First Post: Introduction and test
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What do we gain from hiding how much experience the player gets?
Transparency is good, but useless information is not so good,
e.g. "fight (+90 +63)" is a piece of useless info in a dump, since you have exact dmg/round in weapon description. Experience is allmost the same, the only function of it is to show, how far it is to next level, so it can be merged in as level fraction without any information loss.Comment
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I used to play a shareware PC dungeon-crawler called Moraff's World back when I was a tyke, and that game had some epic quantities for experience as you approached the endgame. I think at some point the display would actually roll over to using scientific notation when things became totally unmanageable
Example:
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Transparency is good, but useless information is not so good,
e.g. "fight (+90 +63)" is a piece of useless info in a dump, since you have exact dmg/round in weapon description. Experience is allmost the same, the only function of it is to show, how far it is to next level, so it can be merged in as level fraction without any information loss.
Basically I think that the ailment here isn't that bad, and the cure introduces more complexities than it does simplifications.
As for the Fight stat, in v4 at least it will help players discern how much of their combat ability comes from level vs. stats vs. equipment. The character screen has these four fields on it:
Finesse: X
Prowess: Y
Fight: (+A, +B)
Melee: (+C, +D)
Where A = X + stat bonuses to finesse, and C = A + weapon bonuses to finesse. This kind of thing makes it easier for the player to figure out what's going on, which has nontrivial utility.Comment
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