Game Development: Artifacts & Artifice

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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Fri Jan 18, 2013 1:20 pm

A simple solution would be to just put this kind of stuff in the interface. In this particular case, you should see the final value of the formula, ie the exact odds of success when trying to slot an artifice in.
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Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 1:22 pm

Potjeh wrote:A simple solution would be to just put this kind of stuff in the interface. In this particular case, you should see the final value of the formula, ie the exact odds of success when trying to slot an artifice in.


This. And something to notify you that you are in the hard or easy odds.
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Re: Game Development: Artifacts & Artifice

Postby Procne » Fri Jan 18, 2013 1:33 pm

darnokpl wrote:
Procne wrote:Imo, the required condition for opening travel is the opening another server. There should be at least 2 independent worlds available at any time. So that new players, or returning veterans, have a chance for relatively fresh start in a world not dominated by old factions


Really? :|

62 ply
95 roa
73 jt

I think we need more players on those 3 servers and much larger maps!!!
So even medium experienced factions will have time and man power to build proper numbers of walls and braziers + finding specific player would be much harder.

So you don't need to connect servers. By connecting them you create one big server. Will more players join thanks to that? I doubt that. Will there be a good place for new players after pumped and bunkered chars from Plymouth land on other servers? And bring top purity seeds with them? I doubt that.

From what I imagine, opening trans-server travel is the first step towards closing old servers.

Besides, in HnH server population was always lowest just before wipe and highest right after it.
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Re: Game Development: Artifacts & Artifice

Postby jorb » Fri Jan 18, 2013 1:41 pm

The idea isn't that you should break out pen and paper and start crunching numbers. The idea is to give you some relative indication of how good things are compared to each other. The game will tell you whether you succeed or fail, and how much damage you deal.
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Re: Game Development: Artifacts & Artifice

Postby jorb » Fri Jan 18, 2013 1:43 pm

That being said we do want to make a game log that can send you some more info on what actually transpires at certain points.
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Fri Jan 18, 2013 1:54 pm

Giving us just the initial values rather than the final ones kinda encourages number crunching ¦]
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Re: Game Development: Artifacts & Artifice

Postby jorb » Fri Jan 18, 2013 2:16 pm

Our ambition is to create systems that have a good amount of depth. To do that we need to use creative math, often combining a good amount of variables and more complex arithmetic than just some variant of the four basic operations. Obviously the idea isn't that players should actually calculate the odds manually. What we want for players is usually simply to have them feel that "more is better" and also to give some indication, again, of relative value.

I would love to just give a final chance of success, but the problem with that is obviously that that is precisely what is calculated when the items are combined. The only information that exists before they are is precisely what we now present.

The point of a game log would obviously be to provide calculated or RNG:d info like that.
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Re: Game Development: Artifacts & Artifice

Postby EnderWiggin » Fri Jan 18, 2013 2:25 pm

But you pretty much can display final success chance either in clothing tooltip when you hower over it with artifice on cursor or in popping window that will tell you your chances and asks if you want to proceed. You can pretty much put all relevant info in that window if you wish.
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Fri Jan 18, 2013 2:25 pm

At the end of it, it's still all down to one RNG roll, right? I don't see why the game can't calculate the modifier to this roll without actually rolling, and telling us this modifier so we know how high we have to roll.

Oh, and another interface thingie: the equipment screen should show total defence and attack values.
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Re: Game Development: Artifacts & Artifice

Postby Tylan » Fri Jan 18, 2013 2:26 pm

jorb wrote:
Our ambition is to create systems that have a good amount of depth. To do that we need to use creative math, often combining a good amount of variables and more complex arithmetic than just some variant of the four basic operations. Obviously the idea isn't that players should actually calculate the odds manually. What we want for players is usually simply to have them feel that "more is better" and also to give some indication, again, of relative value.

I would love to just give a final chance of success, but the problem with that is obviously that that is precisely what is calculated when the items are combined. The only information that exists before they are is precisely what we now present.

The point of a game log would obviously be to provide calculated or RNG:d info like that.


So if more is better, higher numbers on the clothing/artifice are better? Or a higher range of numbers? And, to the player, how do the two sets of numbers relate to eachother? Are they supposed to be thought of as cumulative? Should they match each other/fall in eachothers' ranges?
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