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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Quick start attributes distribution

A topic by jacq2e created Aug 01, 2019 Views: 251 Replies: 3
Viewing posts 1 to 4

Not sure if this is a bug but when you start a new game with "Quick Start", the attributes are always : Strength 5, Agility 3, Magic 2, Endurance 4 (Total 14)

Those are ways under what you start with in custom (4 on each plus 2 to distribute : 18). So you start with a PC who  :

  1. Is underpowered  by missing 4 attributes point
  2. Suck at magic (for a game where you are supposed to be a Mage, why is strength the higher one and magic the lower?)
  3. Is always the same no matter which race you end up with

The stat distribution of (5,3,2,4) you are getting is due to leftover values from you messing with the customized stats.  Normally it would reset to (4,4,4,4) when the player reaches certain sections of the customization.  Though the player character is part of the Mages Order, he/she is not required to adhere to a specific play style nor be good at magic.

Quickstart appears to be neglected because almost nobody seems to use it and care about the results.  Even I noticed the missing stat points(normally 2), but haven't bothered fixing it cause it didn't matter for testing, which is what I use quickstart for.

Currently, the player does not use racial stat distribution, so race has no effect.  Would you prefer that quickstart use race as a base for the stats?  Would you add stats to reach the normal 18 for a player?  Would you evenly or randomly distribute these extra stats?

All that's needed if for the quick start to assign the same total points as the custom start.  If you're going to make the stats look vaguely like the racial profile then take the racial profile as a base and add/subtract points as needed to make it 16.

(8 edits)

Agreed with Leonais, the thing will be to get the same amount of point than custom start.  The extra bonus would be to somehow randomize stats so  that there is some changes from one run to the other and force different style play (like shuffling the 5,3,2,4 values around instead of a randomize that might get above the max cap)

My personnal opinion about racial stats : the way I see it now is that the dev designed them to create advantages in the early game, but become insignificant if not null in the end game (for exemple, an elf will just reach magic cap faster). So bothering with it for a very custom algorithm might be a waste of time...