Author Topic: suggestions for further developments: Player race  (Read 3079 times)

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artikid

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suggestions for further developments: Player race
« on: November 14, 2012, 09:54:14 AM »
Hi!
I just discovered this game and I love it!
One thing I can think of adding to the game is a choice of species: something simple like, human, elf, dwarf.
Humans might earn xp quicker
Elves may have higher speed
Dwarves may have higher Hit points.
Obviously you would need different character images for different species.
Cheers
« Last Edit: December 10, 2012, 08:36:54 AM by Dweller admin »
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Dweller admin

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Re: suggestions for further developments
« Reply #1 on: November 15, 2012, 11:07:43 PM »
I have thought of adding races in the past, but so far I've tried to keep things as simple as possible and only have character class as a choice when starting a new game. I guess it could be unlockable either after completing the game or after completing some kind of quest (rescuing a dwarven prisoner etc)

artikid

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Re: suggestions for further developments
« Reply #2 on: November 16, 2012, 02:07:32 PM »
I have thought of adding races in the past, but so far I've tried to keep things as simple as possible and only have character class as a choice when starting a new game. I guess it could be unlockable either after completing the game or after completing some kind of quest (rescuing a dwarven prisoner etc)

This is a really cool idea!
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ZiZNaK

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Re: suggestions for further developments
« Reply #3 on: November 17, 2012, 05:03:19 PM »
unlockable expansions!! genius!
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Mateusz P-G

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Re: suggestions for further developments
« Reply #4 on: November 17, 2012, 11:48:10 PM »
This sounds like fun, but what's really the point of having other races
to chose from? Not to make any of those races gamebreaking, they
would have to vary in stats only slightly, and since in Dweller a player
can easily upgrade his basic stats unlike say D&D, there will be no real
difference when chosing a dwarf, quarter-elf or animated tricycle. Not
to mention that these races serve no other purpose than to get a tiny
bonus for some obvious archetype race-class mix.

BUT!
I do love the idea of chosing one's avatar, which could ofcourse include
all kinds of "humans with pointy ears and +1 to agility" and whatnot.

More than that, I'd love to see hardcore/ironman/hell modes unlocked.
 :P
« Last Edit: November 17, 2012, 11:49:51 PM by Mateusz P-G »
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Dweller admin

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Re: suggestions for further developments
« Reply #5 on: November 18, 2012, 03:27:42 PM »
I agree with Mateusz that choosing a race can be a pointless thing if the variation is only a few stat points. The choice of race could have a greater impact though, without becoming a game breaker I think:

Elves. Nightvision = +sight radius

Dwarves. Short'n'stout = Immune to knockback (or disarm or possibly stun)

Human. Fast learner = +% exp

You could also put it into a matrix of sorts and give different bonuses depending on race and class combo. Dwarven rangers might start with a crossbow, Elven wizards regen mana faster, Dwarven wizards have a higher magic resistance and so on

Mateusz P-G

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Re: suggestions for further developments
« Reply #6 on: November 18, 2012, 06:24:36 PM »
I agree with Mateusz that choosing a race can be a pointless thing if the variation is only a few stat points. The choice of race could have a greater impact though, without becoming a game breaker I think:

Elves. Nightvision = +sight radius

Dwarves. Short'n'stout = Immune to knockback (or disarm or possibly stun)

Human. Fast learner = +% exp

You could also put it into a matrix of sorts and give different bonuses depending on race and class combo. Dwarven rangers might start with a crossbow, Elven wizards regen mana faster, Dwarven wizards have a higher magic resistance and so on

Those modifiers you've listed completely contradict the statement about
not being gamebreaking. More mana regen = too good, crossbow is like
instant win, +sight radius is way to awesome for ranged chars.
Exp bonus would be a complete waste in a game that can possibly spawn
infinite amount of enemies. I'd rather give them small variations in starting
equipement and stats, even tho I've considered it pointless before.
Otherwise, without things like level adjustment (lower level limit for those
"stronger" races), max stats for different races and alike, granting them
any kind of utility or special abilities would make it impossible to balance
out and some races will end up being obvious choices for their respective
classes, so why have a choice at all?

Here's a scenario I was thinking on:

Dwarves
+2 Defence, -2 Magic, -1 Speed, +3 HP
Dwarven cloak and boots

Elves
-1 Attack, -1 Defence, +1 Magic, +1 Speed
Elven cloak and robe

Halfings
-1 Attack, -1 Defence, +3 Speed, -3 HP
Random low tier ring (thumbs up for those who got it!)

Half-orcs
+2 Attack, -2 Magic
Low quality Bloodletter's Talisman

Humans
No modifiers
+100 gold.

This basicly boils down to all the bonuses being easily "leveled out", so
that the changes are mostly a small flavouring. How does that sound?
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Dweller admin

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Re: suggestions for further developments
« Reply #7 on: November 18, 2012, 10:23:54 PM »
Yeah, my suggestions were possibly game breaking afterall :-) I like your suggestions, but I'm not sure it's worth the effort of adding all these class and race combos.

swooboo

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Re: suggestions for further developments
« Reply #8 on: December 09, 2012, 02:14:44 PM »
difference when chosing a dwarf, quarter-elf or animated tricycle.

haha you said animated tricycle  ;D