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Post by gearheadwhat on Jun 20, 2011 23:35:46 GMT -5
So there are a ton of hidden stats. Like captain reputation as a slaver and so on...
You would never know unless you read this forum. People who play this game have no idea usually though. It just seems random. The game would seem more impressive to players if they could see all that the game really tracks.
So is it possible to get a page or three more options to view under captain, like reputation, instead of just the one for faction? If it is already implemented in the game, has an important effect, then wh not let us know?
This is a great game. I love it, and I love the depth I read about it on here. But in game... I am a bit more clueless to my status. I bet most players have no idea either that the game isn't just wonky random.
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Post by aielman on Jun 21, 2011 2:45:44 GMT -5
eeeh sometimes not knowing things is fun too, you just have to work a bit more to figure them out every time you play
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Post by gearheadwhat on Jun 21, 2011 3:05:37 GMT -5
Yes and no. I'm not saying we need EVERY single one. But knowing if people don't like me because I'm considered a 'slaver' is nice. Or whatever the different categories are But some things the player would simply. never. know. Not without looking here and seeing Cory's commentary/reply on the subject matter. One thing is: Many things may seem one way or another. But without some sort of proof... You can always chalk it up to 'random'. Why do pirates kill me so much? Why does this character have such a hard time when my last one didn't with [insert game function here]? If we knew it was because of an in-game label (we can't see) then we might actually know. Hell, I didn't know that some spaceports are better than others for repairs. Yes some are more common or not, but who knew that my 10/10 armor is worse than your 10/10 armor. Things like that are in the background, and we have no indication of it. It doesn't have to be a full stat, but on the page, it could say Weak armor, Strong armor, even if it's a full 10/10 rating or whatever. Little things like that would be awesome. This game has more depth to it's programming than most other games out there. But it tells you just about the least of any. The game looks and seems too simple, and it certainly is not. It might as well at least show what it's already doing. I can't think of many games that don't show you at least some indication of things it's tracking. Even if it's just a descriptor instead of a numerical thing. That's all I'm asking for.
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sebastian
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Post by sebastian on Jun 21, 2011 5:39:42 GMT -5
I think u got somethin there with the armor example
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Post by HateSolstice on Jun 21, 2011 14:11:40 GMT -5
Don't be giving away all of my Cadar secrets!
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Post by absimiliard on Jun 21, 2011 14:49:40 GMT -5
Personally I kind of dig that there's a lot more to the game than is visible.
I think it makes it feel more real to me. (because reality is FULL of hidden variables I can infer but not observe)
But it's a balance, and I could easily be on the wrong side. After all, I like getting killed constantly, which is why I play on insane. (I know, I know, need to make the move up to impossible some day soon)
-abs
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Post by gearheadwhat on Jun 21, 2011 21:55:48 GMT -5
I'm not saying we need the statistical number exactly... But a descriptor WOULD be nice, especially since they all already exist. I *shouldn't* be much code at all just to make them visible on a new page... I still am on challenging/demanding and not doing so hot. Then again I've had it less than a week, but either way, the game is hard, because there is so much that just seems.... Random. Knowing is half the battle right? Well I'm losing that half fairly hard We all are more or less.
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sebastian
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Post by sebastian on Jun 21, 2011 23:14:07 GMT -5
I think the main reason a lot of things are not displayed becase of a lack of display real estate, i think adding quality descriptors for armor types and whatnot would add a little flavor as well as giving the player more data to use. It is probably a matter of implementation and how best to do so without making the game more difficult to find the info u need without loads more scrolling / button pressing.
I could be wrong.
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Post by brotherswing on Jun 23, 2011 12:24:22 GMT -5
How about tying in the ability to "see" these stats to an officer? A political officer might know why House Thulun considers the captain a terrorist, but you need her on your crew to find out. It would make choosing your officers carefully much more important.
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Post by Cory Trese on Jun 23, 2011 14:24:55 GMT -5
Reasons that the guts of the application are not on display:
* Exploration of the system is part of the game * It would confuse new players because ... * Many elements are not 1st class members of the saved game (aka, they are in the memory state, or a universal simulation that is run for all characters) * A lot of values scalar values (very small or very large floating points, etc) * Potentially you're talking about thousands of numbers
In summary, there are not things like "Player is X" in the game's internal storage -- we have piles of values and scales that yield results that could be classified as X. That is complex enough to program to ensure that the game have many different "sweet spots." Finding a good way to display all of those details is outside of our original design for ST RPG.
That's the core reason why it isn't shown -- we decided to focus on showing the top 50% of the numbers and kept the rest working, balanced and hidden.
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Post by Cory Trese on Jun 23, 2011 21:23:25 GMT -5
Been thinking about this a lot. I think the solution is to build some additional evaluation logic that sits on top of the game logic, evaluates it and comes up with numerical summaries, which could be easily understood by the novice player and would provide new insights for the advanced player.
I'm working on a list now, thanks for sticking with us and posting all these great ideas and motivating concepts on the forum!
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sebastian
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Post by sebastian on Jun 23, 2011 21:49:35 GMT -5
Cory, are you like... A math god or something?
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