Personality Traits and Gameplay
Forum posted on 11/29/2017 11:22:18 AM
Example: No person is completely selfish and no person is completely selfless. If we have a sliding scale that goes in clicks of say....30% (so people can't take the 50/50 easy way out) and players choose which side of the spectrum their characters will fall on.
In-game the sliders can be used to filter choices that are available to the character. For instance, the 90% selfish character won't be given a choice to risk the death of himself and his troops in an effort to save a small village that won't be able to repay them in any way should they survive. The 90% selfless person won't be given the option to stand by and wait for the village conflict to end so they can go in to mop up the mess and take any remaining supplies back to base. These choices go on to affect reputation and relationships with contacts and urban areas as well as other players if we make a reputation visible.
12/18/2017 3:25:35 AM
12/18/2017 9:48:47 PM
"I feel like while each trait might have its own individual effects, we can take inspiration from the Myers-Briggs Personality index and based on the traits calculate a personality type and have that personality type come with its own "set" benefits ontop of individual ones. For example if someone has more extroverted traits than introverted traits they be considered extroverted and on top of the benefits or cons of the individual traits that leads to that calculation, that person will also have benefits from being extroverted in general."
I like it. This sounds like it might be a good way to lighten the programming load. We should see what we can do to develop the concept.
Would it be easier for you if we group them together or do them individually?
12/19/2017 10:09:56 AM
12/19/2017 10:18:14 AM
Simplicity may very well be the reason for us to present...say 3...different personality profiles the user can choose for their character. IF we narrow down the choices before hand we will already know what we're working with. We can always expand on the personality settings later on in the game but to initially get things going it's probably a good idea to start with a set of traits.
12/19/2017 10:53:09 AM
12/19/2017 4:10:34 PM
12/19/2017 4:16:29 PM
Hey hey, thanks for chiming in. The thoughtful character creation was actually why I wanted to do the sliding scale. I think that if a person puts that much effort into creating a character they're going to care more about that character and play the game more. I'm just not sure we have the manpower to make it a reality if we go that direction. This is the part that sucks because we have to find the workable area between what we want and what we can actually do to get the game out.
12/20/2017 12:18:28 PM
12/23/2017 10:29:34 AM
1/4/2018 8:54:13 AM
- When will the player select a trait, or will they?
- Will the player be given the ability to change their trait?
- What effect will let say two of these traits have on game play itself Analyst vs Sentinel?
1/4/2018 4:20:17 PM
- Firstly, on point 1 I foresee a player selecting traits during character creation, however i don't know what @Tessa has in mind in way of ideas.
- Regarding item two, i believe as personalities are dynamic that they should be able to change. however, I'm not sure weather a player should make that change (and how they would do it) or events and choices should. Again, id like to see what @Tessa is thinking.
- Lastly, analyst and sentinel were personality type variants, of which for the time being we are focusing on the commander and defender. As far as interactions between them go i feel as if for example the question of leaving somebody behind to die arose. if it was the logical decision a commander would likely make that choice, however a defender would be at odds with them and would likely choose to save them. of course thats a hypothetical situation and as before id like to also see what @Tessa thinks.
1/4/2018 4:46:43 PM
Because we have chosen to go with personality types, of which we will begin with the 4 Bishop is currently working on, we can have the player choose one of the types during the character creation process.
We have talked about the idea of using a slider scale for the individual traits so that each type can become more customizable. I still think it is a good idea to give the player control over their character personality. BUT-This is probably not feasible for beta because it would require more programming to allow the game to respond differently to each change a player akes to their chosen personality card. I still think we should work to make personalities more dynamic as the breadth of the game progresses.
For the cards themselves, we don't have stats or anything to show currently. From what we have completed, bonuses and detractions would occur with predetermined in-game situations. A 'commander' would likely get a bonus to recon. A 'defender' would likely get a bonus to negotiation.
These can be further incorporated into the game when we begin to use the suburbs.
Let me know what y'all think.
