Difference between revisions of "Talk:Attributes"

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::: Indeed. Sounds like an excellent idea. It's also very handy as we can make a template on the class pages where the stats are pre-printed, and also link to that attributes page. We'll see when it's time to start nip the bids and create branching pages, but not right now. Rather have extra pages like [[Mana]] just redirecting to the attributes page. Do you know how to make one? If not, just check [[Help:Redirect]]. =) --[[User:Leord|Leord]] 18:49, 30 October 2008 (CET)
 
::: Indeed. Sounds like an excellent idea. It's also very handy as we can make a template on the class pages where the stats are pre-printed, and also link to that attributes page. We'll see when it's time to start nip the bids and create branching pages, but not right now. Rather have extra pages like [[Mana]] just redirecting to the attributes page. Do you know how to make one? If not, just check [[Help:Redirect]]. =) --[[User:Leord|Leord]] 18:49, 30 October 2008 (CET)
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==I can think of a system that is both automatic AND customizable==
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Sorry for the length, but I'm not sure where else to put this suggestion:
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I read the entire page for [[attributes]] in Diablo 3 and didn't see a mention and though I didn't look at more than 4 or so pages of the thirty page discussion mentioned in the Attributes article, I have not yet seen any acknowledgement of a system that is both customizable and automatic and I have not seen anything [[Jay Wilson]] said to refute the possibility.
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'''Here's my thought process:''' In Diablo II, as you know, players get 5 points to distribute how they like for each level. It has been stated that the player will not have skill points to distribute in Diablo 3, but that (I think I understand the number to be one point per level) any increase will be automatically assigned. So far the assumption seems to be that these will be the same for a given character class at a given level (i.e.: all level 23 Wizards will have the same base levels of Strength, Dexterity, Vitality and Willpower, and likewise with each of the other classes).
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'''But what about this?''' What if they are automatically assigned based upon your game-play, item choice, and use of skills and fighting tactics. After all, experience in real life works like that. If someone concentrates on a martial arts skill, they tend to have more dexterity as they live longer. Conversely, someone who regularly carries large objects in their daily life builds more strength. A prisoner of war or a salesman will arguably have greater willpower than a house-spouse or slave.
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In the game, Strength might be increased by your choice of equipment or fighting style (use of heavy weapons and armor in primarily melee fighting) but may sacrifice Dexterity. Dexterity could be increased by the use of lighter melee or ranged wepons. Vitality may be increased by how much you make the character run or change direction quickly. Willpower may be augmented by how much attention the player pays towards conversations, fiddling with equipment or runes, the type of skills used during that level or even the amount of time it takes to gain a level (after all, a more clever player that can gain a level faster, should end up with a more clever character, shouldn't they?).
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In this system, a player could definitely customize their character however they darn well pleased. It would certainly be harder to define in table form within strategy forums. It would also enable noobs (and other non-tweakers) to not care where the points go, because ideally they SHOULD be alloted in the area most compatible with the way they choose to play the game.
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'''Finally''', I understand that Morrowind or Oblivion (not sure which) had a vaguely similar system, which some players found a way to exploit. To avoid players trying to artificially raise an attribute through exploiting the game, synergies and penalties can be built-in (or added in patches) that discourage or prevent this particular type of cheating. This could be accomplished with this sort of semi-realistic penalty: a player who runs their character into a wall for 24 hours straight (or even running in a straight line) by putting a book on their mouse button will gain a level to find significantly increased vitality (as hoped and expected), but also significantly decreased willpower. This could be reflected by decreased "luck" - if there is such a thing in the new world of sanctuary - or even a decreased ability for the character to find its own path (more likely to get stuck on a tree or rock instead of avoiding or walking around it)
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The sources of data and the possibilities of places of effect to the character and the world are theoretically limitless except for the amount of time it may take to program it - Anyways, this is as much conjecture as any of the other content on this page, but I thought it was a glaring omission that should be suggested somewhere.
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Thanks for reading! --[[User:Brettpeirce|Brettpeirce]] 21:01, 1 June 2010 (UTC)

