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Raditzu Wrote:1 ~ 100 --- 1
101 ~ 200 --- 2
201 ~ 300 --- 3
301 ~ 400 --- 4
401 ~ 500 --- 5
So if I want to go from 314 Agility to 315 Agility, it'll cost me 3 TP. Yikes!
You mean 4 TP. And I agree, this is going to be very challenging.
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It just seems more confusing/difficult.
Do we start at 0 for stats for new characters? I hate not being able to get more training for mental stats =(
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Ok after doing some reading I think I got it...a bit confused though, I have to spend more points to distrbute my total tp into certain areas? Or does that rule affect after i do my next 'new' tp cost?
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Krillin Wrote:4268 points to distribute
Strength - 300 (100+200+300=600)
Constitution - 362 (100+200+300+248=848 )
Agility - 300 (100+200+300=600)
Insight - 400 (100+200+300+400=1000)
Technique - 300 (100+200+300=600)
Willpower - 300(100+200+300=600)
20 TPs = 2 Best Moves slots purchased
Stored TP: 0
This is a perfect example of what training and distribution should look like. In the parenthesis is how many TP it cost Krillin to increase his stats.
So, as you can see, getting to 300 Strength will cost 600 TP once its all said and done.
New character get 600 stat points to distribute freely. There is no Diminishing Returns for these 600 points, but no stat can be higher than 150. This has already been added to the joining forum.
I understand that this can be a bit much, but it helps to just think of your training in 100 point increments. The first 100 points costs 100 points. The next 100 points costs 200 points. And so on.
Kirano: yes, thank you, I'll fix that.
"In this world, his world, life is just a game you play"
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01-08-2008, 01:35 AM
(This post was last modified: 01-08-2008, 01:37 AM by Pink Underoo.)
So, the new stat system is built to discourage dynamic character development? By that I mean it would be more effective for a character to just keep all their stats even so they'd get the highest gains per TP possible, while a player who wants a few higher stats would drag behind in overall stat points. The only people who would think that this would be fun are the oldest characters who could set their stats far beyond anything anyone else could ever reach.
I've also got a beef with Krillin's idea for lowering stat requirements: the characters with the highest stat multipliers get faster stat gains? You don't see a problem with this?
They're cute ideas, guys, but if you want to make it fun for everyone and get more people to play then you're actually doing everything exactly wrong.
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You're exactly right. We don't want people to have fun. We want everyone's characters to be exactly the same. We're going to rewards the strongest and punish the weakest.
Phew. And I was worried no one would be able to figure that out.
EDIT: And for your own future benefit, referring to the things that people have actually spent time and effort on as "cute" is a good way to get me real pissed off real quick.
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With that kind of attitude it's pretty easy to understand how you got to this point.
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The attitude of getting annoyed when people walk in with, what I can only assume, is something designed to mock and demean? I think a lot of people share that attitude.
You don't like something? Fine, I've got no beef with that, but don't try to sound like you're some genius with all the answers. You offer absolutely nothing constructive in any way, shape, or form. The only thing you've given is baseless assumptions and generalizations.
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Why not just start everyone off at zero again?
EDIT: I mean, at this point, it is basiccaly turnover
"We pissed away all the money on rock n' roll."
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01-08-2008, 03:01 AM
(This post was last modified: 01-08-2008, 03:03 AM by Pink Underoo.)
Oh balls. He's an adult now and is perfectly capable of taking criticism. My point wasn't entirely too different from buu's complaint about the idea of ignoring diminishing returns for stat redistribution after the turnover*: characters with obscene amounts of points to throw around will be able to instantly have an incredible stat(s) while others might work for years and still never catch up. Unless you want diminishing returns in player activity it needs to change.
iirc, tim and josh also did not like this idea when it was originally announced back when there was going to be a whole turnover*. I'm simply echoing their old objections about how it would trap everybody who isn't already god-like to have flat stats or suffer the consequences. And their (tim and josh, allegedly) suggestion was to have overall stat "levels" that would change the gain rates, so instead of each stat changing the gain rate after reaching a number your total pool of stat points would reach a number before changing. "My stat pool is 1,000 so now everything costs +1TP". It's much less complicated and controversial, much more dynamic. Actually, I'm confused as to why their idea was dropped and Rad's old idea was brought back.
* this is not a turnover thread. if you drag this thread into a discussion about turnover then i will cut your balls off and feed them to my dog
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@Bojack: There are several, very significant, things that we have yet to implement before we'd do a reset.
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I thought we all wanted one. >_<
ok
Are those race things still doable now that we have a new stat system?
"We pissed away all the money on rock n' roll."
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Bojack Wrote:I thought we all wanted one. >_<
ok
Are those race things still doable now that we have a new stat system?
Not everyone was actually in favor of a reset.
Putting in the races can't really be done without getting some other stuff changed. Stats was one of those things.
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I have no clue what my stats were. wtfwjd
"We pissed away all the money on rock n' roll."
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Mighty Dabura Wrote:Oh balls. He's an adult now and is perfectly capable of taking criticism. My point wasn't entirely too different from buu's complaint about the idea of ignoring diminishing returns for stat redistribution after the turnover*: characters with obscene amounts of points to throw around will be able to instantly have an incredible stat(s) while others might work for years and still never catch up. Unless you want diminishing returns in player activity it needs to change.
iirc, tim and josh also did not like this idea when it was originally announced back when there was going to be a whole turnover*. I'm simply echoing their old objections about how it would trap everybody who isn't already god-like to have flat stats or suffer the consequences. And their (tim and josh, allegedly) suggestion was to have overall stat "levels" that would change the gain rates, so instead of each stat changing the gain rate after reaching a number your total pool of stat points would reach a number before changing. "My stat pool is 1,000 so now everything costs +1TP". It's much less complicated and controversial, much more dynamic. Actually, I'm confused as to why their idea was dropped and Rad's old idea was brought back.
* this is not a turnover thread. if you drag this thread into a discussion about turnover then i will cut your balls off and feed them to my dog
If that had been your first post, I wouldn't even have batted an eyelash.
To be perfectly honest, the only reason diminishing returns works the way it does is because I forgot that we changed it.
I completely agree that basing diminished returns on a cumulative pool of stats is a much better way of doing training. If I didn't agree when it was brought up earlier, I don't know why.
That's probably how we'll be doing training after everyone fits their character into the new stat system.
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The thing is, when it comes to people who have been here since before this stat change, it'll be hard to catch up. They already have a lot of power compared to everything. I am going to be joining up again soon, but this is just a damper. It'll be so hard to want to roleplay when it's like this. It just seems like a 5 point jump every week isn't that much and will take years to amount to anything.
Will quests only award like 5 tp at a time now?
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Quests only awarded 5TP before. O_o
EDIT: Can we get some kind of seniority bonuses or something? I've been here a while, I shouldn't have to start at 0.
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The whole point of Diminishing Returns is to make it easier to catch up. If you have more points, it costs more to keep training. If you have fewer points, it costs less.
Quests, in addition to be much more open-ended, will have variable rewards. The exact amount is up to the grader's discretion. It can be more than 5, but it could also be less than 5.
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Okay, drama over.
So, now what will the pool limits be set at and how much will the TP cost increase per level?
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But it's harder to catch up because if you are at say...400 and keep pouring into that stat. We can catch up to about 200 by the time you're at 450 or something but after that it'll end up moving around the same pace. There wont ever technically be a catch up. I see it as more difficult to catch up overall since it's only 5tp a week.
If it was still 24 or whatever and with a type of plan like this, I think that might work, but not COMPLETELY sure. I don't know. Seems difficult.
I also hate change, so sorry for raining on the parade.
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