Im reiliterating what the post is with some pictures. Judge as you like, this isn't what i normally do, although i feel it will help show what i'm talking about better.
Here's an idea on how to utilize the Clade Gifts to create an fair gameplay with stats. Ideally creating a baseline stat cap for each attribute. Maxing a particular stat would become obtainable through potions, min/maxing, rings, amulets, ect.. Hopefully this could allow players to play by lore and not feel gimped due to stats being unachievable. I'll be going over The Clade Tree and how stats and abilities could be used for balancing. While talking about a few unbalances that could make the Clades specialized against one another, also few of the Clades lores that have already been posted on the Mortal Online 2 Website to used as my examples for why I choose particular Clades.
Example:1
Main Clade Human: (Red)
*Main Tree for Humans are bottom of Clade point tree.
Sub Clade (1) Sadoin: (Light Green)
*Left side of the Clade point tree.
Sub Clade (2) Kallidarian: (Dark Green)
*Right side of the Clade point tree.
Example1
By the Example 1 above, building a Human, Sadoin, Kallidarian, would look similar to how they have it looking now. Each area would change depending on what Clade and Sub Clades you pick. In total creating 220 different places to put Clade points. Then showing to the right is the gifts you obtain by selecting each Clades Tree.
Example 2:
Main Clade: Alvarian. ( Red )
Sub Clades: Veela, Veela. ( Both Greens mixed)
Above I'm showing a pure breed of a Alvarian Veela's. Instead of keeping one of the Clade Tree, the pure Clade would get a bonus Gifts from the start and less Clade points over all. Ideally, because the Clade is a pure breed they get some benefits sooner than others while missing out on other opportunities in a mixed Clade.
Example 2.1:
Main Clade: Alvarian. ( Red )
Sub Clade (1) Veela: ( Light Green)
Sub Clade (2) Veela: ( Dark Green )
Example 2.1 would be keeping it the same as the Human side, with a slight difference in which Clade Points you can put into. By not removing the Clade Tree for the pure breed effect, it would seem that the Clade Point Selection should at least change because of it being they are the same Sub Clade. To prevent over stacking of bonuses and not pushing any one Clade to have a meta feeling.
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Below here are the the Attributes, Statistics and Gifts my Clade has during alpha. You can see where some of the Gifts stay things like size up +1, HP up, Stat Caps Up, ect.. Which does affect the Stats of the your Clade, as well as the statistics. Some of these aren't test able during alpha so I am short on some information to validate everything. Though based off what Ive seen with the stats, combat points, clade points, gifts, ect, I feel each Clade could reach a particular stats baseline cap if the Clade points and Clades ability to min max are balanced with the ideal stat cap per stat.
For the Gifts, each directly affects your stats and other futures of your Clade. If take the idea of a baseline stats for each stats. Below i'll give some numbers of what im talking about, though these numbers do not represent anything in the game, simply place holders for the topic.
Some examples.
Strength Capped at 110 ( General Physical Damage / Carry Weight )
Dexterity Capped at 125 ( Stam pool / Max Speed )
Psyche Capped at 100 ( Magical Defence / HP )
Intelligents Capped at 110 ( General Magic Damage / Personal Awareness (Thieves!! ) )
Constitution Capped at 80 ( HP / Carry Weight )
Those would be some baselines, then each clade would be starting with 10 points in each of these areas. As they play and build up, the stats will naturally cap on their own as attribute points run out. Then a player could min max to find either Clades standard min max stats. Once a player has determined if that build works for them or not, they can then choose to min max more by utilizing gear, potions, foods, enchanted armors, jewelry, clade point system and such to reach the baseline state cap. By doing this a Clade by have some faults similar to how weight affects stats by level of health. Using a pure breed Veela would then have the chance to lose there max capped speed for max capped strength if they choose. For then a set of stats may be called meta, but not a particular Clade. ( Notice im not putting attribute points per Clade down as it would take a lot of time and thought process to make everyone happy with each Clade. )
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Here's an idea on how to utilize the Clade Gifts to create an fair gameplay with stats. Ideally creating a baseline stat cap for each attribute. Maxing a particular stat would become obtainable through potions, min/maxing, rings, amulets, ect.. Hopefully this could allow players to play by lore and not feel gimped due to stats being unachievable. I'll be going over The Clade Tree and how stats and abilities could be used for balancing. While talking about a few unbalances that could make the Clades specialized against one another, also few of the Clades lores that have already been posted on the Mortal Online 2 Website to used as my examples for why I choose particular Clades.
