Primary/Secondary Professions and Personal Stats?

Yusha

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I'm trying to develop an MMO-style take on crafting and other various stats where the player's gathering and crafting variables level as they either gather or synthesis specific items, all while mixing in secondary professions and stats to also level up that unlock more of the game.

What kinds of stats and attributes do you enjoy leveling during a game?
Global stats? Interpersonal stats? Gathering and crafting stats?
Which ones do you not enjoy so much?
For the professions you do enjoy, how do you like them executed in-game?

I was reading in a previous thread that Hunger mechanics are rarely done correctly. I would like to remove Hunger, Stamina, and potentially Fun, but also replace them with something else. I enjoy leveling and maxing variables in games. I am not looking to have stats that decrease over time leaving the player handicapped, but rather stats that increase over time that unlock opportunities for the player. (The only stats that -could- decrease are the interpersonal stats).

Any feedback is greatly appreciated, thanks!

 

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Kes

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'Game Mechanics Design' is not for feedback on specific individual projects, though you can use your own project as an example. If that is what you want I can merge this with Features Feedback. If, on the other hand, you want it to stay here, then be prepared for replies which are on topic, but have no relevance to your game.

Which would you like, so that I know what action to take, if any.
 

Yusha

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'Game Mechanics Design' is not for feedback on specific individual projects, though you can use your own project as an example. If that is what you want I can merge this with Features Feedback. If, on the other hand, you want it to stay here, then be prepared for replies which are on topic, but have no relevance to your game.

Which would you like, so that I know what action to take, if any.
I suppose keep it here for now. I'm more interested in which types of global stats players like to level up other than crafting. Thanks for letting me know!
 

Kes

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I'm more interested in which types of global stats players like to level up other than crafting.
This is not obvious, even with a fairly careful reading of the post. Perhaps you could edit it so that this is made more explicit? I think that will help you get the responses you are looking for. At the moment it's just a wall of text (plus an image, I know) listing what you've got in mind so far.
 

Yusha

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This is not obvious, even with a fairly careful reading of the post. Perhaps you could edit it so that this is made more explicit? I think that will help you get the responses you are looking for. At the moment it's just a wall of text (plus an image, I know) listing what you've got in mind so far.
Completely understandable. I was only listing the few I had developed to determine if players felt like they were worth leveling or not. The original post has been edited.
 

Henryetha

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The gathering/crafting stats seems quite interesting and would motivate me as a player.
As for the interpersonal stats.. it's not interesting for me personally. However, I'd just say, this is a matter of personal preference, myself I am not that interested in that aspect in other games aswell.
About the "Knowledge" stat.. I wonder what this would stand for, as we basically have knowledge already split among the other stats.

As for it.. I would avoid making various stats which focus on the same or similar value and for it maybe even skip the global stat section.
Also for leveling the gathering/crafting stats... I found, the most interesting leveling system of everyday life skills was the one in FF XIV, I really enjoyed it there, compaired to systems in other mmorpgs.

As for rewards on lvling up those stats.. in first place I'd let them unlock more and better receipes.
 

Yusha

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The gathering/crafting stats seems quite interesting and would motivate me as a player.
As for the interpersonal stats.. it's not interesting for me personally. However, I'd just say, this is a matter of personal preference, myself I am not that interested in that aspect in other games aswell.
About the "Knowledge" stat.. I wonder what this would stand for, as we basically have knowledge already split among the other stats.

As for it.. I would avoid making various stats which focus on the same or similar value and for it maybe even skip the global stat section.
Also for leveling the gathering/crafting stats... I found, the most interesting leveling system of everyday life skills was the one in FF XIV, I really enjoyed it there, compaired to systems in other mmorpgs.

As for rewards on lvling up those stats.. in first place I'd let them unlock more and better receipes.
Yes I was hoping the gathering and crafting would be the most interesting stats to level. I understand where you're coming from with the interpersonal stats. Do many RPGMakers include many friendship stats or romantic choices? I thought it would be an interesting aspect in accordance with the social skill - players would have more personal dialogue options between the characters that allows the relationships to develop.

Loved the crafting in FF14 as well. I'm looking for more stats to level up other that just gathering and crafting. Any other global stats that sound interesting? Something like Discovery or Treasure Hunting?
 

Henryetha

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Any other global stats that sound interesting? Something like Discovery or Treasure Hunting?
this, or.. archaeology, enchanting, digging (but mayb not, if there's alrdy treasure hunting), trading, monster hunting.. is what I can think of right now.
 

Yusha

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this, or.. archaeology, enchanting, digging (but mayb not, if there's alrdy treasure hunting), trading, monster hunting.. is what I can think of right now.
Monster Hunting - that's great! Perhaps the player could be slaying notorious baddies somewhere for poor old NPCs or something akin to a Monster Hunting Guild. What would be the rewards for leveling up a Monster Hunting global stat?

Archaeology is another good one. This would be similar to Treasure Hunting to me unless there could be other notable differences?

I have already implemented upgrade and augment systems, how could someone utilize an enchanting global stat as well?
 

Kes

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how could someone utilize an enchanting global stat as well?
'Game Mechanics Design' is for looking at aspects of game play at a more conceptual level. Questions about implementation should go to the appropriate Support forum. Unless, of course, you are asking this at a conceptual level as well.
 

Henryetha

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What would be the rewards for leveling up a Monster Hunting global stat?
Spontaniously I'd say titles which give some bonus in attributes.
 

Yusha

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'Game Mechanics Design' is for looking at aspects of game play at a more conceptual level. Questions about implementation should go to the appropriate Support forum. Unless, of course, you are asking this at a conceptual level as well.
Hey thanks. I think I've got enough information here.

Spontaniously I'd say titles which give some bonus in attributes.
Now this is something that I will be looking into. Great idea.
 

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