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Posted by | [++] The Ability System |
Axel (#6627) Pervert View Forum Posts Posted on 2014-04-08 20:54:29 |
The Ability System- balance for gameplayAfter many changes in the gameplay, the way the battles and the new claiming system works, I think there could be a small addition, which shows our hard work and affects our progress a lot more than stats. So, I propose a new system. The Ability System Description: This system would be completely independent of stats. So, the lions could use abilities in either fighting, charming, or exploring to make them more successful. These abilities would depend on points, level, skill, and karma. How it works in short: There would be a total of 10 abilities in fighting, 3 for charming, and 5 for exploring. (these can be changed) Each ability appears at the aforementioned situations which then can be used to gain advantage. Each ability will need points to have a potential efficiency, skill to reach the true efficiency, and karma, which determines your ability arsenal. Points: Points can be used to make an ability better and be performed with a greater success rate. It is never 100% though. In total 10 points can be added to one ability to reach its max potential, which would be performed at 90-95% efficiency. Points can be earned by: - Leveling (2 points - maybe rarely 3 points) - 31 levels give 62 points - Visiting for 12 consecutive days (1 point) max 16 points - Fighting NPCs (a 10% chance for 1 point) - Claiming lionesses (a 5% chance for 1 point) - Reaching the next karma level (1 point) -only once each karma level - max 34 points - Filling Dreamboat Impression bar (1 point?) Max 180 points can be assigned entirely. Level: Level is mainly used to earn points. Each time you level, you earn 2-3 points, so leveling will become a greater desire to players. It also –just like now- raises the limit of skill you can earn. Skill: Skill would determine how much % of the points you have will be counted in per ability. After all, the points only determine the potential efficiency of an ability. So if you have 10 points in one ability, but have barely any skill, then a low % of these points will be counted into the performed ability, so it still can fail, despite the high success rate. This would also depend on your level, considering the limit on the skill. Eg.: Level 20 lion has 10 points in one ability, so has technically 90-95% chance to succeed, but has only 120 skill (so half of the max of that level), he would end up with 45-50% success at an ability if performed. Level 2 lion has 10 points in one ability, so has technically 90-95% chance to succeed, but has only 12 skill (so half of the max of that level), he would end up with 45-50% success at an ability if performed. (Although, the last would be impossible, due to the point distribution, but it shows well, that low level, even new players will not be at great disadvantage) Karma: Karma would ultimately determine what kind of fighting abilities your lion can have. They could be put into two groups: Good Karma abilities, Bad Karma abilities. (Each would contain 5 abilities) Obviously, if you have positive karma, then you will end up with the former. If you have neutral Karma… then you can have both groups, so it pays off the effort to keep a neutral Karma, and Cleansing Ichor would be used more frequently. However! Pay attention! ‘More’ doesn’t always mean ‘better’. How would this work? Every lion starts out with a set of 10 fighting abilities, 3 charming abilities, and 5 exploring abilities, due to having neutral Karma. All abilities would have no points within them. Upon starting the game with a lion (be it starter or heir) you get 5 points to start out with, which you can distribute wisely among the 18 abilities. From there, the game starts. Leveling, fighting, maybe even attacking other lions could give you points, which you can wisely put into your chosen abilities. You can either work for a positive, negative, or neutral Karma, which will modify the arsenal of abilities in fighting. NPC fights: Once entering battle, you can choose between the specific amount of abilities in an attack depending on your karma. There would be HP for both you and your opponent, just like right now. The success of the battle may depend on your abilities. PVP fights: The bonus abilities (see below) that you can gain from the ability system affect PVP. This would be one thing that could be connected to the ability system and a goal to set for players to unlock the special passive abilities for their lions in each generation. Claiming Lionesses: Once you click ‘Claim her’, you will be brought onto the claiming page. There, your Charming abilities are listed, which you can use to either boost your chances or reduce the temper of the lioness. Maybe there could be a passive ability, which lets you start with an extra heart or two in the bar. Exploring: Instead of just the explore button, there would be abilities listed right along with it, which you can choose to perform every 4 hours (or once a day). They will help you with exploring