Opening post by Vael Victus
May 28th - 09:31
But it's good for the game. (not to pick on you, but) Bey has end-game stats right now. I don't mean end campaign 1, I don't mean end campaign 2, I mean, when I project MonBre to be finished - he's that strong. This is a product of being an older player: gaining lots of stats from working, having ridiculous splice rates (from some time ago) (and from about 2 weeks ago) and especially evolution. I didn't realize how bad it was until I did some math!
Before, old system. A "balanced type", evil teen, would gain NINE stats in EACH category. That's equivalent to FORTY-FIVE level ups, and I only gave them +20 levels to compensate. When your stats are in the 300s, it takes a whole lot of SRP to raise it up even one point (again, 300 stats are fine since SRP gains raise as mobs get tougher; we just haven't gotten there yet) and here I am giving out 45 stat points worth!
So the new system is ultimately worse for your monsters, but best for the game. I'm only one guy, and MonBre was my first game I ever developed. I was a senior in high school, over two years ago, when I first made the evolution script. I've become a better coder in the past year and through my horrible mistakes, I've learned how to design a game.
I do sympathize with the higher levels because they're high-leveled for a reason - they like monbre. I hope this doesn't deter you from loving the game, and I swear this is the last major change you guys will get, because evolution was the final piece in the stat balance puzzle.
Edit: Right! And don't forget, those SRP gains are still just for one evolution. So even if you get crappy SRP as a baby, not only will toddler be higher, but it'll still be even more SRP in addition to what you had before.
edited once on May 28th, 2009 21:42:18 by Vael Victus