MAKING STATS MATTER MORE (THAN JUST HITTING SHIT REAL HARD).

Posts

Pages: first 12 next last
First off, I'm going to put a disclaimer here and state that statisics, as long as their properly applied, work even in their bare bone implemtation. As long as they're not bugged and non functional like the Evade stat in SNES/PS FF6 or the Spirit state in FF7, there's nothing wrong with stats just doing their job. I believe that statistics are supposed functional and relevant, and mostly inside the engine. So I'm not proposing anything radical here.

But let's just do some critical thinking here. How can we make statistics more relevant? Examples of missed opportunies and right on the money.

MISSED OPPORTUNITY
-Stealing in games that is entirely dependent on the RNG instead of a statistic. Yes, it's a great idea to reduce stealing to a 1/128 chance instead of a Speed or Luck stat or something the player can feel involved in improving his success!

RIGHT ON THE MONEY
-Status effects where their resistance and recovery is based on a stat. Annoying enemies that keep paraylzing your bitch ass? Turns out that status ailment can be mitigated a bit by increasing your Stamina stat! Get to it, homie!

Basically what I'm saying is that there's a lot of example of games that do interesting things with stats, like determine conversation outcomes or the flow in battle in meaningful or interesting ways. Romancing SaGa has a stat that determines the effectiveness of healing, for example.

LET'S CHAT ABOUT THIS SHIT
I'm doing opposed stat checks for a variety of things, mainly hit rates. Instead of hit and evade being a percent chance of happening and a rng checks for each the core of the hit rate is accuracy / evasion. My goal was like your missed opportunity example: To give the player more control and less RNG fuckery. One means of dealing with evasive enemies is just to find a way to increase a character's accuracy and character's accuracy and evasion grows over the course of the game for more numbers that can get bigger kind of progression. I've been thinking of doing status ailments like this too. Casting Poison will always inflict poison if it hits. Resistances are a multiplier to the target's evasion and I might (should) add similar accuracy multipliers so a Poison Stick might make Poison attacks 50% more accuracy for example. Nothing too fancy but I like this a lot more than the RM default.
I'm not so much a fan of having stats determine conversation options, because that generally entails that the character neither has a distinct personality developed by the game writers, nor acts as a blank slate which the player can project their own personality onto. Having the character's personality be some intersection of alignment and stat points is, in my opinion, less interesting than either of those options.

...Unless the dialogue options are something in the vein of "There's a fallen tree blocking the path? Let me get that out of the way for you." Aversions of Statistically Speaking can be interesting if they don't impinge ont he characters' personality, but outside of tabletop games, it's hard to implement with any kind of thoroughness.
slash
APATHY IS FOR COWARDS
4158
I'm definitely for using stats as a mechanism to create important decisions for the player. I don't mind simplistic stats, but oftentimes they're boring and don't add much, especially with how equipment/customization works in-game. A lot of games boil down to: "I want to deal more damage, so I choose the sword with more ATK." No thought process necessary.

Stats are fun when they start creating player decisions, customization, trickiness. A sword that increases both Power and Healing, for example, becomes a quandary: Do I give it to the warrior or the healer? What does my party need, damage or healing? Is there a team member that can use it most efficiently? What if I rearrange my ability equips like this..." and so on.

I really like stats that affects a character's playstyle in battle, because it makes player customization and experimentation really interesting. For example, a game I'm working on has a Preparation stat, which gives you temporary HP (above your normal Max HP) at the beginning of every battle. Healing is extremely limited, but theoretically you could put more points into Prep and go through each battle taking very little actual damage because you start with a lot of temp HP. However, this puts you at a disadvantage in long battles... so do you focus on ATK to deal more damage and end battles quickly? Or, maybe you compliment the Prep with defensive moves to reduce damage taken? Or maybe you should just skip Prep and try to rely on healing items. All of these options are viable, but they lead to totally different feels in battle.

Also... I never really cared for elemental/status resistance "stats", and I only say this because it usually boils down to a guessing game. Either the warrior with the lightning resist armor gets hit by the lightning bolt (randomly) or the resistance is useless. It's luck. I'm sure there's a clever way to handle this, but I can't think of one atm.
I don't know if it counts as much of an example, but in my game I have Luck tied to Speed (because there's no seperate Luck stat in RM2003, and because Speed is otherwise fairly unimportant in a turn-based system). The higher the user's Speed, the higher the chance of triggering the effects of equipped Aura. Auras are equipment that have a chance to activate a special effect every turn (like, heal a small bit of HP, increase chances of recovering from status etc).
How about stats affecting skills. If you have over 90 STR, your Uppercut move does an extra Jab>Body Shot combo first.
author=Link_2112
How about stats affecting skills. If you have over 90 STR, your Uppercut move does an extra Jab>Body Shot combo first.


