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NPC Attribute Renewal [STAT CHANGE]

Posted: Thu Nov 27, 2014 2:38 pm
by Secular
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:

**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.
Spoiler: Show
A) — "Hey there frien—! Wait, Wha-what? Yo-you, but, still! I'm sure it would be... safe to say... it's entirely an enigma, to you, for as how long you've been down here in this dank dungeon
—at least, surely by now I hope—wouldn't you say? Its been weeks!"

Spoiler: Show
B) — "I-I know, but, I just... There's no where to go! I really want to calculate which monsters have the best experience an hour, but it's obvious I'm going to need appropriate adjusting of my attributes to have optimal killspeed in order to acquire the most accurate results of the few promising NPC's I've had taken note of! Although, the calamity I'm faced with, is, that... I'd be losing several levels just running these tests today! That'll take me all week to get back — considering my level!"
Spoiler: Show
A) — "Well, hmph, it may possibly be worth it if... if, what if I told you I know of these ghastly archers in the southern part of the continent whom dropped prized items to make you rich beyond your wildest of dreams—but alas—I must warn you of their unprecedented demise — they are the fallen elites of Lord Silverwood, his most loyal subjects of ages ago, who've all had forsaken him by fleeing the kingdom at a whim when tempted by riches offered by the dark one, only to have had fallen in a trap that would, for eternity, bind their souls with his... undead legion."
Spoiler: Show
B) — "I mean.. Is it truly worth losing 275m experience, just to so I can slay those vile apparitions of men? I only have 90 Dexterity— I-I, I was trained from my adolescence to keep the cyclops' clans from emerging to the surface and manifesting all kinds of chaos throughout the city! I'll be destroyed with their arrows of bone if I try to face them! As a consequence, If I were to renew my attributes... it's very likely it'll take several days to get that kind of experience back, I don't think it's worth my time—especially considering their marksmanship—If I even had that Dexterity, I'd have to work back all the experience while sacrificing all the power I was able put behind my bowstring? It would practically be pseudo training in comparison to these brutes with enormous vitality and the agility that of the old man running the inn! These gargantuan beasts are simply unparalleled in rival to those sharpshooters, considering how easily I can evade their swings, thus allowing me focus on taking true aim! "
Spoiler: Show
**more coming soon**

Special Thanks To: 'Leone' — for the original suggestion, which I've used to branch and diversify with, and further covey the importance of this minor fix that would, indeed, greatly change the game-play of many for the better!
I hope everyone enjoyed reading through my thread, I'm looking forward to your comments and talking to you about this! Feel free to PM me as well.

Re: NPC Attribute Renewal [STAT CHANGE]

Posted: Thu Nov 27, 2014 8:19 pm
by Leone
Great post. Very well thought-out and considered. Your points are accurate - people simply do not want to lose out on hard-earned xp points in order to fight more efficiently against different monsters on a different screen.

Thanks for the mention, btw!

Re: NPC Attribute Renewal [STAT CHANGE]

Posted: Thu Nov 27, 2014 9:22 pm
by Secular
Great post. Very well thought-out and considered. Your points are accurate - people simply do not want to lose out on hard-earned xp points in order to fight more efficiently against different monsters on a different screen.
Thanks Leone! Yeah, no doubt, especially when using this fighting style in PvM at medium / high levels.

I'm positive I covered most, if not all, aspects to be mentioned of this issue and hopefully illustrated it decently enough for others to understand. Perhaps, well enough, for it to be integrated — but If more convincing is needed from others, I'm fine with waiting for more commentary if there was something I passed up.

The greatest part of this suggestion is that the update won't throw things out of balance, and if we maybe find a plausible reason, it's always possible to increase the time.
Thanks for the mention, btw!
:)

Re: NPC Attribute Renewal [STAT CHANGE]

Posted: Fri Nov 28, 2014 4:19 am
by Dr DOOM
Agreed on most. When was lower lvl sstrugglin agianst magix, olorin, xymox, & myself. Story would be different. Now I find most arguements trivial because no longer have to stay up all night worring if all was lost. The invested time by plyrs & admin is stunning.
Btw secc. K.C. ROCKS!!!

Re: NPC Attribute Renewal [STAT CHANGE]

Posted: Fri Nov 28, 2014 4:00 pm
by Insider
Clapping,lol ;)