Attribute-based Missions (sorry if already req.)

If i understand this correctly. Im thinking like something like fallout 76 were you use your stats to basicly solve a problem. Like say level 6 intelligence you use it to fix a power pannel or something.
Yes, effectively you would be using your skills to complete a mission best suited for players with those skills.

I know that there are other ways to acheive similar stats, such as armor and food etc. Maybe it would have to be tied to the Mastery skill, so the game recognises what the player wants to specialise in.
 
People HATE being excluded from "things", so a player who likes (e.g.) to almost always play an INT build, will never be able to experience the quests tailored for the STR build (and vice versa), even if it's not your intended result. That's why my reply before.
I'd dispute this statement. We all want to get the most out of a game, but most people lose interest once they get it. If you look at 7d, you'll see that most people only play after an update, then abandon the game until the next update.
You can also look at RimWorld, where the player's chosen ideology limits their actions. There, players play again and again with different ideologies to get a different gaming experience.
 
I'd dispute this statement. We all want to get the most out of a game, but most people lose interest once they get it. If you look at 7d, you'll see that most people only play after an update, then abandon the game until the next update.
You can also look at RimWorld, where the player's chosen ideology limits their actions. There, players play again and again with different ideologies to get a different gaming experience.
That's not what I meant however. It's GOOD to have a varied and ample selection of gameplay options (that's what you described), BUT, what I'm saying is that if you gate the experience of something in the game behind many hours of gameplay, then you lose most casual players, or players like us who don't have THAT kind of time to try all builds.

"Oh, nice! After playing 30 hours on the STR build I find out I can't do an INT mission for which I'll need another game session of at least 20 more hours... Great! ■■■■ them!" :rolleyes:
 
That's not what I meant however. It's GOOD to have a varied and ample selection of gameplay options (that's what you described), BUT, what I'm saying is that if you gate the experience of something in the game behind many hours of gameplay, then you lose most casual players, or players like us who don't have THAT kind of time to try all builds.

"Oh, nice! After playing 30 hours on the STR build I find out I can't do an INT mission for which I'll need another game session of at least 20 more hours... Great! ■■■■ them!" :rolleyes:
It gives you a reason to play the game fresh and experience something new. When I proposed this, the idea was that a player who had invested most of their points into STR, would probably be most interested in STR based missions, however if your points were split across multiple attributes, then your chance would be divided across the attributes where you have points, so therefore it would be possible to experience missions for the different attributes.

The reason why I am not instantly in favour of opening it all up is because then the mission chances would just feel random to me. I want to be recognised for the character type I have been building, with suitable missions. I don't want a random INT mission when I have no points in INT, is what I am saying.

However I can understand why someone who has been playing for a long time may not want to respec their chatacter, but replayability is a good thing in my view.
 
It gives you a reason to play the game fresh and experience something new. When I proposed this, the idea was that a player who had invested most of their points into STR, would probably be most interested in STR based missions, however if your points were split across multiple attributes, then your chance would be divided across the attributes where you have points, so therefore it would be possible to experience missions for the different attributes.

The reason why I am not instantly in favour of opening it all up is because then the mission chances would just feel random to me. I want to be recognised for the character type I have been building, with suitable missions. I don't want a random INT mission when I have no points in INT, is what I am saying.

However I can understand why someone who has been playing for a long time may not want to respec their chatacter, but replayability is a good thing in my view.
Yeah, I think a fine compromise could be found based on what you said.
The important part, in my opinion, is that nobody is completely locked out of any mission/job.
 
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