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Stat points and magic

Posted: 01 Jun 2009, 18:00
by Savi
Now that magic has been added to TMW the balance of a players stat points would need to be adjusted to use magic effectively. Many players have put very few points into intelligence because there wasn't a reason to add stats to it. To effectively use magic, players will have to visit Malivox for a stat reset.
What if there was a one time quest where you could get a free stat change from Malivox?

Re: Stat points and magic

Posted: 11 Jun 2009, 12:30
by Kage
We don't want to make it too easy to switch between classes.

Re: Stat points and magic

Posted: 11 Jun 2009, 19:30
by Hello=)
There is already option to change your skills in game and that's probably enough? Actually I'm finding this very democratic and funny option already - some other games will not allow to such tricks at all :). And btw, old players have a decent advantage over new ones, don't you think so? There is major difference to be level 10 and level 60+ :). Furthermore, from logical point of view it is hard to explain why "great warrior" should become a "great mage" more quickly than "dummy". Warriors are not about magic? And there is already funny option to change choice in game. I doubt high level character can't afford several K moneys to reset stats. In absolutely worst case it is possible to kill a bunch of monsters in several minutes, isn't it? :wink:

Re: Stat points and magic

Posted: 12 Jun 2009, 03:20
by Savi
If Magic had been around for a while I wouldn't have brought it up. Although, after my initial post I discovered that Malivox had been revised. I suggested that it was to be a one time quest for 1 stat change. After that Malivox would charge player as it is now.

Re: Stat points and magic

Posted: 12 Jun 2009, 04:51
by Jaxad0127
Savi wrote:If Magic had been around for a while I wouldn't have brought it up. Although, after my initial post I discovered that Malivox had been revised. I suggested that it was to be a one time quest for 1 stat change. After that Malivox would charge player as it is now.
He used to charge a lot. Based on the number of resets you've done, as well as your level. Since we've been adjusting the gameplay, we made it linear based on level. Once things settle down, it will be more expensive.

Re: Stat points and magic

Posted: 13 Jun 2009, 05:57
by Hello=)
Savi wrote:If Magic had been around for a while I wouldn't have brought it up. Although, after my initial post I discovered that Malivox had been revised. I suggested that it was to be a one time quest for 1 stat change. After that Malivox would charge player as it is now.
I'm for example started when there was no magic. I was surprised that I can re-adjust points at affordable price and did it. For me, paying several K not appears as some kind of major disadvantage or something that can affect balance in anyhow noticeable manner.

Furthermore, overall points do not change so with older points distribution you had advantages as warrior in past, right? But you should not have these advantages (and all resulting achievements you've made in killing tough monsters) if you're about to be mage from start! So, you're probably gained much more XP than mage could gain in same time frame (at least, with current magic balance it is not very easy to be a "battle" mage at all and it's also very costly since all offensive spells I know cost something to caster while using knives is completely free of charge on "per hit" basis).

In this sense such reset possibility causes some rather stupid issue: you can quickly level-up as warrior killing hard monsters and then become a great mage in a moment (instead of long training from scratch). That's weird enough and actually maybe even causes disadvantages to those who wants to be mage from start. It looks like best way to become a great mage now is to become a great warrior first and then reset stats. Voila, you're great mage. Somewhat weird and encourages very strange gameplay tactic.

Re: Stat points and magic

Posted: 13 Jun 2009, 16:28
by Goku
So how would you suggest fixing this? Surely there still has to be a way to change your stats.. Making it more expensive? It gets higher as your lvl gets higher and it adds up as you switch back and forth.

Re: Stat points and magic

Posted: 13 Jun 2009, 18:52
by peavey
There is 2 reasons Malivox is needed and the reset is cheap:

1) We keep changing the entire gameplay all the time, thus your stats may we perfect for eg. a melee fighter today, but useless tomorrow.
2) This is a pre-alpha test server. When people can reset, they can better help test the game in all possible combinations. Be it knowingly or just indirectly from trying to get the best stats.

PS. Magic is in early stage of introduction. You cannot possibly now say anything about how magic as a whole will affect gameplay. So far level 2 of 5 planned magic levels in all schools is rolled out. Lots will change drastically as the rest of the planned levels are rolled out. Far too early to judge magic as a whole. But please report any bugs as always.

Re: Stat points and magic

Posted: 14 Jun 2009, 01:43
by Kage
jaxad0127 wrote:
Savi wrote:If Magic had been around for a while I wouldn't have brought it up. Although, after my initial post I discovered that Malivox had been revised. I suggested that it was to be a one time quest for 1 stat change. After that Malivox would charge player as it is now.
He used to charge a lot. Based on the number of resets you've done, as well as your level. Since we've been adjusting the gameplay, we made it linear based on level. Once things settle down, it will be more expensive.
I don't see a huge need to change him in eA, plus a lot of things require you change your stats.

In TMWServ skills are level based as used, so its not a huge issue.

I don't see a issue with buying TMWServ "correction" points at a large fee though.

I am just suggesting to keep him the same for eA.