This is an interesting effect. In SaGa Frontier, there are some magic spells that change their animation, effect, and damage with the required stat(s) being a certain level.
I love stats that let you not only get better at battles, but also affect the world outside battles; like they did in Planetscape Torment, where if you have high Wisdom and Intelligence you can get through the whole game without having to fight, and gives you extra dialogue options. Also, one Visual Novel whose name escapes me at the moment had a timer to pick options, and if your intelligence was high, extra options would appear sooner, giving you different outcomes.

I'm working in something like what Desertopa said, in certain parts of my game there will be checks for a certain level of strength, luck and agility; which will affect the game outside battles.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
My MUD does a lot more with stats than the typical RPG does, I think. Skills often have a lot of specific effects based on different stats, or use a different stat than you expect to calculate the damage. Some of the things works pretty well and some don't.

- Agility, compared to your level, affects the maximum number of counterattacks you can perform each round. If your agility is low for your level you might only be able to perform one counterattack per round, but high agility characters can do several. I don't particularly like this and think it should compare your agility to the enemy's level instead, since right now it penalizes you for leveling up. But if the enemies are different levels that'd get messy, so it is what it is.
- There is one class where all the attack skills use agility-based attack power even if you are wielding a strength-based weapon, and then instead of adding your weapon's attack power they add a bonus based on your level.
- There's a counterattack that restores MP based on your wisdom (affects magic attack, max MP) and willpower (affects healing, magic defense, status effect hitrate/resistance/duration).
- There's a counterattack that increases your chance to block based on your weapon's attack power (but not other sources of attack power)
- There's a counterattack that increases your chance to block based on your chance to block
- The Dragoon class has a set of skills that deal magical damage, but the magical damage is based on your vitality stat instead of your wisdom stat like magical damage is supposed to be based on. The formula is otherwise identical to normal magic damage. Vitality normally only affects HP and defense, so this gives you a way to tank yourself up and still do damage.
- It has another skill that calculates a normal physical damage skill and a skill that deals damage equal to a percentage of your current HP, and then uses whichever result is weaker, to encourage you to take both offensive and defensive stats.
- Knight has a skill called Shield Strike that deals damage based on your defense instead of your attack power. It then adds 3x your shield's defense value in place of adding your weapon's attack value. However, the end result still scaled poorly at high levels, after you have the best equipment, where attack power increases a lot faster than defense. And I was mostly fine with that since you can use this skill while built like a wall, but I wanted to improve it a little. So if you pump enough AP into the skill and increase its rank high enough, I gave it a chance to hit an extra time, and the chance is based on your block stat. It does 1-5 hits normally (more hits at lower HP) plus a block-rate-based chance for 1 extra hit every 5 ability ranks.

All these ability-specific and class-specific effects are explained in the abilities' help files, so you know what's going on and can build your setup to suit the skills you're using. The goal is to make it so different stats are useful in different ways to different people, so that, for example, a shield that has high defense, a low block rate, and gives you bonus vitality has a lot of additional pros and cons in different situations. I think all this complication is fine as long as it's introduced gradually and explained well enough that the player can make informed decisions. It'd fall flat in a game where you didn't also have lots of methods to improve different stats though. It's not the kind of stuff you'd want in, say, Chrono Trigger, which would honestly benefit from not even having stats because you can't control them to any meaningful degree and they don't affect any of your decisions.
For your normal JRPG stats should only make you stronger. To make them matter more I'd simple change the algorithm of their effect, so that for example just 1 point higher already means 50% stronger.

For open world RPGs that allow free characters builds, it makes sense to make it more DnD style. Like if you have enough Strength you can break stuff like weak doors. If you have Intelligence, you will notice important hints in books. If your awareness is high, you will find secret doors. If your dexterity is good you can unlock stuff and disarm traps. Agile character can jump over cliffs. And only people who learned swimming can swim. And so on.
I have come to like having fewer stats, but them being more attractive for all the classes/builds. For example, a tank class putting some points into the magic stat, since he'll get healed for more.
If done right, I think it opens up more interesting builds compared to "put all your stats into the one your class/build needs".
author=RyaReisender
For your normal JRPG stats should only make you stronger.

Nope. If that were true this topic wouldn't exist.
author=Link_2112
author=RyaReisender
For your normal JRPG stats should only make you stronger.
Nope. If that were true this topic wouldn't exist.

Just because people talk about it doesn't mean it's a good idea.
author=RyaReisender
author=Link_2112
author=RyaReisender
For your normal JRPG stats should only make you stronger.
Nope. If that were true this topic wouldn't exist.
Just because people talk about it doesn't mean it's a good idea.

