- Joined
- Aug 5, 2015
- Messages
- 858
- Reaction score
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- First Language
- Spanish
Well this is a disccusion I plan to ask, on about hat is your perspective about the stat parameter growth in games.
Aside for being many ways like STR influences AT like in RMXP, giving directly an attack value like in VX, I am asking on how you prefer to maintain the values of those stats.
For example, in The RPG Maker using the "automatic ranks" like "atk A", "def B", "mhp C" etc follows the "Final fantasy formula" of starting low (like 30) and ending huge (like 4829).
I personally dislike this system And prefer the system used in paper mario, when 2 atk points really does a large different in combat.
There are systems where ther numbers went really up in comparison (Take for example WoW before Cataclysm and in Pandaria, dealing 200 damage to 34372, because that escalated quickly from 60 to 80)
I am planning to make a discussion about why would you prefer one style or the other, I choose the really small numbers because they are easier (for me) to count or plan ahead for more turns than if I had to manage large numbers, even when most of those numbers are almost all primes (2, 3, 7, 13)
This also is one of the changes in the stat system in D&D 3.5 to 4.0, look how the numbers are bigger in the 4th version.
Of course, no stat system is "perfect", but it is usually a good idea to see why developers may choose one over the other (and no, "technical limitations to store a party's information" is no longer the case nowdays).
Remeber, this is a case on "how much attack my character should have" not "how my character has an attack value" type of discussion.
See ya
Aside for being many ways like STR influences AT like in RMXP, giving directly an attack value like in VX, I am asking on how you prefer to maintain the values of those stats.
For example, in The RPG Maker using the "automatic ranks" like "atk A", "def B", "mhp C" etc follows the "Final fantasy formula" of starting low (like 30) and ending huge (like 4829).
I personally dislike this system And prefer the system used in paper mario, when 2 atk points really does a large different in combat.
There are systems where ther numbers went really up in comparison (Take for example WoW before Cataclysm and in Pandaria, dealing 200 damage to 34372, because that escalated quickly from 60 to 80)
I am planning to make a discussion about why would you prefer one style or the other, I choose the really small numbers because they are easier (for me) to count or plan ahead for more turns than if I had to manage large numbers, even when most of those numbers are almost all primes (2, 3, 7, 13)
This also is one of the changes in the stat system in D&D 3.5 to 4.0, look how the numbers are bigger in the 4th version.
Of course, no stat system is "perfect", but it is usually a good idea to see why developers may choose one over the other (and no, "technical limitations to store a party's information" is no longer the case nowdays).
Remeber, this is a case on "how much attack my character should have" not "how my character has an attack value" type of discussion.
See ya