Revision as of 21:01, 1 June 2010

Great work, Mel! =) Later on, when we have more info, we'll split the stats up to different pages, but it's best like this for now. Also, I left a message on your profile. Sorry, forgot to sign =P --Leord 12:46, 27 October 2008 (CET)

Also, if you have the time, add things like "Crit chance" etc here as well. Let's put all known attributes here, and when the page grows to a certain size, we'll start to stub them off on their own pages ;) --Leord 12:49, 27 October 2008 (CET)
I'll give the secondary attributes some working in the next days. Good also for crossreferencing back to the primary attributes. --Melianor 20:54, 27 October 2008 (CET)
Indeed. Sounds like an excellent idea. It's also very handy as we can make a template on the class pages where the stats are pre-printed, and also link to that attributes page. We'll see when it's time to start nip the bids and create branching pages, but not right now. Rather have extra pages like Mana just redirecting to the attributes page. Do you know how to make one? If not, just check Help:Redirect. =) --Leord 18:49, 30 October 2008 (CET)


I can think of a system that is both automatic AND customizable

Sorry for the length, but I'm not sure where else to put this suggestion:

I read the entire page for attributes in Diablo 3 and didn't see a mention and though I didn't look at more than 4 or so pages of the thirty page discussion mentioned in the Attributes article, I have not yet seen any acknowledgement of a system that is both customizable and automatic and I have not seen anything Jay Wilson said to refute the possibility.

Here's my thought process: In Diablo II, as you know, players get 5 points to distribute how they like for each level. It has been stated that the player will not have skill points to distribute in Diablo 3, but that (I think I understand the number to be one point per level) any increase will be automatically assigned. So far the assumption seems to be that these will be the same for a given character class at a given level (i.e.: all level 23 Wizards will have the same base levels of Strength, Dexterity, Vitality and Willpower, and likewise with each of the other classes).

But what about this? What if they are automatically assigned based upon your game-play, item choice, and use of skills and fighting tactics. After all, experience in real life works like that. If someone concentrates on a martial arts skill, they tend to have more dexterity as they live longer. Conversely, someone who regularly carries large objects in their daily life builds more strength. A prisoner of war or a salesman will arguably have greater willpower than a house-spouse or slave.

In the game, Strength might be increased by your choice of equipment or fighting style (use of heavy weapons and armor in primarily melee fighting) but may sacrifice Dexterity. Dexterity could be increased by the use of lighter melee or ranged wepons. Vitality may be increased by how much you make the character run or change direction quickly. Willpower may be augmented by how much attention the player pays towards conversations, fiddling with equipment or runes, the type of skills used during that level or even the amount of time it takes to gain a level (after all, a more clever player that can gain a level faster, should end up with a more clever character, shouldn't they?).

In this system, a player could definitely customize their character however they darn well pleased. It would certainly be harder to define in table form within strategy forums. It would also enable noobs (and other non-tweakers) to not care where the points go, because ideally they SHOULD be alloted in the area most compatible with the way they choose to play the game.

Finally, I understand that Morrowind or Oblivion (not sure which) had a vaguely similar system, which some players found a way to exploit. To avoid players trying to artificially raise an attribute through exploiting the game, synergies and penalties can be built-in (or added in patches) that discourage or prevent this particular type of cheating. This could be accomplished with this sort of semi-realistic penalty: a player who runs their character into a wall for 24 hours straight (or even running in a straight line) by putting a book on their mouse button will gain a level to find significantly increased vitality (as hoped and expected), but also significantly decreased willpower. This could be reflected by decreased "luck" - if there is such a thing in the new world of sanctuary - or even a decreased ability for the character to find its own path (more likely to get stuck on a tree or rock instead of avoiding or walking around it)

The sources of data and the possibilities of places of effect to the character and the world are theoretically limitless except for the amount of time it may take to program it - Anyways, this is as much conjecture as any of the other content on this page, but I thought it was a glaring omission that should be suggested somewhere.

Thanks for reading! --Brettpeirce 21:01, 1 June 2010 (UTC)