My concern about trait mappings and why it HAVE TO be changed

Lets just use the high BRS gotchis as heroes.

Cap the individual bonuses of traits from 1-99
Handle traits of <=0 and >=100 as AOE effects.
Starting at 100 and 0, you get a small AOE buff that affects allies by giving them the positive effect of the trait, and gives the negative effect to enemies within that range. Every point past the line is simply making your AOE circle bigger. Design it so that you only get affected by the strongest AOE you are in range of.

Benefits:

easier to balance, - we don’t have to worry about outliers breaking the mechanics.
gives godlike stats a huge benefit while making low brs gotchis very useful as well. - you can potentially get same buff with 8 rare gotchis with one extreme godlike traits as with 2 godlike gotchis, but the advantage goes to godlike because its going to be easier to stay in its AOE bubble. It makes for great gameplay because you get party dynamics, heroes, kings, wizards, and there’s even a way for a mob of floor gotchis to shine in this paradigm.

Do this for channeling as well… each gotchi has its base channel that it adds to the group, which is based on kinship, and then ad a modifier that adds a 0.1% boost to the final calculation, based on how many godlike traits the gotchi in group with most experience has.

This could also work like rarity farming, where channeling initiates a snapshot, and all the traits, plus xp and kin, are calculated and the total kinship of the group is multiplied times the number of godlike stats(including kin, total brs, and xp) the best gotchi has. That gives a 0.1 to 0.7 modifier, gives every gotchi is due, and makes the top gotchis extremely valuable, as they should be.

The ranged buffs also give opportunities for extremely deep gameplay, as extremely complex strategies can be developed by placing your generals in formations and having the other gotchis needing to be closer to one or another to get their ideal stat boosts. To make it easy for people to understand what is happening as they move about, just show the buffs on screen somewhere.

1 Like

Ideas: Basically make the “so what my gotchi actually is?” guestion understandable by introducing classes, primary stat determines class.

Maging abilities 3

Primary:

nrg 51-100 Spell effectivenes (DMG, AOE, effect duration, resistance to spells, ect…)

Complementary

Brn 51-100 How many spells or abilities of the class can utilize

spk 51-100 Health regen speed (boosted by damage dealt)

Fighting abilities 3

Primary:

Agg 51-100 (Damage)

Complementary

brn 0-49 (attack speed)

spk 51-100 Health regen speed (boosted by damage dealt)

scouting abilities 3

Primary:

agg 0-49 (etherreality, harder to hit pass through walls.)

Complementary

Spk 0-49 health regen speed (slower, passive)

Brn 51-100 How many spells or abilities of the class can utilize

Farming abilities 3

Primary:

energy 0-49 carrying capacity

Complementary:

brn 0-49 (attack speed, applies to pick axes and hoes when mining and growing plants=defensive tower that regerate?)

spk 0-49 (health regen speed, stamina = health, overwork can kill you and expose you to assassins and licks)

EYC complements all Combat abilities 0-49 = max health 51-100 = Damage
EYS complements all “Other” abilities 0-49 = evasion 51-100 = Carrying capacity

energy = not how hyperactive a gotchi is, more like how much “force” the gotchi has. 0 gotchi is basically a muggle.
Kin is mana
Spirit force = …I don`t know :slight_smile:
Age gives more like fun abilities which wont be game breaking but add flavor
XP = collateral specific abilities. Mages, fighters, scouts and farmers get abilities from their own progressions tree. (example=UNI school of magic, Fae magic?)

Possible farming abilities:
ring of influence
Ability to channel
induce bubble up
carrying capacity
success when growing plants (could a pet be breed by a farmer gotchi?)
Building (speed up building of installations by hitting it with a hammer)

Ah! Thanks for that. I thought I’d seen that somewhere, but I thought, “surely I didn’t see it in eye color” becuase that doesn’t make any logical sense. But… what the fck is logic anyway? Thanks for the heads up.

1 Like

Aavegotchi Gameplay

In my opinion, we should focus on utilizing the bell curve and reviewing the core definition of the Random Generated Traits.

Randomly Generated Traits

Aavegotchis have six traits:

  • AGG = Aggressiveness
  • NRG = Energy
  • SPK = Spookiness
  • BRN = Brain Size
  • EYS = Eye Shape
  • EYC = Eye Color

Using RPG (Role-playing Game) terminology, AGG is equivalent to Strength, NRG is equivalent to Agility, BRN is equivalent to Intelligence, and SPK is a wildcard trait. Do note that these traits are not exactly the same as standard RPGs; lower trait values in the Aavegotchi metaverse are also very powerful!

======

Taking that into consideration, the mapping should focus on AGG, NRG, BRN, and SPK. Since both EYS and EYC can’t be modified by any weareables (yet?), it shouldn’t affect the PVP experience.

BRS: Higher BRS = Higher Stamina Points

Stamina: Used for actions performed during battle

XP/Levels: Levels increases the effect of skills

Kinship: Increases chance of Unbending Will.

Unbending Will: When your Gotchi takes a killing blow it will resist dying until it deals or takes damage.

=====

Gotchi Classes / Archetypes

Since we would like to cater to low, mid and high traits, on the 4 traits namely NRG, AGG, SPK, and BRN.

We would have a total of 81 permutations. :sweat_smile:

Just check this document to calculate your gotchi stats and possible class.

