Ideas for Attribute / skill system and Equipment rework / servant rework. LONG POST
I propose here that an attribute and skill system be added to V rising. Mainly six Attributes, a weapon skill for each of the seven weapons plus unarmed (total eight) and a crafting skill tied to each of the crafting floor types. All attributes and skills are ranked from zero to thirty.
Leading with attributes there would be six in total, one for each blood type in the game. Performing either the quick feeding execution or the full feed on an opponent provides Exp towards the corresponding attribute. First kills on V blood bosses would provide a smattering Exp to all Attributes. The six Attributes and corresponding blood types in no particular
Agility - Creature - Directly affects Movement speed
Strength - Warrior - Affect base attack power
Endurance - Brute - HP maximum
Perception - Rogue - Affects Both critical chance and damage
Encumbrance - Worker - Affects number of inventory slots.
Vitae - Scholar - Boosts spell power, plus other effect listed later
More posts coming.
Comments: 7
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09 Feb, '23
MICHAEL DELEONARDEach attribute at certain levels would also provide a secondary bonus in addition to the primary bonus that improves with each level. The same would also apply to weapon skills unlocking weapon abilities a level 10 and 25, with a separate passive bonus for the weapon at level 30. Damage would be based off of Strength att + Weapon Skill + Gear level of weapon.
- Both Strength and Endurance wouldn't have secondary bonuses unless designated by Vampire's Vitae (discussed in another post).
- Each Level in Perception increases critical damage by 2% to a max of 60% with every 6 levels providing a 2% bonus to critical base chance.
- Every Level in Agility bumps movement speed by .5% to a max of 15%, every 5 levels providing a 1% boost to attack speed max 6%.
Next up Encumbarance. -
09 Feb, '23
MICHAEL DELEONARDNow for Encumbrance, first and foremost UI would need rework. Top 1-9 bar of the inventory would need to be cleaned out to restrict weapon and consumable slots to 2 weapon slots (one unlocked at start) and a max of 4 consumable slots with one unlocked at start. Every 5 levels to twenty one of those slots would unlock. At game start you would have 20 inventory slots open with 30 locked with a slot unlocking per Encumbrance level for a total of 50 slots, (current maximum is 40, 10 for the UI bar and 30 for the inventory space.
This does a few things; first and foremost it limits the chain attacks done by the high end PvP'ers who string a number of different weapons together on the UI bar. Secondly it does limit the number of consumables readily available to the character, while forbidding that traditional UI bar of the inventory to be used as storage space.
Next up the big one of the six; Vitae. -
16 Feb, '23
MICHAEL DELEONARDFor Vitae out of the six would be the special one, split in two, universal set of stats and a lineage set of stats.
Universals would be things like Spell power, gained with every level; Blood mend proficiency reducing its cost while bumping its effectiveness a trait gained every few levels. And lastly just how fast the blood in a vampire's system drains out. All of the traits mentioned above would begin a little worse off than they do now, only to finish much better off than they do now.
Lineage would essentially be the "race" of the vampire each with its own Model and aesthetics, for which I am recommending four; each with its own set of traits scattered through the Attribute system mentioned above with a special bonus to single resistance scaling with the vitae score, each lending itself to a particular play style. A trait system modifiable through simple server settings. This on a whole I believe would expand game play possibilities for the player base. -
18 Feb, '23
MICHAEL DELEONARDSo lets talk about the four lineages I am putting forth.
Lineage of Blood - Uses the current base line character model in the game. With an one point resistance buff to garlic doled out every two levels is the Balanced Lineage of the four. Begins with veil of blood.
Lineage of Bone - Character should vary from looking like a full blown Lich to an crusty old Man or woman. Has a one point resistance to fire doled out every two levels, is the tank of the four lineages in traits. Begins with unholy veil.
Fey Blooded - Character models should have the females actually taller then the males (not by much) with heavy fey features including blue skin. Gains a point of Silver Resistance doled out every two vitae levels. Is the spell caster of the four. Begins with Illusion veil.
Umbral blooded - Character models should be the bestial in appearance, rewarded with one point in holy resistance every two vitae levels, umbral is the DPS of the four; begins with chaos Veil. -
20 Feb, '23
MICHAEL DELEONARDUnder this system it would have the progression broken down to a 60-40 split between Attributes and gear split between defense and attack with each having the own 60-40 split. Defense would boil down to the level of all five core attributes; Agility, Perception, Endurance, Encumbrance, and Strength added together and divided by five + Vitae level added raw + the gear score of all the armor pieces each ranging from one to ten.
Now for attack, its break down boils down to Strength (which affects ALL weapons including unarmed) + weapon Skill which all weapons would have, including unarmed + weapon gear score which all weapon skills would have a weapon except unarmed.
I am going to suggest for this rework that we have multiple armor groups (light, medium, Heavy) each with 3 different armor lines each carrying their own effect as a group and a line. For weapons I am going to suggest that we have about twelve weapons total and 4 weapon groups with weapons appearing in one or more groups -
24 Feb, '23
MICHAEL DELEONARDFor servant rework, what I am going to suggest is each blood type be its own class of servant with its own unique pair of male / female models with random cosmetics drawn from which faction the servant was pulled. Each "Class" would have a choice of 2 - 3 armor lines and 2 - 3 weapons (weapon group wouldn't be restricted) with the weapon determining the servants Combat AI. All equipment would be fully animated (weapon and armor) to the model.
Past that the servants would have their own six attributes starting attributes determined by blood quality and improved through "Blood Alchemy" essentially potions produced to provide exp towards a certain attribute. Would be usable for both prisoners and servants. Past this each servant would have a selection of spells it may equip up to two slots (one slot would unlock after vitae level is high enough). Servants would have effects of equipped gear like normal players. With HP determined by blood type + endurance attribute. -
25 Feb, '23
MICHAEL DELEONARDIf you have kept with me this far in the thread thank you, and yes there is more I could add to this. But for now this is a good stopping point. The idea behind this detailed system I am putting forth here is this; V rising for better or worse has a VERY linear progression system that has some very stiff gates that block advancement and is ENTIRELY gear centered for that advancement. If you have any problems with any of the gates or lose your gear, well that a lot of lost progress. And if you find gear, well that is free progress. Which is why I set the attribute system to have a 60-40 split on power progression between gear and attributes. Gear LOSS / GAIN stops being a game breaker. Secondly all the weapon groups and armor lines are going to need there own VB's providing some thing of a branching progression system at each tier for each group. Hardest part of this system? Character modeling and animation, the rest is balance. Peace out for now.