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Crazy System World Maker
Chapter 5 - Making the Primary System

Chapter 5 - Making the Primary System

In the depths of his secluded domain, Zaine began to sculpt the very foundations of the universe he yearned to create. Drawing upon the myriad influences of his own fragmented psyche, he set out to define the primary systems that would govern this new reality. This chapter would serve as the blueprint for a universe where each individual would possess unique attributes and capabilities—a system crafted not merely for gameplay but for a profound reimagining of existence.

CLASSES AND JOBS

At the core of Zaine’s universe were two categories of classes and jobs: Civilian and Non-Civilian. Each player could select one class and one job from each category after level 10; before that, they are locked and hidden. This design mandated that individuals establish a foundational set of skills and attributes before unlocking the true potential of their characters.

Each class was intricately linked to its respective job, ensuring a cohesive identity for players as they advanced. The structure not only promoted a sense of growth but also allowed for a blend of skills and capabilities that players could explore after they laid a solid foundation through their early levels.

LEVELS

Zaine established a multi-layered levelling system that encompassed individual levels for classes, jobs, and skills, along with a comprehensive character level. Each player would embark on their journey, progressing through levels that provided depth to their gameplay. Reaching level 10 would unlock their selected class and job, marking a significant turning point in their character development.

STATS

At the heart of Zaine’s systems were the stats—fundamental attributes that defined an individual’s capabilities and shaped their journey through his universe. He meticulously crafted a comprehensive set of core stats, each with a precise impact on gameplay. The stats are designed not only to quantify abilities but also to enhance player engagement and strategic depth:

1. Core Stats:

* Strength: Governs physical power, damage output in melee combat, and the ability to carry heavy loads.

* Agility: Affects speed, dexterity, evasion in combat, and overall mobility.

* Intelligence: Influences magical power, problem-solving abilities, and the effectiveness of spells.

* Wisdom: Enhances perception, insight in critical situations, and resistance to magical effects.

* Charisma: Governs social interactions, persuasion, and leadership abilities in negotiations and group dynamics.

* Endurance: Dictates resilience, health points, and stamina for prolonged activities.

* Luck: Affects critical hit chances, random events, and treasure acquisition.

* Creativity: Influences crafting quality, the ability to develop unique skills and innovative problem-solving.

2. Additional Stats:

* Fortitude: Represents mental toughness, affecting resistance to fear, confusion, and mental attacks.

* Focus: Affects the ability to concentrate in battle and enhance skill effectiveness, reducing distractions.

* Perception: Increases awareness of surroundings, affecting stealth detection and the ability to notice hidden items or traps.

* Resilience: Enhances recovery rates from injuries and stamina regeneration, allowing for prolonged engagement without fatigue.

* Technical Skill: Influences proficiency with tools and devices, affecting crafting and repair outcomes.

* Karma: Your influence on the world/universe by just being.

* Influenced: How easily you get influenced by others charisma

1. Stat Development: Each stat has a defined baseline, with 1 representing the normal human average. A 0.1 increase in a stat reflects a 10% enhancement over the average, with this scaling continuing to evolve as players progress.

2. Milestones and Evolutions:

* The first milestone for each stat occurs when a player accumulates 10 points in that stat. Upon reaching this threshold and choosing to evolve the stat, the player gains a passive skill that enhances the effectiveness of that stat.

* For example, if a player evolves their Strength stat after reaching 10 points, they receive a passive skill that treats their Strength as 11 for the purposes of calculations (representing a 10% increase).

* If a player manages to get two stats to 10 points each and evolves them, they can choose between two passive skills, each using one of those stats as 11, or opt for a single passive skill that uses one stat as 12 (effectively a 20% increase).

* This layered evolution system emphasizes strategic decision-making, allowing players to optimize their growth based on their preferred play style.

3. Strategic Importance: The interplay between different stats encourages players to strategize their development, ensuring that the choices they make will influence not only their current abilities but also their future evolution paths. The evolving nature of the stats encourages diverse play styles and allows for unique character builds, enabling players to create tailored experiences that reflect their individual approaches to gameplay.

Through this intricate system of stats, Zaine aimed to provide a robust framework that not only quantifies player capabilities but also enhances the immersive experience of his universe. Each player's choices regarding their stats have the potential to reshape their journey, leading to a dynamic interplay between gameplay mechanics and character development.

RARITY

The rarity of classes and jobs would significantly affect the growth of stats per level. Zaine established a tiered rarity system that determined the number of free stat points players received upon levelling up, alongside the effectiveness of each stat point gained. The rarity levels were defined as follows:

* Common Class/Job: Provides 2 free stat points per level with a 100% effectiveness. And 4 class/job-specific stat points.

* Uncommon Class/Job: Grants 4 free stat points per level, increasing effectiveness by 10% for each stat point. And 6 class/job-specific stat points.

* Rare Class/Job: Offers 8 free stat points per level with a 20% effectiveness boost. And 10 class/job-specific stat points.

* Epic Class/Job: Delivers 12 free stat points per level with a 30% effectiveness increase. And 14 class/job-specific stat points.

* Rare Epic Class/Job: Provides 16 free stat points per level with a 40% effectiveness increase. And 18 class/job-specific stat points.

* Legendary Class/Job: Grants 18 free stat points per level with a 50% effectiveness increase. And 20 class/job-specific stat points.

* Mythic Class/Job: Delivers 24 free stat points per level with a 60% effectiveness increase. And 26 class/job-specific stat points.

* Legendary Mythic Class/Job: Offers 32 free stat points per level with a staggering 70% effectiveness increase. And 34 class/job-specific stat points.

Each stat point can only add 10% of the average of a normal human to a stat, the extra effectiveness a rarer class and or job gives extra free points. A common one will just give .1 stat points per free stat point before the first stat milestone (10), while a legendary mythic will give 70% more, so it will give .17 stat points per free stat point.

