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#1 Michael_Regina

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Posted 16 May 2012 - 07:46 AM

Question: How will the stat system work for hero roles or even the commander role if applicable? Are they plain and simple HP, MP, Regen, Armor, Spell Resistance or are they interconnected into one another like strength, agility and intelligence in which 1 point of strength gives you so much damage and HP, agility gives you armor and attack speed etc If there are additional stats that other games of the genre do not have can you elaborate on that as well?

Answer: Sins of a Dark Age is using a direct attribute system as opposed to an indirect attribute system. This means that instead of a few high level attributes (e.g. strength, agility, intelligence) having an effect on a larger number of low level attributes (e.g. health, mana regeneration, attack speed), the low level attributes are exposed and modified directly. We took this route for a number of reasons; the following are three of them. First, an indirect attribute system makes it more difficult for players to understand what the variables are and how they are affected (e.g its not always intuitive what low level attribute belongs under which high level attribute). Next, a direct attribute system is easier to balance when you don't have as many dependencies between variables. Finally, with a direct attribute system players have an easier time specing exactly into the property they want to improve.

Some attributes included in Soada are Max Hit Points, Max Mana, Movement Speed, and Life Steal. Most of the attributes are common to many RPG's, RTS's and other games in the genre though we are experimenting with some additional ones. The closest analogs in the Commander role are Max Realm Power and Realm Power Regeneration which essentially map to Max Mana and Mana Regeneration. He has other ways of improving his power but the variables being modified don't map well when comparing to the Hero attribute domain.

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#2 Zid

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Posted 16 May 2012 - 12:48 PM

Nothing unnecessarily convoluted?

That's good. Should make on-the-fly builds easier.

#3 FleurDeMur

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Posted 16 May 2012 - 04:39 PM

Good, I was hoping that you guys wouldn't go the indirect attribute route, although it does have simplicity on its side. I would rather have a game with many different stats than one where you spec into only one stat and that stat has benefits you don't necessarily need. An example would be in the Utility tree from League of Legends for manaless champions; death timer reduction is counterproductive, and max mana increases are pointless.

#4 Vatticson

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Posted 17 May 2012 - 02:16 PM

Sooo the system is similar of those of LoL, am i right?

I wonder if commanders will have not only max realm power/regeneration, but also a stat which makes realm powers stronger... hum.

#5 Sayan

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Posted 17 May 2012 - 02:26 PM

I guess I stand corrected then, the system emulates League for SOADA's heroes I guess, now the big question since all the stats are broken up, will there be dodge?

#6 OwnageDaPwnage

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Posted 20 May 2012 - 05:50 AM

I think this is  a really good idea for getting new players to understand easier :)

#7 murdeoc

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Posted 20 May 2012 - 10:41 AM

View PostSayan, on 17 May 2012 - 02:26 PM, said:

I guess I stand corrected then, the system emulates League for SOADA's heroes I guess, now the big question since all the stats are broken up, will there be dodge?

i think this has already been answered somewhere, they said there will not be a dodge ability, but there will be other ways of dodging. i presume the meant like dodging skill-shots with the second bit.

also i dont feel like looking up the thread where it was said, but i'm pretty sure i'm right about it.

Edited by murdeoc, 29 May 2012 - 04:56 PM.






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