Example:1
Main Clade Human: (Red)
*Main Tree for Humans are bottom of Clade point tree.
Sub Clade (1) Sadoin: (Light Green)
*Left side of the Clade point tree.
Sub Clade (2) Kallidarian: (Dark Green)
*Right side of the Clade point tree.
By the Example 1 above, building a Human, Sadoin, Kallidarian, would look similar to how they have it looking now. Each area would change depending on what Clade and Sub Clades you pick. In total creating 220 different places to put Clade points. Then showing to the right is the gifts you obtain by selecting each Clades Tree.
Example 2:
Main Clade: Alvarian. ( Red )
Sub Clades: Veela, Veela. ( Both Greens mixed)
Above I'm showing a pure breed of a Alvarian Veela's. Instead of keeping one of the Clade Tree, the pure Clade would get a bonus Gifts from the start and less Clade points over all. Ideally, because the Clade is a pure breed they get some benefits sooner than others while missing out on other opportunities in a mixed Clade.
Example 2.1:
Main Clade: Alvarian. ( Red )
Sub Clade (1) Veela: ( Light Green)
Sub Clade (2) Veela: ( Dark Green )
Example 2.1 would be keeping it the same as the Human side, with a slight difference in which Clade Points you can put into. By not removing the Clade Tree for the pure breed effect, it would seem that the Clade Point Selection should at least change because of it being they are the same Sub Clade. To prevent over stacking of bonuses and not pushing any one Clade to have a meta feeling.
---------------------------------------------------------------------------------------------------
Below here are the the Attributes, Statistics and Gifts my Clade has during alpha. You can see where some of the Gifts stay things like size up +1, HP up, Stat Caps Up, ect.. Which does affect the Stats of the your Clade, as well as the statistics. Some of these aren't test able during alpha so I am short on some information to validate everything. Though based off what Ive seen with the stats, combat points, clade points, gifts, ect, I feel each Clade could reach a particular stats baseline cap if the Clade points and Clades ability to min max are balanced with the ideal stat cap per stat.
For the Gifts, each directly affects your stats and other futures of your Clade. If take the idea of a baseline stats for each stats. Below i'll give some numbers of what im talking about, though these numbers do not represent anything in the game, simply place holders for the topic.
Some examples.
Strength Capped at 110 ( General Physical Damage / Carry Weight )
Dexterity Capped at 125 ( Stam pool / Max Speed )
Psyche Capped at 100 ( Magical Defence / HP )
Intelligents Capped at 110 ( General Magic Damage / Personal Awareness (Thieves!! ) )
Constitution Capped at 80 ( HP / Carry Weight )
Those would be some baselines, then each clade would be starting with 10 points in each of these areas. As they play and build up, the stats will naturally cap on their own as attribute points run out. Then a player could min max to find either Clades standard min max stats. Once a player has determined if that build works for them or not, they can then choose to min max more by utilizing gear, potions, foods, enchanted armors, jewelry, clade point system and such to reach the baseline state cap. By doing this a Clade by have some faults similar to how weight affects stats by level of health. Using a pure breed Veela would then have the chance to lose there max capped speed for max capped strength if they choose. For then a set of stats may be called meta, but not a particular Clade. ( Notice im not putting attribute points per Clade down as it would take a lot of time and thought process to make everyone happy with each Clade. )
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