upon activation. Eg.: One ability could help you find quest items, another that lets you find more resting places, perhaps another that increases or decreases enemy encounters. What about Lionesses? I had two ideas for this. a) They get no abilities or points. b) They would have their own set of abilities. Hunting abilities. They can have a chance of gaining points after each successful hunt, and get 2-3 points after each level-up. These would be passive abilities, so always active. List of Abilities Note: This can be changed, altered, these are just suggestions, taken from this thread or thought out on my own or they already exist. All damage of an ability falls back on your lion if it failed. Fighting Abilities: (The more points you put into an ability, the less chance there is to miss -but cannot overwrite the written-down limit- OR the more damage/protection the ability gives) Negative Karma- - Suffocate - 30% damage - Scratch limbs - 20% damage - Roar of Fury - Gives + 10% damage to next attack - Opponent freezes/ Fail ends in you receiving 10% damage (+ damage done by opponent?) - Neck bite - 20% damage, has a 30% chance of breaking opponent’s neck, so ending the fight - Last Stand - When your lion reaches 20% or less health, he can attack out of turn once. Does 40% damage at 40% chance of success. Positive Karma- - Intimidating Roar - 10% damage - Opponent freezes - Dominating - 20% damage - 30% chance of Opponent getting intimidated and flees - Thick Skin - Receive 10% less damage at next turn - Guaranteed (+ Can use another ability?) - Bluff Charge - 20% damage - Last Stand - When your lion reaches 20% or less health, he can sound a thundering roar, which has a 40% chance of sending the opponent fleeing. Charming Abilities: (The more points you add to an ability, the more chance there is that the lioness will like the move) - Apedamek's Blessing - Adds 1-2 hearts to the claiming bar. - Right of the King - Removes 2-3 temper from the bar - Prince Charming - Adds an extra heart to each of your moves in this claiming attempt. Exploring Abilities: (The more points are put into an ability, the more clicks the ability lasts -but not more than what is written down) - Catnip/Flower Bath - adds 20% more chance to find NCLs and feline opponents for the next 30 clicks. - Mark Territory - reduces the NPC encounter by 20%, adds 20% chance to finding carcasses and items. Lasts 30 clicks. - Lazy Cat - Rest 30% more times to gain more energy. Lasts 20 clicks. - Sneaky Raccoon - Find 40% more carcasses for the next 20 clicks. - Focus - Adds 30% chance to finding quest items/NPCs for the snake. Lasts 30 clicks. Hunting Abilities: - For Lionesses - Power - The more points it contains, the more % chance it adds for bigger carcasses despite level/skill - Lone Hunter - The more points it contains, the more % chance it adds for this lioness to bring back +1 smaller carcass from a hunt - etc… If Roles for Lionesses are brought in, there can be abilities specifically for those roles. Important Notes: - Do not ask for stats to affect the abilities. They wouldn’t. - Submales should only gain up to 120 skill in their patrols to prevent huge advantages. - Ability points are not inherited, just like skill, Karma, and level. The perfect way to balance gameplay between oldies and newbies. - Points for Karma levels are only given out once. Eg. If you reached Dreamboat of Ladies and got the points, then you use the ichor to reset your Karma, you will not get points again for the level scale. (in one lion's lifetime) - Upon switching from positive to negative Karma, or vice versa, the points you already put into the opposite ability will not vanish but will be saved to when you get back to that karma. - Enables tactical thinking - Effort of an individual would be shown in three ways instead of one: stats, points, maxed abilities - No GB items that give you points, please... - Suits all playerstyles: PVP players, PVE players get something to do, and breeders for looks can keep breeding for looks. ----------------------------------- New Additional Ideas1.) Bonus Passive Abilities After maxing out the abilities of one section (fighting, exploring, charming), you could maybe get a bonus passive ability as a reward for that section. These abilities would be of course more valuable, since they are rewards, and would be always affecting your gameplay. Suggestions: Fighting ability - Negative Karma: Beast - Deliver 5% more damage per attack Positive Karma: Paladin - Receive 5% less damage per attack Charming ability - Dreamboat: Start claiming by the bar already having 25% filling Explore ability - Voyager: Receive 10% more exp OR receive additional explore steps I also had the idea, that perhaps after collecting each of these bonus abilities, you could have one reward ability for it, called 'The King of the Jungle'. I am not sure what it would do though. Unlocking this ability will be practically impossible, so it could do pretty badass things. ---------------------------------- This idea is highly in development, and am free to suggestions. Give your own opinion. Thanks. |
