Zulghinlour | Mon 26-Jan-04 04:25 PM |
Member since 04th Mar 2003
9792 posts
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#3597, "RE: idea: alternative to stat rolling that -does't- involve point distribution"
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>Thought I'd post this given people continue to bitch about >rolling stats.
I stopped reading here.
>Normally I wouldn't, but they actually have >somewhat of a point. There are four types of players when it >comes to character creation. > >1. Players who accept massively suboptimal stats because they >don't know any better. These are usually extremely new >players. > >2. Players who accept massively suboptimal stats because they >want a challenge or some angle to role-play. > >3. Players who take the best they can get in some "reasonable" >period of manual rolling (maybe 5 minutes). This usually gets >them MAX-2 or MAX-3. > >4. Players who use rollers and insist on perfect or >near-perfect stats, possibly rolling for multiple hours. > >#1 punishes new players for their ignorance. #4 punishes >non-obsessive players (though admittedly not hugely) for their >unwillingness to automate rolling. #4 also incurs bandwidth >use that might be better allocated towards something else. > >As a solution, some have suggested that every character be >given perfect stats automatically. I don't like this idea as >it removes all variability from characters' stats. Instead I >propose the following: > >One "stat generation" per {net designation} per {unit time}. >Net designation would be either address or subnet. Unit time >would be either "hour" or "day", depending on how strict you >want to be. Character creation would resemble the current >method, but with a few key changes. > >A) Stat generation is made the very last step in creating a >character. All other choices preceed stat generation. One a >set of stats is generated, the user must choose to either >create the character or disconnect and wait the requisite >amount of time before attempting to create another character. > >B) Stats are generated in a single step rather than being >generated multiple times within a given session. They will >not be perfect, but will resemble the stats typically chosen >by type #3 players above. That is to say somewhere in the >MAX-1, MAX-2, MAX-3 range. The point is that they should >resemble what a "normal" player gets using the current system >if he rolls manually for about 5 minutes. > >C) When shown prospective stats the user is also given a >reference point from which to evaluate them. In other words, >he sees the max rollable value for each stat. Currently this >is easy to discover using a relatively small number of rolls. >Since the new method doesn't allow multiple stat generation, >providing a reference point is only fair. Otherwise the >first-time player has absolutely no context within which to >evaluate a given set of stats. > >D) Prior to stat generation the player will be given the >choice to altar any of his previous choices (race, class, >alignment, etc.) to endure that his session isn't wasted due >to an errant keystroke. > >Advantages: > >1) Ignorance doesn't shaft new players. Their stats will be >similar (though not identical) to other characters of the same >race/class. > >2) Less load (cpu and bandwidth) on CF's servers. > >3) Character creation time is reduced for those players who >currently roll manually since they no longer have to roll. > >4) Stats in the new system will resemble the stats received in >the current system by players who act in "good faith" >according to the staff's suggestions concerning rolling. > >5) More difficult to gain an advantage via automation, i.e. >rollers. > >6) Less incentive for low-ranking characters to delete and >re-roll after their first death, since in many cases that may >require waiting several hours. > >Disadvantages: > >1) Much harder to get perfect stats. (Some will consider this >a disadvantage, others an advantage.) > >2) Less flexible. A player can't create a character then >change his mind and immediately create something else. > >3) Using subnet for net designation could penalize players who >share a subnet with other players. The effect should be very >minor, though, as character creation is a relatively >infrequent event. Using IP address would allow dial-in >customers to circumvent the time restriction by reconneting to >their ISP. However, that effort itself might be sufficient >deterrent.
So long, and thanks for all the fish!
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idea: alternative to stat rolling that -does't- involve...
[View all] , Isildur, Mon 26-Jan-04 04:18 PM
I read the idea, and I don't think it's necessary,
Yanoreth,
26-Jan-04 07:06 PM, #7
RE: I read the idea, and I don't think it's necessary,
Isildur,
26-Jan-04 07:38 PM, #8
RE: idea: alternative to stat rolling that -does't- inv...,
Zulghinlour,
26-Jan-04 04:25 PM #1
RE: idea: alternative to stat rolling that -does't- inv...,
Isildur,
26-Jan-04 04:27 PM, #2
RE: idea: alternative to stat rolling that -does't- inv...,
Valguarnera,
26-Jan-04 04:34 PM, #3
I posted this once, but it didn't show up,
Wilhath,
26-Jan-04 05:28 PM, #5
Comment on the idea and the possible forum bug,
Yanoreth,
26-Jan-04 06:57 PM, #6
Forum bug,
Wilhath,
27-Jan-04 09:55 AM, #9
I've learned to open a completely separate session,
Yanoreth,
27-Jan-04 04:20 PM, #10
RE: idea: alternative to stat rolling that -does't- inv...,
Zulghinlour,
26-Jan-04 04:54 PM, #4
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