Slide87
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Post by Slide87 on Dec 2, 2011 23:20:20 GMT -5
OKi Cory but so,as example, i don't understand why an enemy hits me(his ATT 5 my DEF 25!!!)...With more explanations these things would be more easy to understand,i think...Ok the immersion,but everytime i have this type of problems i can't make a thread in the forum =) It's only one of many examples...=) I repeat,too many toasts,displaying rules,ecc ecc surely don't immerse players in the game..but some clarifications(?) could be helpful in many CK things...=) This is not a critic,really ^_^ I love ur games,especially CK =P only my suggestions ^^ BTW,record response time,as usual =) U're great =)
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Post by Cory Trese on Dec 3, 2011 0:25:47 GMT -5
I am updating the help file now.
In ATT 5 vs. DEF 25 it is 5 dice vs. 25 -- he shouldn't hit you very often
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Slide87
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Post by Slide87 on Dec 3, 2011 1:28:37 GMT -5
In ATT 5 vs. DEF 25 it is 5 dice vs. 25 -- he shouldn't hit you very often Yes,confirmed =) ahhhh Ok,i understood the mechanics =) ghghghgh,BTW the dice results in a toast could be cool =) For the help file,probably an update is necessary..too many added features,it's a bit old =) ehi.anyway,Thank u for explanation
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Post by Cory Trese on Dec 3, 2011 1:31:14 GMT -5
No other games have dice roll results in toasts.
All the other games just say what damage you do.
I like that idea.
Also, Angry Birds ... it does not have an undo feature and it makes ungodly money
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Slide87
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Post by Slide87 on Dec 3, 2011 1:39:24 GMT -5
Yep,i have different points of view..but u're the boss ^_^ However,if you'd add,i dunno, how Hit chance works(in same terms u told me,no calculations,no Equations ^_^) in the Help file(this thing as others,like Negotiate skill works) it'd be useful for the player...=)And Cory,less questions for you =P
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Post by Cory Trese on Dec 3, 2011 1:41:19 GMT -5
Melee Combat
When Attacking Your Melee Attack score is calculated by adding Brawling + Weapon Accuracy.
When Defending Your Melee Defense score is calculated by adding Brawling + Armor Dodge.
Ranged Combat
When Attacking Your Ranged Attack score is calcualted by adding Firearms + Weapon Accuracy.
When Defending When Ranged Defense score is calcuated by adding Dexterity + Armor Dodge.
Range Penalties The Ranged Attack score penalty is equal to the difference between the range to target and the optimal range, squared.
Therefore, if the optimal range is 4 and the target range is 2 the difference is 2. Therefore in this situation the penalty would be 4 (2*2 = 4)
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Slide87
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Post by Slide87 on Dec 3, 2011 1:47:38 GMT -5
Understood =) re-Thank You ;D The Boss knows everything...=) I see you like Tron main character's father...=) ahahahahah =) Tell us the truth,u enter in your games with a hypertechnologic neural link...=)
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Post by Cory Trese on Dec 3, 2011 1:52:51 GMT -5
I think Andrew worries that might be true some days.
I code all day at work with precision and lots of requirements ... documentation, comments, code reviews, audits, security checks and so much testing ... testing and more testing.
When I code on games I write as I wish without comments and I keep all the designs in my brainchips.
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Slide87
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Post by Slide87 on Dec 3, 2011 1:57:34 GMT -5
yeah,if u continue in this way a day u'll wake up in Vinny Bed...It's not a kind awakening...ahahahah =)
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Post by LJHalfbreed on Dec 3, 2011 2:24:49 GMT -5
Wow... just you mentioning how you use scores as dice (ie. Old shadowrun dicepool d6 action) makes so much more sense than me originally thinking it was a die roll plus an absolute number(ie. Cyberpunk d10+stats/skill). Tossing in the bits about combat rules doesn't make me want to rules lawyer/min-max... it just makes everything make more sense. Nicely done and thanks for the info.
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Post by LJHalfbreed on Dec 3, 2011 2:53:56 GMT -5
Also, I know its a pain, but letting us noobs know how the game mechanics work helps us make more enjoyable game decisions. I now know why my lowbie sniper misses folks point blank and why my measly 1 die Negotiation skill seems to do nothing, and ALMOST why my hardcore hacker blows through systems like a hot knife through butter. Granted, I've no clue exactly how intimidation affects things entirely, or how stealth works, but I'm sure I can find out if I ask nicely.
If you're worried about us working too hard to minmax (or bogging us down with too much info), you could always try to put something into place like you did with ST and just use a nonnumeric representation of the difficulty via stars or whatever.
Example: Star rating tucked away somewhere on the screen, with a name. 'ego' for negotiation deals, or 'Bartering' for shops or whatever.
Example: Player knowledge style comments in italics or similar. 'This patrons of this bar look extremely guarded and wary' vs 'you can tell you're the biggest fish in this pond.' for inside bars. Or 'the target seems alone and unaware' vs 'the target looks prepared, with multiple bodyguards' for assassination missions.
Im not trying to tell you what to do by any means (hell, I don't know if any of that is even possible or useful)... I just think that giving all those numbers some basis and substance can help things be a bit more transparent without you needing to code in all kinds of toasts or other 'screen noise'. I love what you do, and im looking forward to more.
And if you're worried about wasting time writing down all these formulas and faqs and stuff (or heck... just having to repeat yourself), im sure if you want, the forumites could collect the info from all the various posts and post compilated chunks for you to peruse, edit, and eventually include in the game helpfiles or whatever.
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Post by Cory Trese on Dec 3, 2011 4:54:28 GMT -5
here is another help file snippet:
Athletics This skill determines your movement rate.
This skill provides a bonus when using the "Dodge" button in combat.
This skill increases your chances of success with "Run Away" or other Encounters where you must escape or avoid.
Brawling This skill determines your ability to make melee attacks.
This skill determines your ability to defend against melee attacks.
Stealth This skill determines you ability to avoid negative encounters.
This skill gives you a bonus when using "Take Cover" in combat.
Firearms This skill determines your ability to make ranged attacks.
Electronics This skill determines how well you will use devices.
Hacking This skill determines how well you will Control your Matrix Avatar.
Negotiate This skill determines how well you will be able to control your payment for jobs.
This skill determines if you will receive a discout at shops.
This skill determines if you will be paid well at Pawn shops.
Intimidate This skill reduces your Heat after combat or delivery jobs.
This skill determines your success or failure on Threaten Jobs.
This skill increases your chances of success with "Seek Shelter" or other Encounters where you must force your will on other citizens.
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Post by gravismetallum on Dec 3, 2011 12:31:43 GMT -5
Found me some of those 1-2k jobs,not easy but fun and profitable. ;D
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Post by grävling on Dec 3, 2011 13:42:01 GMT -5
gravismetallum: where? how? I have a negotiate skill of 10 with my current character, is that too low still? 5xx is the largest payment I have ever seen, and that for running a package into AzTek land. I would have thought capturing should pay the best, but go figure.
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Slide87
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Post by Slide87 on Dec 3, 2011 13:57:09 GMT -5
I caught a 700 Job(after Negotiate),it's my best =) Assassination obviously =)
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