1/4/2018 6:27:38 PM
1/5/2018 11:02:30 AM
In the game rise of nation there is a slight imbalance when it comes to a player selecting the nation of China. Which gives a bonus to a resource call "Knowledge" which is used to move though each time frame to advance to the next level of technology.
So with this in mind I think it will come down to A and B testing to balance it out by Jonathan and myself until we can get a play tester.
With that I think we should let them pick there personality traits themselves for now as the programming it would take to try to predict this would be pretty heavy.
Are we on the same page? If not or you want to add something please let me know now.
1/5/2018 11:49:21 AM
So in regards to these abilities I have a few questions;
- What would the scope of these abilities be? I.e. what would the ability do at a minimum maximum
- How many abilities would you like per character?
- What resources would they possibly cost?
I'd like to get @Tessa's opinion on the matter of course.
- Bishop Lake
1/5/2018 12:44:30 PM
These question are what we need to work out so we know what we are doing from a maniacal aspect for our team to code.
1/5/2018 4:29:06 PM
With a visual we should be able to better affirm that we are all going in the same direction and, if not, make the needed adjustments.
1/6/2018 12:57:03 PM
@James, in regards to the rise of nations info you provided i have a few more clarifying questions.
- On the rise of nations (RON) page you linked us to, it detailed information about structural monuments that could be built through each age of progression to affect overall game play. How would you suppose we implement this with personality traits?
- Would these be one time use perks or would they be on a recharge of some sort (passive vs. temporary buffs) or would having a perk give passive benefits along with a temporary use ability?
- Would these traits/perks affect the player/units/both?
- Are we still looking into stat bonuses? if so what kind?
- While on the RON page i noticed that each stage had roughly 3-4 wonders, i feel like that would be the appropriate number of perks/traits for a character to have in each personality type.
- Lastly, we have been working on the personalities pretty in-depth, we can keep all the detailed information we have gathered for use later. However, for the time being would you like something along the lines of say:
- Analyst - Commander:
- Active Abilities:
- Analyze - Can spot traps or find quicker/safer ways around obstacles
- Rally - Boosts the stats of local units by a percentage based upon level
- Recruit - boosts ability to ally with a neutral or unallyed unit
- Decoy - Attracts the attention of AI to designated targets for a short period of time.
- Passive Abilities:
- Commanding Officer - Increased base unit max
- Intimidating - Better chance of negotiating successfully with unfavorable terms
- Tactical Training - Can use higher level weapons /w lower proficiency
- Weapon Efficiency - small chance to not lose a round after firing
- Active Abilities:
- Analyst - Commander:
These are just some ideas that i had after looking at the RON page, let me know what you think.
Saturday, Jan 6th, 12:56:35.
1/6/2018 2:29:05 PM
1/6/2018 10:12:13 PM
The categories of bonuses listed are:
*Base Bonus: a bonus that is always active
*Base Penalty: a penalty that is always active
*Attack Bonus: a bonus that becomes active when attacking an enemy army/base
*Attack Penalty: a penalty that becomes active when attacking an army/base
*Defending Bonus: a bonus that becomes active when attacked by an enemy
*Defending Penalty: a penalty that becomes active when attacked by an enemy
I think we need to work out a list of bonuses we want to include. This way we can come at it from both directions so to speak. The personalities give some clear advantages and disadvantages so those bonuses are easy. Once we make a list of bonuses we want to exist we can then go the other direction and match the bonus to the personality.
The small list of possible bonuses I have written down are:
*bonus to resource harvesting
*extra building bonuses unique to personality card
*increase in speed of builds and upgrades
*cost reduction of builds and upgrades
*extra unit bonuses unique to personality card such as health, armor, attack, range, self-healing
*increase the distance from/speed with which a combat medic can heal
*The ability to build further from the Command Center
*Applying stealth to normally visible units/buildings
*Removing fog of war before acquiring the space satellites
i don't have a list of penalties as of yet. But this is when I am in the process. Let me know what y'all think.
