Discount_Blade
Sent Here To Piss You All Off
- Joined
- Jul 2, 2019
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I mean this for the LitRPG crowd, though anyone knowledgeable even in the slightest might have some sort of insight into this conundrum of mine.
So, my rant. Initially, whoever was badass in a MMO of RPG was dependent on how high your stats were, thus a higher level meant you were stronger. Their were and likely have always been exceptions where people who are naturally better at something, might still win even with level/stats difference. Like a level 25 defeats a level 30 or at most 35. Nothing crazy though like 25 beats 50 because...well the stats make up for that lack of skill on the level 50 guy. This is perfect. This is fine. I see no problem with this setup. You do more work, you get higher level, you upgrade your stats. Its about as fair as it gets. If you aren't willing to work for it, you won't improve.
Nowadays though, LItRPG's are getting overly complicated. Everyone I read nowadays, stats mean practically nothing. Everyone is mixing Daos into it, which apparently can offset a weakness in stats by gifting you a power move that blows everyone else out of the water regardless of your obvious baseline weakness in comparison. Or like Randidly Ghosthoud, not the best example, but his stories thing is "Images", which is in a sense, like a separate power source unrelated to stats, that make stats totally irrelevent in the grand scheme. You are level 500? Okay. Guy that is level 60 but has a "potent" image will still beat your ass. Thats bullshit and I don't understand it no matter how it is explained because it still should not be possible no matter how you word it. It's sheer plot armor and nothing else. NOTHING ELSE.
And man don't even get me started on Dao's. That's such a varied and complex issue though it can be used to complement stats, it's usually used to power boost people who are weaker in level/stats to be stronger than they should.
So anyway, my point in this, (hoping I made my point/rant even halfway understandable) is that, when did stats/level not become enough? Games, not all, but the vast majority, still follow this point. MMORPG's for the most part, except for a select few, base strength on your level and stats. Level 15 will get their arse whooped by level 30 or 40 or 50 and being "naturally better" will only do so much to bridge that gap in level and stats.
So, my LitRPG fans, when did stats not become enough?
My LitRPG, or similarity, that I'm working on, strength will be based on stats. The only addition will the possibility of a power move, something akin to "Goku learning Kamehameha Wave or the Spirit Bomb". But it won't be the sort of thing that makes you unbeateable as long as you can land it. It'll only complement and/or sharpen/enhance what you already have.
So again, when did stats stop being enough even though they are the fairest, and most typical way it's handled even now?
FYI, please, no one bring up people who "Pay To Win" because that's a separate issue that expands my topic further than I intend for it to go.
So, my rant. Initially, whoever was badass in a MMO of RPG was dependent on how high your stats were, thus a higher level meant you were stronger. Their were and likely have always been exceptions where people who are naturally better at something, might still win even with level/stats difference. Like a level 25 defeats a level 30 or at most 35. Nothing crazy though like 25 beats 50 because...well the stats make up for that lack of skill on the level 50 guy. This is perfect. This is fine. I see no problem with this setup. You do more work, you get higher level, you upgrade your stats. Its about as fair as it gets. If you aren't willing to work for it, you won't improve.
Nowadays though, LItRPG's are getting overly complicated. Everyone I read nowadays, stats mean practically nothing. Everyone is mixing Daos into it, which apparently can offset a weakness in stats by gifting you a power move that blows everyone else out of the water regardless of your obvious baseline weakness in comparison. Or like Randidly Ghosthoud, not the best example, but his stories thing is "Images", which is in a sense, like a separate power source unrelated to stats, that make stats totally irrelevent in the grand scheme. You are level 500? Okay. Guy that is level 60 but has a "potent" image will still beat your ass. Thats bullshit and I don't understand it no matter how it is explained because it still should not be possible no matter how you word it. It's sheer plot armor and nothing else. NOTHING ELSE.
And man don't even get me started on Dao's. That's such a varied and complex issue though it can be used to complement stats, it's usually used to power boost people who are weaker in level/stats to be stronger than they should.
So anyway, my point in this, (hoping I made my point/rant even halfway understandable) is that, when did stats/level not become enough? Games, not all, but the vast majority, still follow this point. MMORPG's for the most part, except for a select few, base strength on your level and stats. Level 15 will get their arse whooped by level 30 or 40 or 50 and being "naturally better" will only do so much to bridge that gap in level and stats.
So, my LitRPG fans, when did stats not become enough?
My LitRPG, or similarity, that I'm working on, strength will be based on stats. The only addition will the possibility of a power move, something akin to "Goku learning Kamehameha Wave or the Spirit Bomb". But it won't be the sort of thing that makes you unbeateable as long as you can land it. It'll only complement and/or sharpen/enhance what you already have.
So again, when did stats stop being enough even though they are the fairest, and most typical way it's handled even now?
FYI, please, no one bring up people who "Pay To Win" because that's a separate issue that expands my topic further than I intend for it to go.