Game Development: Artifacts & Artifice

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Re: Game Development: Artifacts & Artifice

Postby Ass_Kraken » Sat Jan 19, 2013 3:27 pm

jorb wrote:The usual hyperbole. I've already agreed that it'd be sweet to see the final success rate presented. Is there anything more you want?

Socket repair ;_; And for you to not break my heart
Last edited by Ass_Kraken on Sat Jan 19, 2013 3:28 pm, edited 1 time in total.
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Re: Game Development: Artifacts & Artifice

Postby FutureForJames » Sat Jan 19, 2013 3:28 pm

Potjeh wrote:Well I'm glad there is at least one person that likes it. Meanwhile I'll go apply for a local authorities environmental regulations permit for small business covering sales of cakes and pastries, excluding chocolate chip varieties under section 12, paragraph 3 of municipal tax code, because there at least I'd have *some* idea of what the ***** I'm doing so it might actually be fun.


Ironically, I have obsessive compulsive disorder as well XD. I want to calculate **** from the ground up and then calculate the most efficient path to do things. However, I do understand that one does not actualy need to know the most efficient path to actualy utilize a system and as such I don't mind the system from that perspective.

Edit: Changed "actually" to "not actually"
Last edited by FutureForJames on Sat Jan 19, 2013 5:14 pm, edited 2 times in total.
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:29 pm

FutureForJames wrote:
jorb wrote:I strongly disagree. I'm having a lot of fun. I have uses for my cloth, I've created a couple of cool pieces of gear, and all systems are go, go, go. I frankly do not at all see what all the fuss is about.


Obsessive compulsive disorder would be my guess.


or maybe the fact that he's the one that made the system... thanks CLU
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Sat Jan 19, 2013 3:29 pm

jorb wrote:The usual hyperbole. I've already agreed that it'd be sweet to see the final success rate presented. Is there anything more you want?

To stop defending horrible interfaces, because as long as you do the default client will remain useless.
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Re: Game Development: Artifacts & Artifice

Postby jorb » Sat Jan 19, 2013 3:31 pm

I can't defend something that doesn't exist, as the system doesn't have much in the way of interface beyond standard interactions. ;)
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Re: Game Development: Artifacts & Artifice

Postby Potjeh » Sat Jan 19, 2013 3:31 pm

And now you see the problem.
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:32 pm

jorb wrote:I can't defend something that doesn't exist, as the system doesn't have much in the way of interface beyond standard interactions. ;)


Maybe be a little bit more resonable about this, and consider that MAYBE this could use some fine tuning or a bit more elaboration.
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Re: Game Development: Artifacts & Artifice

Postby jorb » Sat Jan 19, 2013 3:38 pm

I get it that you find the information presented to you to be obscure, because you are trying to manually do the math, even though I'm telling you that you shouldn't. I realize that we may have to relieve you of that problem. What more can I do?

There is *one* piece of information that the game presently could give you but doesn't, and that is the final, calculated success rate. I have already conceded that it should be presented.

Claiming that the "interface is horrible" is just a completely, factually incorrect statement. The only problem that can exist here is a lack of information.
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Re: Game Development: Artifacts & Artifice

Postby Ass_Kraken » Sat Jan 19, 2013 3:42 pm

It'd be nice if we could get the value of EMP when divided by 50. If your EMP was lower than 50 it wouldn't do anything even though it might seem like raising one by 5 would help more. If you have 2 profs match, and they're both 30, you get an EMP of 42.4. You fail a few times and you decide to raise them both by 5. But with 35 you get an EMP of 49.5 and you unknowningly wasted raising them as your chance are the same. This is assuming that you don't divide the max to low difficulty delta by something like 1.76 when the EMP is below 50, which wouldn't make sense for a die roll.

No nice things. Ever
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Re: Game Development: Artifacts & Artifice

Postby Gacrux » Sat Jan 19, 2013 3:48 pm

Ass_Kraken wrote:It'd be nice if we could get the value of EMP when divided by 50. If your EMP was lower than 50 it wouldn't do anything even though it might seem like raising one by 5 would help more. If you have 2 profs match, and they're both 30, you get an EMP of 42.4. You fail a few times and you decide to raise them both by 5. But with 35 you get an EMP of 49.5 and you unknowningly wasted raising them as your chance are the same. This is assuming that you don't divide the max to low difficulty delta by something like 1.76 when the EMP is below 50, which wouldn't make sense for a die roll.

No nice things. Ever


Way too much math.
Last edited by Gacrux on Sat Jan 19, 2013 3:53 pm, edited 1 time in total.
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