========

Here’s the possible mechanics of the stats in the gotchiverse

Health

  • When HP reaches 0 zero then the Gotchi enters Unbending Will or it faints

Stamina

  • Every action costs Stamina. moving, attacking and casting spell.
  • Stamina recovers at 2/sec

Armor

  • When taking damage, Armor takes 80% of the damage, 20% is dealt to Health Points.
  • When damage exceed remaining Armor. Armor breaks but 20% is still dealt to Health Points

=====

I believe this makes everyone on a same playing field, and PVP boils down to skill and playstyle.

I also liked Mikkop’s suggestion in having abilities base on their traits. We can have all traits available to anyone, but can only be activated when you reach the trait criteria. This will also create a new consumable to raise your trait for a specific amount of time.

1 Like

What influences “agg” to lie between “spk” and “brn”? Is there a relationship between any two traits that deserve an angular mid point that is a trait?

I get that this is a radar chart that’s been adapted for a specific purpose.
In typical radar charts, the multiple axis don’t relate to each other. It’s mainly for comparison to another set.
(Example: Gotchi 1 compared to Gotchi 2 on a trait map)
And other than DOTA visualizations, I haven’t seen negative axis visualizations on a radar chart.

To me, the traits look like they are organized as either:

  • the trait being mutually exclusive to another set of traits. spk+ vs. spk- (Pick one)
  • Or the trait falls along a value line (agg+ to agg-)

Or does for example, high agg+ form an intransitive relationship (think rock-paper-scissors) with another trait or traits?

Yep the traits fall along a value line. Maybe it would be more descriptive to use descriptions of a high or low stat. (for example zen - hyper in the case of nrg)

Yep the middle trait should relate with the 2 traits that are alonside it. This I was thinking could be used to identify a gotchi to belong to a certain class. Lets say a gotchi has a agg of a 0 and a nrg of a zero. Then the brn stat would deside whether the gotchi is a scout or a farmer.

All this because I was looking through the charts and could not figure out what exatly all my gotchis were, I need simplicity :slight_smile:

I agreed with the level caps.
Otherwise, team will be trying to figure out what it means to have -20 or +120 in relation to everyone else. WoW caps levels and rewards further progress with heirlooms system that can be leveled up on their own.

Aavegotchi doesn’t have to copy WoW, the thought is to keep the motivation to advance or collect, which is what Aavegotchi started out as anyway. Advancing past god like levels creates a situation that would be tough to encourage new players. They could be reluctant to venture out of noob zones because vengeful and hungry gods awaited them.

This is the document I had prepared used during the first traits community call.
Looking at Ch 3 release today, they included our suggestion of GL wearable auras!
This is a tangible demonstration of how our participation in these different discussions and suggesting our ideas is all worthwhile!

We should start setting the agenda for Traits Balance call #2!

5 Likes

I’m really liking where we’re getting to with this document. After having a read through this and the latest gotchiverse bible chapter 3 I would like to propose a few minor adjustments to the mappings in the document.

  1. AGG = “Armor” vs. “Attack Speed”. We replace “Attack Power” in the simple trait mapping doc with the original “Attack Speed”. The net impact is still the same as using a combined attack power trait but will save some confusion. It also makes great practical sense. e.g. if you wear less armour you can attack faster.
  2. NRG = “HP Capacity” vs. “AP Capacity”. HP vs Mana is pretty much one of the most classic trade-offs in MMORPG/RPG and fantasy genre history. Spellcasters are generally the squishiest and tanks do not have the best casting repertoire. Practically, we can think of NRG as a gotchis capacity to cast abilities. e.g. high NRG = high spell casting ability,
  3. SPK = “HP & AP Regen” vs. “Ethereality”. This is fairly in-line with the regenerative vs. decay idea discussed in the simple trait mapping doc.
  4. BRN = “Melee Damage” vs. “Ranged Damage”. Leave as-is in simple trait mapping doc. This is a great simple trade-off to understand.

I believe these trait mappings would leave us with simple UX questions a new player can quickly and easily ask themselves when starting with a new Gotchi while still maintaining the balances we’ve discussed extensively to date. These questions are:

Please note a few important assumptions below when putting this together:

Assumptions and Further Comments:

  • Stamina use should deplete both HP & AP for balance,
  • Alchemica abilities that we believe could be great core farming attributes (such as alchemica magnetism/pick up radius) can still be added at a later date,
  • EYS mechanic left roughly as-is,
  • EYC changed to be more similar to EYS mechanic. i.e. remove vision/handling and let EYC dictate a one off bonus
  • Movement speed affected by wearables, auras and amount of carry capacity utilised
  • Higher BRS still increases carry capacity as previously discussed

This mapping may be somewhat simple for these core trait mappings but I really believe we are going to have a ton of game depth when we start getting into wearables buffs, debuffs, abilities, auras and consumable effects too.

2 Likes

Very interesting stats. I’ll wait for more community members to chime in with thoughts before I get too deep in, but just a question about the above.

As it currently stands, “stamina” = HP, and it’s reduced when you use the boosting feature to move faster temporarily (running). Whereas AP is only reduced when you attack.

Is it necessary to reduce them both when boosting?

Ah ok, I thought AP was only for certain special abilities but if it’s for every kind of action including normal attacks it would definitely make sense that it doesn’t reduce with stamina use as it will already be getting heavily depleted during battles.

I also just realised that if AP is used for teleporting having HP cap vs. AP cap on NRG makes even more sense as we now have great mobility at either end of the NRG spectrum. Low NRG gotchis can burn HP for a stamina speed boost and high NRG gotchis will be able to teleport a couple times more than their lower NRG frens.

Good morning

1 Like

everything is said regarding trait mapping !