Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby jorb » Fri Jan 18, 2013 2:28 pm

It's a difficulty range. Zero is as easy as it can get, the smaller the span the more predictable the item is.
User avatar
jorb
 
Posts: 940
Joined: Sun Jul 08, 2012 7:33 am

Re: Game Development: Artifacts & Artifice

Postby iambobthepirate » Fri Jan 18, 2013 3:54 pm

jorb wrote:It's a difficulty range. Zero is as easy as it can get, the smaller the span the more predictable the item is.



so if i could choose between 2 difficulty spans
40-0
vs 20-10

i would want to choose the 20-10 while my proficiencies are low
but as my proficencies get much much higher the 40-0 might become more successfull

is this correct?

second question
if proficiencies match in both the clothing and artifice what is the effective difficulty span
if proficiencies do not match wat is the effective difficulty span

imo when selecting and artifice the effective difficulty span should be shown.

i get the point that you do not wish to disclose the actually formula for the span itself. but i still don't think we have a good indication as to what direction we should tend to.
iambobthepirate
 
Posts: 80
Joined: Sat Oct 13, 2012 1:29 am

Re: Game Development: Artifacts & Artifice

Postby alexbar » Fri Jan 18, 2013 4:23 pm

Sure wish I could get maybe $100 (of the $300+) back.

:roll:

Do you not see how EVERYONE is confused by this? And only the most intelligent people are putting the effort into figuring this out?

I loved Tylan quoting you with the "explain it as if I were an idiot" ~ yet here you are with extremely vague explanation.

What the ***** seriously.
alexbar
 
Posts: 30
Joined: Sat Nov 24, 2012 4:11 pm

Re: Game Development: Artifacts & Artifice

Postby dageir » Fri Jan 18, 2013 4:25 pm

How much will this artifact business affect game play? Compared to gluttony I assume it is minute.
Somebody once wrote, "Hell is the impossibility of reason." That's what this place feels like. Hell
User avatar
dageir
 
Posts: 1270
Joined: Sat Nov 17, 2012 2:36 pm

Re: Game Development: Artifacts & Artifice

Postby EnderWiggin » Fri Jan 18, 2013 4:37 pm

jorb wrote:It's a difficulty range. Zero is as easy as it can get, the smaller the span the more predictable the item is.

But there are two spans - one on clothing item, and other on artifice. So how they affect things? Do they add up to determine effective difficulty or what?
User avatar
EnderWiggin
 
Posts: 339
Joined: Wed Aug 01, 2012 9:12 am
Location: Ukraine

Re: Game Development: Artifacts & Artifice

Postby Rylon1 » Fri Jan 18, 2013 4:38 pm

This is what I think I know.
[SPECULATION]

When slotting an artifact into a piece of clothing, if there is a proficiency that matches, it will use that one for the skill check. Lets say we slot an arrowhead into some snake skin boots. Both have cloak & dagger on it so it is the skill used. Then you take the difficulty. The boots are (19 to 9) and the arrowhead is (55 to 5). What I think happens is the RNG then picks a number between (74 to 14) and does a skill check vs the proficiency to see if it passes.

What if the proficiency on the artifact does not match or has multiple proficiencys attached to it? Good question.
Either:
A) One of the skills is check in the same manner, or both.
B) Any proficiency on the artifact that is not on the equipment will probably need a max skill check. [So if its (70 to 0 total) you need 70 in the skill to slot it.]

Still hard to tell with just testing it for a day, but with the information given, thats how I would program it.

-Rylon
Last edited by Rylon1 on Fri Jan 18, 2013 5:07 pm, edited 1 time in total.
Rylon1
 
Posts: 1
Joined: Tue Jan 15, 2013 8:12 pm

Re: Game Development: Artifacts & Artifice

Postby iambobthepirate » Fri Jan 18, 2013 4:42 pm

dageir wrote:How much will this artifact business affect game play? Compared to gluttony I assume it is minute.


well if you were hopping that you could slot an artifice in your boot and completely stomp russians or mm, probably not.

new toys will not likely change the political landscape. but new depth certainly adds to overall fun.
iambobthepirate
 
Posts: 80
Joined: Sat Oct 13, 2012 1:29 am

Re: Game Development: Artifacts & Artifice

Postby alloin » Fri Jan 18, 2013 5:14 pm

I did not know you had to be good at math for this game :p
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
User avatar
alloin
Customer
 
Posts: 3031
Joined: Wed Aug 01, 2012 1:33 am

Re: Game Development: Artifacts & Artifice

Postby MagicManICT » Fri Jan 18, 2013 5:49 pm

Kerryann wrote:Not at all until the Chief and his motley crew have been wiped of the face of Salem. :lol:


And that won't happen until cross colony travel happens. ;)

alloin wrote:I did not know you had to be good at math for this game :p


Spreadsheet pew-pew? :lol:
I am a moderator. I moderate stuff. When I do, I write in this color.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
MagicManICT
 
Posts: 5088
Joined: Wed Aug 01, 2012 1:46 am

Re: Game Development: Artifacts & Artifice

Postby Jalpha » Fri Jan 18, 2013 6:26 pm

Just on server transfers...

We could speculate forever about whether or not this is a good time to open inter-server travel. In the end though, we will never know unless we try it, this is a beta and if it all goes horribly wrong (which I strongly doubt) important lessons will be learnt by all. You can't please everyone, but I think it would be interesting to experiment by opening transfers.

You gotta risk it to get the biscuit.

That being said, I hope I don't end up being that guy for suggesting it.

That guy: http://www.youtube.com/watch?v=aXkrdtL4RV4
Professor Gu Zhongmao wrote:These projects are beautiful to scientists, but nightmarish to engineers
User avatar
Jalpha
 
Posts: 1044
Joined: Mon Oct 01, 2012 5:04 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 5 guests