The Sinister Design Forums

Games => TSoG => TSoG Wish List => Topic started by: bugfartboy on September 02, 2010, 08:54:19 PM

Title: Affinity Related Stats
Post by: bugfartboy on September 02, 2010, 08:54:19 PM
What if when you chose an affinity, the affinity you chose would affect some of your stats slightly. Examples:
Every 2nd or third time the main levels up, they could receive a point in their appropriate stat. What are your thoughts? Please vote and then post about why you voted what you did.
Title: Re: Affinity Related Stats
Post by: SmartyPants on September 02, 2010, 09:02:32 PM
That seems to limit the player's gameplay choices.  I rather be able to choose what element I want and what stat I want to boost.  I don't like the idea of them being tied together.
Title: Re: Affinity Related Stats
Post by: bugfartboy on September 02, 2010, 09:04:20 PM
Alright. I was thinking along the lines of the affinity altering the player in some way. The player taking on some of the properties of their affinity.
Title: Re: Affinity Related Stats
Post by: SmartyPants on September 03, 2010, 10:54:23 AM
Alright. I was thinking along the lines of the affinity altering the player in some way. The player taking on some of the properties of their affinity.
I rather choose how I will alter my charcter instead one way being forced upon me.
Title: Re: Affinity Related Stats
Post by: Zackirus on September 03, 2010, 11:22:17 AM
I agree with im2smart4u, I would like to choose what I get to advance aswell.

BE QUIET BUGFARTBOY! YOUR WORTHLESS! THIS IS A TERRIBLE IDEA! (Just kidding)
Title: Re: Affinity Related Stats
Post by: ArtDrake on September 03, 2010, 01:47:02 PM
The idea is: have affinity at the choosing up some stats, and every few levels, gain an extra stat that is entirely based on your chosen affinity. If you don't like having the way you play dictated -- it's not. You wouldn't have gotten that stat to begin with, so it can only help, and would never be a "rather than" sort of thing. This is a bonus that would be dependent on your choice of affinity, so you probably would have wanted this stat anyway, and if you don't, it just adds a stat where otherwise it wouldn't be. How does this "dictate" your gameplay? How does this "force" a choice on the player? It doesn't.

Personally, I see im2smart4u's argument as irrational, or most likely a misunderstanding. If this hasn't been cleared up, or you disagree, an explanation would be nice.

I say "Hell, yeah!"
Title: Re: Affinity Related Stats
Post by: Zackirus on September 03, 2010, 02:07:03 PM
Oh! I thought it meant.... Never mind what I said before. I like the idea. Buggy do you think you could add a button to be able to change your vote please.
Title: Re: Affinity Related Stats
Post by: Ertxiem on September 03, 2010, 02:18:57 PM
I think it's OK, but not necessary. I think that when we choose an affinity we already make a drastic choice, since we are restricting ourselves to 25% of the elemental attacks.

Typo:necessary.
Quote from: poll
It's okay but not nesesary.

Edit: corrected pool to poll. lol
Title: Re: Affinity Related Stats
Post by: ArtDrake on September 03, 2010, 02:22:48 PM
You could say that by not making a choice, you are cutting yourself off from 100% of the options.
Title: Re: Affinity Related Stats
Post by: SmartyPants on September 03, 2010, 02:35:37 PM
The idea is: have affinity at the choosing up some stats, and every few levels, gain an extra stat that is entirely based on your chosen affinity. If you don't like having the way you play dictated -- it's not. You wouldn't have gotten that stat to begin with, so it can only help, and would never be a "rather than" sort of thing. This is a bonus that would be dependent on your choice of affinity, so you probably would have wanted this stat anyway, and if you don't, it just adds a stat where otherwise it wouldn't be. How does this "dictate" your gameplay? How does this "force" a choice on the player? It doesn't.
I want my stats entirely based on my choices.  I don't want to pick fire affinity and be pushed into the offensive direction.  I want to be able to pick fire affinity and then have an equal choice between offensive and defensive directions.
Title: Re: Affinity Related Stats
Post by: KZ on September 03, 2010, 02:51:42 PM
I agree with im2smart4u here- I'd rather not see affinity affect anything apart from what element the attacks will be. Not only that, it doesn't make much sense in any case: after all, your temperament does not indicate how strong or how smart you are- those are not properly related variables.
Title: Re: Affinity Related Stats
Post by: Ertxiem on September 03, 2010, 02:52:10 PM
My arguments are close to im2smart4u's. We already make a drastic choice when we choose an affinity (and if we don't choose one, the it will be worse). In my opinion, if the evolution of our stats also depends on that, the choice will be much more drastic. I chose "It's okay but not necessary." because even if it's implemented, it will not ruin the game for to me.

Furthermore someone could choose an affinity based on which stat will increase (with the ones that we can't train being the most tempting).
Title: Re: Affinity Related Stats
Post by: MikeW781 on September 03, 2010, 03:07:07 PM
I think it's OK, but not necessary. I think that when we choose an affinity we already make a drastic choice, since we are restricting ourselves to 25% of the elemental attacks.

Typo:necessary.
Quote from: pool
It's okay but not nesesary.

I assume you meant poll? Just pointing it out because you made a mistake while correcting his.

OT, I disagree with your idea. People would have an even bigger reason to chose Light, because they could train easier and have an even better fighter. Also, as Ert said, there is no correlation in the stats for specific elements.
Title: Re: Affinity Related Stats
Post by: Ertxiem on September 03, 2010, 03:15:20 PM
But if we want the game to be balanced, people should equally choose the 4 affinities (based on their personal preferences). Therefore, the game should have a careful balancing to prevent, in particular, that an element has a bigger advantage when playing than other.

lol I stand corrected.
Title: Re: Affinity Related Stats
Post by: KZ on September 03, 2010, 03:22:03 PM
Yep, I think that the majority argue against inclusion of such an idea. And certainly given that TSoG tries to give the player a choice, adding felxibility and increasing re-playability value, methinks it's unwise to restrict players in such a way and, also, reduce the desire to replay the game with different outcomes as it cuts down on number of potential combinations.
Title: Re: Affinity Related Stats
Post by: ArtDrake on September 03, 2010, 04:02:30 PM
While I myself don't fully agree with the idea, for the reason that it just doesn't seem very TSoG, I really don't think that it pushes you to go it a particular direction. It just lets those people who wish to be aggressive and play as heat have a bonus. It doesn't deprive, take away from, or limit your choices. If you want to be a healer and play as heat, you could, and to the same extent you would have been able to before.

That said, light and dark really don't have any place in this, but heat would affect one's personality more than Psy Power (being fiery, passionate, and emotional), and Cold (being rational and detached) would affect your Aptitude more than anything else. That said, maybe we could come to a compromise and say: Heat affinity could have the dialogue choice to have Personality increased and Aptitude lowered, and Cold could have the dialogue option to have Aptitude increased and Personality Decreased. Then it would be even, the Temperature affinities would be unique, and it would be optional. This way, it seems more TSoG-esque.
Title: Re: Affinity Related Stats
Post by: bugfartboy on September 03, 2010, 08:48:24 PM
Sorry for being late. I see your points and partially agree with some of them. I don't know how to allow you to change your vote, sorry. :( :P if this idea its rejected as it currently is, I shall close the topic. Thanks.