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I've noticed that one aspect isn't working well. Magnus has a good storyline and describes events well, but he doesn't handle the combat system properly; we need to introduce separate rules for PvP battles. Everything is clear regarding PvE.
So, here are the questions:
1) What is the damage output of a level 1 character? I haven't noticed a clear unit of measurement.
2) Let heroes in PvE use their own unique abilities, but within the style of their character. If you're a heavily armored warrior, you should be slow and cumbersome. If you're a ranger, your armor should be mediocre, and your damage not great, but you should excel through agility and luck.
3) In this context, I propose changing the core stats as follows:
Attack (damage dealt by the character)
Defense (amount of damage absorbed; all remaining damage goes to health)
Agility (chance to completely avoid damage)
Endurance (health)
Knowledge (amount of mana)
Magic (this number will multiply the damage of magic spells, the strength of buffs and debuffs, and the number of summoned creatures. To avoid cheating, I suggest increasing this stat in increments of tenths, say, by half a point, or weakening the spells significantly)
4) All player actions should depend on morality and luck. For example, if someone shoots at you, if you're lucky, they'll miss, and if they're less lucky, they'll hit. If you run towards a wall of enemies, and your morality is low, you'll only be able to attack half the number of warriors you could normally attack, etc.
I PROPOSE WE DISCUSS THIS.
Added 2 minutes later
You could also give experience for defeating monsters, not just for completing quests.
So, here are the questions:
1) What is the damage output of a level 1 character? I haven't noticed a clear unit of measurement.
2) Let heroes in PvE use their own unique abilities, but within the style of their character. If you're a heavily armored warrior, you should be slow and cumbersome. If you're a ranger, your armor should be mediocre, and your damage not great, but you should excel through agility and luck.
3) In this context, I propose changing the core stats as follows:
Attack (damage dealt by the character)
Defense (amount of damage absorbed; all remaining damage goes to health)
Agility (chance to completely avoid damage)
Endurance (health)
Knowledge (amount of mana)
Magic (this number will multiply the damage of magic spells, the strength of buffs and debuffs, and the number of summoned creatures. To avoid cheating, I suggest increasing this stat in increments of tenths, say, by half a point, or weakening the spells significantly)
4) All player actions should depend on morality and luck. For example, if someone shoots at you, if you're lucky, they'll miss, and if they're less lucky, they'll hit. If you run towards a wall of enemies, and your morality is low, you'll only be able to attack half the number of warriors you could normally attack, etc.
I PROPOSE WE DISCUSS THIS.
Added 2 minutes later
You could also give experience for defeating monsters, not just for completing quests.
Добро- Не цель, а средство, Зло- Дорога к цели...
/topic/at/88386/ Анатраилл
/topic/at/88386/ Анатраилл