The problem with this mindset is the idea that JRPG's should subscribe to a simpler gameplay model as a fundamental element of its design. That's not true.
Well my point was that if the game is linear and has fixed character growth (like in most JRPGs) it would suck if you needed certain stats to do some things, because you really just want to do everything on the first playthrough. I put it in constrast to open world RPGs with free character customization where such a thing makes actual sense.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Why would you assume a game has fixed character growth just because it's a JRPG, that's probably not even true of most JRPGs

Why would you assume anyone's implying that there are things you can't do without certain stats, there's a massive jump between "not lock you out of sections of the game" and "do nothing except make you stronger"

Why would you assume that, if there were a system that locked you out of doing certain things unless you had certain stats, that the designer would make it so you can't do everything in a single playthrough, especially in a JRPG where people will normally only play through it once and it would make way more sense to let the player do everything by the end of the game

Man
Fixed character growth is a core aspect of a JRPG. That's why you say that a JRPG is "more western" if it features customization.
author=RyaReisender
Fixed character growth is a core aspect of a JRPG. That's why you say that a JRPG is "more western" if it features customization.

Romancing Saga? Only released in Japan and has completely random growth.

Saying an RPG is more western is probably a western thing. I doubt Japanese people use such a silly term. Why put a limit on something because of where it comes from? or the type of game that has come before it? Besides, most the RPGs we get here in the west were designed and released first in the east u.u

After 30 years of RPGs, things need to evolve to avoid becoming stale and cliche.

Anyways, the point of this topic is to think of ways to better utilize stats. You have offered your opinion on the matter so you can stop posting here now unless you have a new idea to contribute. We've established that we don't want to limit ourselves to what you are suggesting.

author=Byah
I have come to like having fewer stats, but them being more attractive for all the classes/builds. For example, a tank class putting some points into the magic stat, since he'll get healed for more.
If done right, I think it opens up more interesting builds compared to "put all your stats into the one your class/build needs".

FFxiv is kind of like that.

Determination

Determination increases the amount of damage dealt by all attacks including auto-attacks, weaponskills and spells. It also increases the amount of HP recovered by spells.


Very useful for a tank. Although this stat can only be increased with gear, it still offers an alternative to focusing solely on DEF or HP.

As for healers, it's wise to put your attribute points into VIT because it increases your max HP - by a few hundred. That same amount of points put into MND has only a minor boost to curing spells, whereas those points on VIT mean you will survive that heavy boss attack.


Lets see, what other ideas...

You could have element attributes for each weapon or skill. So you've got a sword and you have points to put into a certain element, and as you do that it gains bonus's. So after putting 5 points into FIRE on that sword, it gains some ATK. After putting 20 points into FIRE, it deals extra fire dmg. After putting 40 points into FIRE, you get a special skill that involves fire in some way. If you put some points into FIRE and EARTH, you get a skill that involves lava in some way.

Or the reverse, you have the normal stat areas on a sword. When you put points into it's STR, it gains fire related abilities. MIND, get's curing abilities.
Romancing Saga? Only released in Japan and has completely random growth.

Yeah, that game is quite western, despite being released in Japan only. If you ever read an interview with Kawazu? He even says himself that his games are inspired by western RPGs, mainly Dungeons and Dragons.

Why put a limit on something because of where it comes from?

You don't put a limit, you just find a term to describe a certain phenomenon. You are always free to create your own genre. It's really like with music. If you want to make music you aren't limited to the big genres like rock and metal. Maybe you want to combine two and mix in some of your own ideas, you can do that. Often it creates a new name for a genre (like nu metal).

We've established that we don't want to limit ourselves to what you are suggesting.

None of the suggestions so far include anything that isn't covered by what I said. I consider all of this as "getting stronger" no matter how you combine the effects.


In that regard what I like it if for example weapon types or elements are put into stats and they all have the weapon or element typical effects.

But what's even cooler is if different weapon types or elements are converted into stats and each weapon or element is reflected by 2-3 stats. However all the stats are used by different weapons and elements (balanced so that each stat is equally useful). For example if you use a bow you need strength, dexterity and agility whereas if you use a knuckle you need strength, willpower and vitality. If you cast a light spell you might need intelligence and willpower, but a water spell might depend on intelligence and vitality.

As for free stat distribution I can't imagine any system betters than the one used in Ragnarok Online (pre-renewal):
STR - more melee damage, can carry more
AGI - attack speed, evasions
VIT - MaxHP, defense, status change resistance (though some status changes can be reduced by STR, AGI or INT instead)
INT - MaxSP and more magic damage
DEX - More ranged damage, higher accuracy, slightly increases attack speed
LUK - Criticals hits, lucky dodge (dodging that can't be reduce by high accuracy)

That system is really clever because no matter what class you imagine it needs a bit of each stat and it allows you so many different builds like do you want to have a bit less damage but attack double as fast and rely on dodging for defense or you do you want to attack slow with high damage but get some vitality to reduce damage and be immune to status changes?
I tried to design different stat system with either more or less stats, but none of them worked out quite as well.
author=Link
Romancing Saga? Only released in Japan and has completely random growth.

Two things;

-Romancing SaGa: Minstrel Song was released in the US for PS2.
-The growth isn't completely random, its dependent on what actions you perform in battle, and different characters have different talents that make certain states easier/harder to grow.

author=Link
Saying an RPG is more western is probably a western thing. I doubt Japanese people use such a silly term.

No its not, and yes they do.
Pages: first 12 next last