1/8/2018 1:17:34 PM
- The building are sample of what stats changes happen in RON along with the nation players select. This is not what we will or will not do. That is the question I'm asking here is where this is going to fit in and the mechanism that it will use.
- Both or one or the other that depends on what we want it to be.
- Stat bonus will come in all forms but be small in nature to allow us to balance. Some stats will be allowed to be higher then other. Like damage to missiles vs area of effect.
Most of what I see under this look like activated ability which would be good for game play and we can use them for the units but I think most of the stats from the personality traits should be stat bonus only. Here is a list of units and building codex we have been working on. This is not set in stone but I think most of these will be apart of the beta release code.
@Tessa I like these cards and the information layout on them I think this should be what we show in-game to player. With the slider I think we might want to too think about that a bit more if that is what we want to do rather then having them just select a personality trait. Looking at them if I was a player and you gave me a choice between them like Dedicated vs Indifferent i'm not sure if there would be a equal amount of people that would not choice dedicated. We would also have to show what these words mean to players in my opinion.
In short its a good concept but how can we if we want to go this direction execute this so that young adults 16 ~ 40 would understand it with just a glance.
One possible solution might be a skill tree rather then a slider? If you pick this you get this else you get this. Then at the end tell them what personality they have and what bonus?
Remember the number one reason to do this is to make the player have a connection with there commander. Like they are the commander so we don't want to loss focus of that. But we need to make it almost brainless else I feel majority of them will just click click click go...
Another solution might be to make predefined personalities and then let them customize them? At least the hardcore dedicated players that want to really get into the game vs the new player that trying us out.
1/9/2018 9:08:11 PM
The idea of the cards is that they will be the median used by the player during character creation. If we have the players select individual traits we have to do a LOT more coding in anticipation of hundreds of thousands of possible trait combinations. I would think that we would give the players either a number of base points to use in the traits or better yet, make the balance the traits. If they move one trait three points to the left, they need to have a total of three points on the right side as well. This doesn’t necessarily have to be all in the same trait, but it will force the player to choose and to sacrifice. They can’t have it all. Each bonus comes with a penalty and they must decide which bonus/penalty combinations are the best for their style. I think the sliders are ideal for understanding a balance at a glance. You can visually see how many points are on each side easily.
I am not against the skill tree but I think it’s something that every game does and we want to be different. Also, if the players aren’t going to use the same character for each PvP match they don’t want to spend half an hour going through a skill tree.
We are creating predefined personalities with the Personality Traits agenda. The Commander is one of the four that are currently being created by Bishop. The first four to be used in the game will be Commander, Diplomat, Sentinel, and Entrepreneur. Each of these predefined personalities will have their own set of traits that can be customized using the sliding scales for each trait as shown in the Commander card example.
1/10/2018 9:56:29 AM
1/12/2018 12:54:54 AM
1/24/2018 1:08:16 PM
- Shields - i feel that these are classy and stylish ways to represent things. we can do a different style for each type category and a different insignia for each type based upon its contextual advantages.
- Commander - Classic red shield style with very dark grey/black border and very dark grey/black insignia of a person a bit larger than a group of others.
- Advocate - Round green shield with a white border/light grey and a white/light grey insignia of a dove holding and olive branch in its beak.
- Defender - Blue rectangle shield with light grey/white border and white/light grey insignia of a smaller classic shield
- Entrepreneur - Yellow Kite-shield with black/dark grey border and a same colored insignia of the earth (or other planet).
- In case we wanted to reserve shields and insignia's for clan's we could do that and instead use another object or method of designation for the types and categories.
Post notes - Shield style indicates category while insignia represents individual type. We could also theoretically assign a different color to each personality type and use a consistent shield style with or without an insignia. (As we only have 16 in total it wouldn't be that hard to choose colors). I feel this is a mostly graphic thing for the character creation screen, so i don't know how useful this will be.
1/24/2018 7:09:01 PM