RMMV Level/Stat Upgrade system with events

HumanNinjaToo

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I am thinking about doing away with the traditional leveling system that involves gaining experience in exchange for levels.

What I want to do is create an evented system that the player can use to level up specific stats. The idea is to gain items that will be used to trade in for a stat upgrade. One item may be worth +3 ATK, another would be worth +2DEF, another would be worth +5 MAT, etc.

I plan on making it clear to the player which stats, and how much, the items will be worth in terms of stat upgrade. I want to avoid a guessing game that could become tedious.

I know how to create the event and all that, not asking for help with that. What I'd like feedback on is how this type of item for stat-gain trading system would come across.

I believe the system would fit into the world, because the items will be 'offerings' to the mythological deities in return for 'favor', and increased stats.

One thing I believe may be an issue, is that you would not be able to level up at will. It will require that you find a deity location somewhere. One will be in any town/hub areas for sure. And I'm thinking about maybe placing some in the dungeon type maps as well, maybe hidden maybe not. This is the only part of it that I think may frustrate some people.

So anyways, I am open to feedback. Thanks.
 

AmazingKazuki

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I think the stat increase idea is great. I think it offers something for people to customize, look for boosting certain states, etc, especially if you do more things with higher/lower stats (maybe puzzle or certain item requirements). The only concern I'd have is can you erase "Level 1" from the status, or will you still have a periodic advancement of the number value of Level, perhaps, representing something else? (If that makes sense)
 

HumanNinjaToo

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My goals is to make each PC customizable in this way. If you want to make them better at something, then you can. Hopefully this allows the player to craft the character to their liking, as opposed to me setting a specific level-up pathway. Each PC does start the game with stats that point toward a role, but that can easily be altered over time through this system.

Also, yeah, I'm pretty sure I can find the piece of code that adds that text, and then do a plugin to take it out or change it to something else. I'm not 100% sure, but I know you can alter the HP and MP text on the status screens that way.

EDIT: I don't know why I didn't think about this before now, but I think I can just make a useable item that raises stats, I don't need an event that makes that possible. :LZSblush:
 
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AmazingKazuki

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You can use items to raise stats, but you can also use a common event shop to easily do a shop that maybe uses currency to do the same.
 

NinjaKittyProductions

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I don't know why I didn't think about this before now, but I think I can just make a useable item that raises stats, I don't need an event that makes that possible
We used a similar method of stat progression in one of our first games "A Dungeon Deep". The items would fall off of monsters (low low chance) and these said items were the only way to "level". However, we found that testers would find a certain stat or two they like, which monster dropped it, and then would just grind out until they got that/those stat/stats maximized.

I believe a shop, as stated by @AmazingKazuki, would be the betterment of the options. You could add an extra layer to that though. Instead of just needing gold/credits/insert money, you could have the upgrades also cost items. Think of Monster Hunter but instead of collecting monster parts for armor and weapons, you are collecting monster parts to buy stat level-ups.
 

HumanNinjaToo

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After more days of testing it, I like the idea of using a shop-type system to accomplish the stat upgrades. Honestly though, I'm finding it easier, and maybe better, to just go back to having a traditional level-up based on exp. earned, and then use a stat upgrade plug-in from the main menu. This way the player still has control over which stats to upgrade; however, I saw a plug-in that allows you to increase the cost of stats after buying so many of the same one. I think this balances out the player's ability to grind stats and become OP too easily. Plus, with the plug-in, the work has already been done for me by the creator, so... QoL!
 

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