with a myriad of key points encompassing it, ultimately because I feel it's something worth the reiteration.
I created this thread in an attempt to—not persuade—but inform, and essentially share thoughts and opinions, create intelligible discussion over a subject that I, strongly believe, will prove beneficiary to everyone that ventures the Forgotten realms and—in essence—consequently bring about a more fruitful gaming experience from it...
and... Here's How:
I hope most of you recall who I am! If not, that's perfectly okay, I enjoy the making of new friends,
and I anticipate everyone is having a fantastic day | night?
Anywho, enough small talk,
lets get to it:
Today, I wanted a congregation; to bring a multitude of you together around a focal idea—
I aimed in conveying this concept as a tangible and transparent argumentum — with a myriad of key points encompassing it, ultimately because I feel it's something worth the reiteration.
I created this thread in an attempt to—not persuade—but inform, and essentially share thoughts and opinions, create intelligible discussion over a subject that I, strongly believe, will prove beneficiary to everyone that ventures the Forgotten realms and—in essence—consequently bring about a more fruitful gaming experience from it...
and... Here's How:
**Attribute = "Stat"
— [!] I will, throughout this thread, be breaking down the logic behind my ideas the best I can
Although before I begin, I'd like to thoroughly address oneself to a few important things to remember that I will be vocalizing in the upcoming paragraphs:
— [!] The proposal is to implement a log that will monitor and record your overall game-play hours.
Upon reaching the predetermined amount of *12-hours — you will be granted one,
—with a maximum of one; until redeemed—to freely renew your attribute points.
While on the au contraire—without this—you would still suffer the usual penalty.
— [!] First and foremost, I openly welcome everyone to get involved with this discussion and take in an effort to reciprocate — all thoughts, ideas and feelings are greatly encouraged, and hopefully you'll decide to share and express yours in this surely enjoyable, friendly, in-depth, and thought-provoking exchange of opinions and ideas. Criticism is greatly appreciated, — as long as it remains constructive and contributes to the conversation.
— [!] Furthermore, I made note of some things that I would like to make sure everyone is aware of —
in this thread, I will not be mentioning the PvP aspect of attribute renewals considering a lack of relevancy to the update at hand being suggested. If we could also ignore the topic of limitless attribute renewals, I'd like to leave it excluded in concern for the room of more complex ideas — Secondly,
I only will be referring to characters between lv(200 - 300) — of melee or ranged - not the mage.
NPCs will always be referred as an enemy monster, so remember that as well.
I mention the word "killspeed" quite frequently, that which you'll notice...
it's simply a technical jargon I've created in reference to:
**The fastest your character's level is capable of killing—having the minimum dexterity attribute required—in mutually inclusive correlation with a specified NPC.
>To clarify, this means the character will have just enough of the Dexterity attribute relative to the NPC he fights, whilst capitalizing on the Strength attribute in order to amplify damage output for swift kills and—respectively—swift experience.
**It's very important to note that this is, in-fact, a popular playing style amongst players that PvM; nearly all swordsmen, other melee classes, and on occasion, archers. Most want to grind their characters as effectively and efficiently as possible, in a favorable and useful amount of time — I hope this helps perceive how exceptional an implementation such as this could be, while keeping the scales in balance.
---
— Often times when it comes down to deciding to get an attribute renewal, Many of these players typically have an NPC in mind they've consciously planned for grinding, thus respectively optimizing their attributes accordingly, so they'll be able to killspeed; although sometimes,
in great accordance to level, when trying to killspeed, this can prove to be quite an unforgiving
sacrifice—resulting in heavy taxation—not simply of just experience, but your time, in reality.
Attribute renewals can set you back for potentially hours—and for others, potentially days—which will only escalate with your levels, providing you with increasingly tedious moments when having to face the decision to killspeed a new foe. and,—as-matter-of-fact,—it also isn't very complimentary being a melee/ranged character in this situation, by not having the AoE (Area of Effect) attacks like a mage, who can simply rake in monstrous amounts of experience.
— Rather than being able to focus on enjoying and experiencing the game to it's fullest,
You're caught up in this repetitious cycle of having to earn your experience back whenever you're in need of changing in scenery; as a result, traveling to a new NPC, when wanting to stock up on rare items, or farming one of the many bosses (all three of which would require a reallocation). While, in the instance,
if you happen to be the killspeed guru of eternal patience, who, finally, earned back from his attribute renewal, an amount of experience equal to 250 million in carnage, all beautifully decorated across his new blade—it nevertheless, still remains a loss of time. Even now, guru of 'eternal patience', to your dismay, it's an inevitability that you will eventually, again, be having to reallocate attributes when doing other tasks in the future and—forever slashing your way out of experience debt—which can sometimes make it hard to experience the game enjoyably when playing this powerhouse build, and even prove discouraging at times, especially when having added up all of the renewals and, when having done a bit of multiplication, it can be exceptionally frightening.
But with this basic implementation, you no longer have to be an indentured servant!
— The penalty is viewed as largely problematic, again, typically moreover for highest of levels, who wish to change their attributes from—PvP to PvM; vise versa—and, sadly, the higher level the player may be, the further it shall hinder their ability to train via killspeeding, thus, subsequently, eliminating the possibility to grind at maximum potential—meanwhile—their experience pool is far too excessive to earn back to make it worth the multitude of hours in grinding for one particular objective. As I've mentioned previously on an above paragraph — attribute renewal taxes significantly on your experience and time, but the most obvious—and probably, the most important aspect—the game experience and enjoyability is negatively mangled and, sometimes, worse of all, can diminish entirely. Most players who I know, depending on their style of game-play, ideally see the attribute renewal to be 3-steps back whilst 1-step forward. This dynamic of the game, which seems to discourage others more than I originally thought, could be put in check with this solution, while remaining safely balanced, by being based upon an amount of 'logged-in' game-play hours.
I attempted to construct a few, realistic as possible, pragmatic scenarios, that I'm hoping will further help conceptualize the attribute renewal (with it's current level penalty), in and of itself, and how it deters those, sometimes veterans of players, from truly enjoying the game like they are wanting to, by not an having an alternative option present.
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