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lets make HP/MP cumulative

PostPosted: Wed Jan 03, 2007 6:01 pm
by Vitriol
In new xen your hp and mp are decided by a forumla only concerning race/class/stats. I think that your hp and mp should also depend on the amound of hp and mp you had last level. So the order by which you apply stat points become important.

PostPosted: Wed Jan 03, 2007 6:39 pm
by Karl G.
I agree that it was much more interesting when stats were cumulative

The only problem I see is that this also makes getting shrines early a big priority

PostPosted: Wed Jan 03, 2007 10:35 pm
by Vitriol
Karl G. wrote:I agree that it was much more interesting when stats were cumulative

The only problem I see is that this also makes getting shrines early a big priority


why dont we change the idea of shrines then. Instead of adding stat points it could do something else.

PostPosted: Thu Jan 04, 2007 1:20 pm
by Nenitus
instead of stats, they could increase a variable in calculation of dmg/def.
ex attack shrine gives... 10% more attack.
a defense shrine gives 10% more def.
magic..
blah...
etc...
maybe some others...

PostPosted: Thu Jan 04, 2007 1:57 pm
by Necromadon
You could have it calculate it as though you had +2 in all stats from level 1. But unless you have shrines, you get the calculation as thought you never had shrines.

PostPosted: Tue Jan 16, 2007 2:57 pm
by Flint X
just throwing out an idea for shrines.. instead of stat points why dont u have it like somthing you can choose.. like lets say your a barb and you have alot of hp just crap for mana.
you go to a shrine and you complete it instead of geting +1intel or some crap maybe you can Pick to have like 10% more mp. have a choice of 10%hp 10%mp 10% attack speed or damage or somthing.. idk.. lol

PostPosted: Tue Jan 16, 2007 3:16 pm
by Serenity
just have shrines give "X" amount of skill points. but have it so they are extremely hard to find. so you dont get them all and have 11ty billion skill points you need to place. this makes adding frivolous skill points more wisely or revamping the skills incase of mistakes

PostPosted: Thu Jan 18, 2007 2:28 pm
by Vitriol
shrines can be retroactive.

PostPosted: Thu Jan 18, 2007 3:14 pm
by Ender
The original cumulative hp/mp system had a ton of randomness to it. (you gained a base value, then a random amount on top of that). I'm guessing we are throwing that out?

I remember one time I got a level, and gained something like 14hp, then the server got reset and I lost that xp. Next day I regained it and on that same level I received like a 39hp gain. Was a sweet feeling. (But if it went the other way, I'd have been pissed)

PostPosted: Thu Jan 18, 2007 9:42 pm
by Vitriol
randomness is bad. I dont like the idea of having a crap character just because of bad luck. It should be a solid formula with no randomness in it.

PostPosted: Fri Jan 19, 2007 1:04 am
by thadiusofx3
Ender wrote:The original cumulative hp/mp system had a ton of randomness to it. (you gained a base value, then a random amount on top of that). I'm guessing we are throwing that out?

I remember one time I got a level, and gained something like 14hp, then the server got reset and I lost that xp. Next day I regained it and on that same level I received like a 39hp gain. Was a sweet feeling. (But if it went the other way, I'd have been pissed)


Yeah that's how it worked on gladius too.
I would save right before I leveled to 2 right by the pincher pits, and then I'd kill the, get the goods and level up, and my hp and mp would be different every time.

PostPosted: Sun Jan 21, 2007 9:34 pm
by Vitriol
lol gladius. You can make games like that in 15 minutes nowadays.
Didnt even have sound... atleast for me