This tiered system not only incentivised players to strive for higher rarity classes and jobs but also reinforced the concept that individuals could forge unique identities within Zaine's universe.

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SKILLS

Complementing the stats were skills—specific abilities that individuals could learn and develop over time. Zaine wanted skills to be expansive, allowing players to customise their experience based on their chosen class and job. Each class would have access to a unique set of skills divided into categories:

1. Combat Skills: Techniques used in battle, such as swordsmanship, archery, and spellcasting.

2. Crafting Skills: Abilities enabling the creation of items, weapons, and potions, fostering an economy of trade and resource management.

3. Social Skills: Talents that affected interactions with NPCs and other players, including negotiation, persuasion, and deception.

4. Survival Skills: Abilities assisting in navigation and resource gathering, enhancing exploration and environmental interaction.

* Passive Skills: Skills which make use of your stats more effectively, can only be gotten at evolutions.

Each skill would have its own level, allowing players to specialise further within their chosen roles. As individuals levelled up, they could invest points into skills, shaping their capabilities and specialisations.

EVOLUTION

Zaine envisioned a dynamic evolution system that allows characters to transform and adapt over time, intertwining skills, stats, and jobs into a cohesive framework of growth and development. This system emphasizes that each player's journey is defined by their decisions, with the potential for evolution always present but requiring thoughtful engagement.

1. Foundational Elements:

* Skills: Skills can evolve independently upon reaching level 10, provided that players clear the prerequisites necessary for that evolution. For example, a skill like Swordsmanship can evolve into Master Swordsman after reaching the milestone and fulfilling specific challenges. Players have the option to evolve their skills immediately after reaching this threshold or to continue levelling them up further for a stronger evolution.

* Stats: Each milestone in stat progression must be met to facilitate further evolution, with the growth of stats being critical to unlocking higher-level job and class evolutions. Players can develop their stats beyond the initial milestone to the second milestone, but cannot evolve them any further until they have evolved their job or fulfilled their being’s requirements.

2. Evolution Pathway:

* Job Evolution: Players can evolve their job immediately after meeting the required conditions of evolving a skill and reaching necessary stat milestones. However, they also have the flexibility to further develop their skills and stats before deciding to evolve their job. For instance, a Crafter job may evolve into an Artisan, and the quality of this evolution can be significantly enhanced if players have cultivated their relevant skills and stats thoroughly beforehand. This approach fosters a strategic layer to character development, allowing players to maximize their job evolution’s effectiveness.

* Class Evolution: To evolve a class, players must first evolve their job. This ensures a solid foundation of experience and capability before moving to higher tiers. For example, a Warrior might evolve into a Warlord, contingent on the successful evolution of their job to Elite Fighter, with the enhancement of this transformation reflecting the strength of previously developed skills and stats.

* Comprehensive Level Evolution: The comprehensive level represents a holistic measure of a character’s overall progression, which requires the evolution of their class to unlock. This signifies a transformative leap, indicating that the character has gone beyond human limitations, progressing into a higher form of existence. For instance, evolving from Human to Celestial Being embodies a character's growth into a new state of being, unlocking powerful new abilities.

3. Nature of Evolution: Each evolution step not only enhances abilities and unlocks new classes but also signifies a deeper transformation of the character's essence. Players must demonstrate their capacity for deeper engagement with the game, as each evolution acts as a test to prove their readiness to delve into the next layer of existence.

4. Interconnected Growth Path: The evolution system promotes strategic decision-making, allowing players to balance their focus on skills and stats to facilitate their desired evolutions. As players level up and evolve, they must continually assess their character’s development to ensure they are on the optimal path.

5. Individualized Journey: While the evolution process follows a structured framework, it allows for personal expression. Each player can choose how to develop their character based on their play style, leading to unique paths and outcomes that shape the narrative of their journey.

Through this intricately designed evolution system, Zaine aimed to create a gameplay experience that transcends traditional leveling mechanics. Players are invited to engage deeply with their characters, with each evolution representing not just progress in gameplay, but also a meaningful exploration of their character’s potential and destiny within the universe he crafted.

INTEGRATION OF SYSTEMS

To bring these elements together, Zaine began constructing a cohesive framework that would underpin the entire universe. He envisioned a web of interconnected systems where classes, jobs, levels, stats, skills, and evolution coalesced into a singular experience. This framework would govern individual gameplay and facilitate interactions between players, fostering a vibrant community within the world.

Zaine's meticulous planning aimed to ensure that every aspect of the system was harmonious, creating an immersive experience that resonated with players on a fundamental level. He sought to infuse the essence of reality into his creations, allowing individuals to navigate their paths with agency and purpose.

As Zaine continued to refine his vision, he poured every ounce of his energy into the design of the systems, filling notebooks with sketches, diagrams, and intricate calculations. The lines of code danced in his mind, each one representing a potential pathway to the future he envisioned. In this process, he found solace amidst the chaos of his thoughts, crafting a world where he hoped he could ultimately belong.

Personal System Window

The following is a personal system window which is open for individual change, the four blank cells are for the people to figure out what they want to have there.

Name: [lvl]

Non-Civilian Class: [lvl]

Non-Civilian Job: [lvl]

Race:

Civilian Class: [lvl]

Civilian Job: [lvl]

Core stats:

Additional Stats:

Skills:

Strength: 1

Fortitude: 1

Passives:

Agility: 1

Focus: 1

Combat:

Intelligence: 1

Perception: 1

Crafting:

Wisdom: 1

Resilience: 1

Social:

Endurance: 1

Technical Skill: 1

Survival:

Charisma: 1

Karma: 1

Luck: 1

Influenced: 1

Creativity: 1

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