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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Originally posted by LostTemplar
    Something like this or maybe remove it form description. I propose to hide experience from player.
    Generally speaking Vanilla aims for more transparency, not less. The experience information is in the edit files; why shouldn't it be in the UI as well? What do we gain from hiding how much experience the player gets?

    Comment

    • LostTemplar
      Knight
      • Aug 2009
      • 670

      #17
      What do we gain from hiding how much experience the player gets?
      Nothing but free space on main screen and dump. BTW it was your thought, that there is something wrong with millions exp points.

      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

      • debo
        Veteran
        • Oct 2011
        • 2402

        #18
        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

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          Originally posted by LostTemplar
          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.
          I think you're oversimplifying -- experience also shows you how useful it is to fight e.g. Time Hounds (and IMO we want those guys to be as tempting to fight as possible because they're right bastards), how much you have to regain before you get your level back (why bother returning to town for a potion when your next kill will get you fully-restored?), how much less valuable a kill is at level X+1 vs. at level X for the same monster, and so on.

          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.

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