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#1 |
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Join Date: Jan 2009
Location: Manhattan Beach, CA
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Tweaking Character Creation Process
Mostly these thoughts about tweaks in the character generation process are for Nick to consider, as they don't involve game play changes, but would require some coding tweaks.
1. Location of Point-Based Stats: The starting stats for "point-based" character generation could (should?) be moved into the race and class files. This would allow for them to be modified by users creating new races and classes. 2. Order of Operations: The "standard roller" method could be made more relevant and provide another source of variety if the order of character creation were changed. My thinking is that: Race should be chosen first (@ is born); standard-rolling of stats occurs (@ is born with or develops natural talents); class is chosen (@ considers their genetic gifts and natural talents to select a career). I guess, if the point-based method were chosen, one could provide for the stat plus/minus at the end. 3. Location of User Interface Options: Much like keymaps, autoinscriptions, and subwindow setups, the user interface options could (should?) be recorded in the @ pref file (I would also add the base-delay factor, hitpoint warning, and movement delay to that, as well). This would allow one to simply load their standard pref-file to set the interface options rather than having to reset the interface options every time they create a new character. Nick, or anyone else for that matter, what do you think?
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#2 | |
Prophet
Join Date: Dec 2009
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I don't really have an opinion on your other two suggestions, but I feel strongly about this one:
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#3 | |
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#4 |
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Join Date: Dec 2009
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#5 |
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Join Date: Oct 2011
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I think Derakon's comment was half-trolling.
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#6 | |
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Quote:
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#7 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I'm not saying there aren't players who want to be handed a random, probably-"suboptimal" character and who then must make the best of what they have. But I strongly suspect said players are in the minority. Most novice players are going to want the "best" character they can get to help them beat a hard game; most veteran players are going to want difficulty modifiers that last past the midgame (when stat-gain renders your birth stats largely irrelevant). Maybe what you should really be asking for is a game mode where you get a random race and class and then are forced to take the first block of stats the game generates for you. ![]() Put another way: who actually still uses the standard roller? |
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#8 |
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#9 |
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Changing the order would be almost no work at all. I *think* it's just reordering items in an array.
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#10 | |||
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Quote:
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I'm still arguing for it for the standard roller as a way to add variety to the game, much as randarts and ironman add variety, once one is tired of the regular gameplay. Quote:
I use a standard .prf file with all my inscriptions, keymaps, and subwindows set up so that no matter what race/class I play, it is all loaded quickly without me having to reenter all of those things. Restarting from a savefile really doesn't get you there except for one particular race/class combo. I'm just thinking it would be nice not to have to reenter the user options every time as well.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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