Phantom StarsX (#92256)
Scourge of Lions View Forum Posts Posted on 2016-08-07 02:39:56 |
Red™ {Sepia} (#40406)
Nice Guy View Forum Posts Posted on 2016-08-07 05:56:15 |
Maybe it's just me, but this seems like an unnecessarily complicated "solution" to a fairly small problem. The staff are working on ways to give more value to stats, and breeding for stats isn't the massive, uncontrollable industry you make it out to be. Just because you can't see any way to fix the stat system doesn't mean there is none. 0 players like this post! Like? |
ClockKey (#74714)
Heavenly View Forum Posts Posted on 2016-08-07 07:47:26 |
Maybe you need to shorten your post up. Make it more reader friendly, instead of scraping over one huuuge page everytime you want to see a new reply on the thread. Just a thought. <3 0 players like this post! Like? Edited on 07/08/16 @ 14:47:38 by ClockKey (#74714) |
🍹 Tilted Scene (#57576)
Deathlord of the Jungle View Forum Posts Posted on 2016-08-08 00:38:04 |
No Support. For reasons already stated before me as well as my own input below: I have noticed that this original post is from 2014, was it before or after the stat nerf? Just curious is all. Aside from that question, I do appreciate how well thought out and formatted this suggestion is. I can see how much work you put into this idea. However I do not believe it is fitting for this game. I heard about Lioden through a sim game I moderate on and have been apart of for 6 years now. It has the concept of capped potential incorporated into it. It limits the possibilities of game play and players. You reach the cap and then what? Yay, let’s start all over again.We do that anyways. Why make it more dreadful. The idea of making stats meaningless is not fitting for this game. Stats hold value with many. You may see them as “pretty little numbers” but others see them as motivators. They bring a certain drive in goal setting and achievement. Stats are apart of game play. They shouldn’t be rendered useless because you don’t see the use in them. They bring competition into the game. People plan, save, and work hard to achieve their stat goals. They bring donations into the game. I know I donate the most to this game when it is the events where stats items are abundant to help with hoarding and saving for my future kings or queens. Completely changing one of the most appealing features of the game would cripple the game. The shaky economy of Lioden is driven by stats. Leaderboards are competitive because of stats. To completely render them useless will drive a lot of players away and most likely, this will affect donation success. I do enjoy this concept, but not for Lioden. It may still be in beta but it is thriving. To wipe out this well incorporated feature would harm the strong user base. Any game I have witnessed a complete reset, similar to the one you are proposing, the user base has to be completely rebuilt. That would cause lose of income for Lioden and cause more need to bring players into the game. However, I do enjoy these under exploring Abilities: - Catnip/Flower Bath - adds 20% more chance to find NCLs and feline opponents for the next 30 clicks. ←- Catnip already exists and last 30 min. - Mark Territory - reduces the NPC encounter by 20%, adds 20% chance to finding carcasses and items. Lasts 30 clicks. ←- Would be awesome for those who like to hoard explore items and need an extra boosts for finding food. Could last 30 minutes - Lazy Cat - Rest 30% more times to gain more energy. Lasts 20 clicks.<-- Neat for those needing to explore for currency, could last 20 minutes - Sneaky Raccoon - Find 40% more carcasses for the next 20 clicks.<--- Good for those in a food bind. Could last 20 minutes. - Focus - Adds 30% chance to finding quest items/NPCs for the snake. Lasts 30 clicks.<-- we have something similar to this already. Each item would be like catnip for time limit. The time bar would continue to run out even if you are not exploring which would drive many to spend currency on energy items. Again I do appreciate how well put together this is. Suggestions tend to turn into debates especially with how controversial this one is. And though perspective could perceive this as otherwise, I do not mean the following as offensive. Implementing a new way of playing Lioden is a sensitive subject. A lot of investing in the game has occurred over the years of it thriving. Many have taken your words and how you structure sentences as rude, harsh, etc. I appreciate a blunt person when I see one. Though in this case, you seem a bit closed minded to other’s opinions and debates against and for your suggestion. When I see many people forming the same opinion of a single person’s behavior. I would see you as the sensitive one, not them. I have read through the thread and the comments, you do approach each and every comment with well thought out responses, but many of them show you find the opposing opinions as bothersome. Some contradiction in a few of them as well. But well thought out, nonetheless. You stand behind your suggestion 100% which is admirable. Great job with it. 0 players like this post! Like? |