From The Mana World

This article collects information regarding the conceptualisation of the gameplay of The Mana World

This proposal has been accepted

The development team has discussed the contents of this article and has decided that it should be implemented as described. But the implementation is not finished yet. You can help to bring the features described here into the game.

This article has the following gaps:

  • Decide the exact role of intelligence and willpower in the magic system
  • Decide on one skill system and delete the section about this question
  • Formulas for more derived attributes that are important
  • Nail down the attribute increase rules

Attributes

We have the following 5 attributes:


Name General effect
Strength
  • damage with melee weapons
  • inventory weight
  • prerequisite for string-based ranged weapons
  • prerequisite for heavy melee weapons
Dexterity
  • chance to hit
  • chance to dodge
  • damage with ranged weapons.
  • prerequisite for elegant melee weapons
Vitality
  • maximum hit points
  • hit point regeneration rate
Intelligence

Related to the magic system

Willpower

Related to the magic system

The effective value of attributes may never be below one. Even when modificators push it to zero or below the value used by formulas is always at least 1 to avoid divisions by zero.

Derived Attributes

Hit points
(vitality + 10) * (level + 10)
Hit point regeneration
(vitality + 10)² hp per minute
Hit accuracy
Dexterity + Weapon Skill
Dodge Accuracy
Dexterity * 10 / (10 + equipment weight in kg)

Skills

Interesting notes about possible skill systems were made at skill system, skill system 2 and at the master skill list.

I think that the master skill list is still a nice proposal, but I think we should leave out the "Stat skills". --Bjørn 11:53, 10 June 2006 (CEST)
I tweaked the skill system 2 proposal to work together with this article. I hope you like it better now. It shouldn't be left out because it is the first well thought out proposal for exp gain of skills. The "1 exp per action" concept of the skill system is just too simple to work. When you want to have some skills from the master skill list you should think about how the concepts of skill system 2 can be applied to those. --Crush 15:34, 31 August 2006 (CEST)

Deriving level from skills

The character level depends mostly on the best skills of the character and less on the less good skills.

We multiply the skill level by a factor based on to what extent the skill is one of your top skills, and divide the sum by a given amount. When n is the index of the skill in the list sorted on skill level, 0.9n could be the factor. An example with 10 skills for a typically average trained character (with skills and level going from 1 to 100):

n  Factor         Skill
0  1.0         *   78   = 78.0
1  0.9         *   65   = 58.5
2  0.81        *   53   = 42.93
3  0.729       *   40   = 29.16
4  0.6561      *   40   = 26.244
5  0.59049     *   38   = 22.43862
6  0.531441    *   33   = 17.537553
7  0.4782969   *   23   = 11.0008287
8  0.43046721  *   20   =  8.6093442
9  0.387420489 *   15   =  5.811307335
   -----------            -------------
   6.513215599            300.231653235

Sum of factors: 6.513215599
Sum of skills * factors: 300.231653235

300.231653235 / 6.513215599 = 46.0957646298544

Character level: 46.0957646298544 (level 46, 10% progression to next level)

When the character level is used in any formula, it is always rounded down to the next lowest integer (floored). Should the character lose skill levels for some reason, the level will never be reduced. That way we don't have to deal with loss and regain of attribute increase points.

The best thing the character can do to work towards the next level is to raise its highest skill. The downside to do this is that this will be the hardest thing to do because it will be exponentially harder to increase in a certain skill.

From level to character attributes

Every levelup the character receives a number of points that can be used to increase its attributes. Every point can at any time be exchanged in raising one attribute by one point. When we assume that every attribute starts at 10 and we have a maximum of 100 per attribute a maxed out character would need 450 points. When we assume that characters have a theoretical maximum of 100 levels then 4 points per levelup would be adequate.

Crush has noted that he'd like players to be able to decrease their attributes as well, in order to increase others and thereby allowing the players to "correct their mistakes" if they think they have previously made the wrong choices when distributing the points for their attributes. As a solution we could choose for a system where for each level increase, one or more points can be substracted before proceeding with distributing points amongst attributes.

More refined, the idea is now that for each level increase you get a certain amount of '-' points and a certain amount of '+' points. The '-' points can be used to decrease an attribute, and results in the gain of a '+' point. '+' points can simply be used to increase an attribute. To make sure that players cannot collect '-' points in order to make big changes to their character attributes later, the maximum amount of '-' points that can be accumulated should be restricted.

Attribute increase rules

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

To avoid unbalanced characters players should have some restrictions when distributing the stat points. Without any restrictions a level 23 character could already have one stat maxed out under the conditions mentioned above. To make this impossible I would suggest to use one of the following restrictions (or a combination of several):

  1. The game design has to be made in a way that every character type needs a bit of every stat so unbalanced characters are unplayable (I would not suggest this because it is a) very hard to realize and b) very hard to combine with encouraging character specialisation)
  2. The highest attribute may not be higher than all other attributes together (not that good because it would work against single stat specialisation but not against double stat specialisation)
  3. Add a special penalty for unbalanced characters (I think this would just feel too artifical)
  4. Making attribute increase cost more points the higher the attribute is (That's the way Ragnarok Online does it. And as Ragnarok Online shows this works against maxing stats too early but not against one-sided characters)
  5. No attribute may be higher than the character level (would require all characters to start with all stats on 1)
  6. No attribute may be higher than double as high as the lowest attribute
  7. The difference between the lowest and the highest attribute may not be larger than the character level (I would favor this solution because it means more choices the further your character advances while inexperienced players with low characters have no possibilities to ruin their character and it is a good compromise between allowing specialisation and maintaining balanced characters)

I think number one isn't hard to realize at all. Diablo 1/2 did the same, you got like 5 points each level and of course you could choose to maximize one of your attributes, but this wasn't particularly useful. A very strong character (strength) isn't useful when it can't hit anything (dexterity) and neither when it has very low health (vitality) or is hit all the time (agility), and I think this should go for any case where you max out just one attribute. Another reason not to max out just one attribute was that many items came with a minimum demand on a certain attribute before you could equip them. The problem with most of the other restrictions (except 4 and 5 I'd say), is that they're hard to communicate intuitively to the user. --Bjørn 14:03, 26 March 2007 (CEST)

Remember that Diablo had a strict class system while we give the player much more freedom in character creation. Attributes are the only thing that separates a warrior from a mage. So when every attribute is important for every character it would be very easy to create omni-characters that can do everything. --Crush 23:42, 11 July 2007 (CEST)