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Post by monkeyrogue on Jul 22, 2011 0:24:28 GMT -5
Yet both are goobers. Go figure.
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Post by skwerly on Jul 22, 2011 6:06:11 GMT -5
Okay... next on the list for some clarification, please. XP costs seem almost arbitrary. How does the system mechanics explain the changes to the costs? Sometimes it 2x the next level for a skill (14xp to raise your intimidation to 7). Other times its 1x. And now when looking at it, its 2.5x. So can someone explain this? I'm used to the karma system from that run in the shadows game and the XP system from the albino wolf games, I just can't figure this one out.
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Post by spectre on Jul 23, 2011 17:24:33 GMT -5
skwerly - thanks for addressing that, I noticed it as well. I was also wondering about how AP works, I noticed that sometimes I will have extra AP left over for attacks(which I assume are the AP costs on the button choices) but can't use them. Which is especially difficult when you are going up against tough guys like drones, soldiers and knights.
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Post by moof on Jul 24, 2011 9:56:17 GMT -5
@everyone - ok, i re-checked. Capture are okay right now, they are just treated like assassination. Soon, they will be a unique contract type requiring non-lethal methods to complete successfully. There will probably be one target in the battle group who you can't kill, but you can slaughter his/her bodyguards without mercy. I look forward to slaughtering the body guards from mars and dragging CEOs behind me in the future... AzG FOR LYFE!!
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Post by Cory Trese on Jul 24, 2011 13:42:24 GMT -5
Okay... next on the list for some clarification, please. XP costs seem almost arbitrary. I'm not sure why we'd start off by assuming it's arbitrary. =) Poorly documented and not immediately obvious to some people, sure. Arbitrary? Not by a long shot.
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Post by Cory Trese on Jul 24, 2011 13:45:30 GMT -5
Each skill has a linked Attribute (like some other games we like)
The cost of raising that skill is related to the attribute.
Here is the function for calculating the cost, in XP, to raise a Skill, give 'skill' and 'att' values.
if (skill < att) { return (skill + 1); } else if (skill >= att * 2) { return (skill + 1) * 3; } else if (skill >= att) { return (skill + 1) * 2; }
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Post by Cory Trese on Jul 24, 2011 13:49:18 GMT -5
For attributes, assume that there are 2 sets [Body,Strength,Dex] and [Mind,Perc,Int] and the cost of raising any member of a set is equal to the the sum of the other two in the set times 2.
So the cost of raising INT is [(Mind + Perception)*2]
Attributes contain a rule where no value in the set can be greater than the first value.
That is to say that Mind and Body must be the greater than the sub-Attributes STR DEX INT and PER
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Post by dilz669 on Jul 24, 2011 20:24:56 GMT -5
Cory, I don't think that last attribute rule is working correctly. All my sub-attributes are at least 2 points higher than my Body and/or Mind.
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Post by dilz669 on Jul 25, 2011 18:30:15 GMT -5
I am happy to report that Cognac is finally working like he should for me (hasn't since I started playing this game until now). So, good work there.
On the Raise Attributes front, my current attributes (with costs to raise) are as follows:
Body: 4 (12 XP) Mind: 4 (12 XP) Str: 7 (20 XP) Int: 7 (20 XP) Dex: 6 (22 XP) Per: 6 (22 XP) (this still has "+1 CHA" on the button btw)
Now, I have 27XP to spend. The buttons for Strength and Dexterity are disabled like they should be. However, all the rest are enabled so I can raise them. Also, according to your formula of cost to raise Attribute X = (Attribute Y + Attribute Z) * 2 then shouldn't my Body and Mind both cost 26XP to raise? I am using the latest release with a character from a few release past.
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Post by spectre on Jul 26, 2011 3:18:03 GMT -5
Thanks Cory, that makes it much clearer. I understood the attribute/sub-attribute relationships, but haven't played long enough to figure out the formula, so thanks for spelling it out!
Also, I think I finally figured out the AP and those pesky drones are no longer quite the obstacle they were, gotta love the MT Executive Pistol!
Also, I think I've noticed an increase in the availability of the fences... that has been nice.
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thetxlibra
Curator
"That Boy needs therapy!"
Posts: 36
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Post by thetxlibra on Jul 28, 2011 9:14:32 GMT -5
I have a few questions for this thread that I couldn't seem to find an answer for:
What attributes/skills are taken into account to determine the number of AP you get per round?
Also, what does the glowing yen symbol under the profile picture mean? Someone said danger, but isn't that what Heat is for? It glows red or orange even if I have no heat.
Why do Los Val attack me even if I have no heat and a high rep with them?
Do factions ever take over each other's map squares?
What attrib/skills are taken into account when using guns?
Does the class you choose affect your ability of combat and non-combat outside of the starting stats? For instance, if I leveled up a Cyber Sword to the same exact attributes as a Gun Slinger, would both have an equal chance to shoot a gun well? Would both use melee weapons equally well?
Likewise, if I leveled a Sniper and a Hacker to the same stats as each other, would both be equally good at hacking type things?
Is there a penalty for using long-range weapons (like the cannons) at close range (like an adjacent square)?
What influences your ability to dodge/take cover/defend?
What effect do each of those choices have on your chances of being hit?
What influences the amount of pay you get from missions? I upped my reputation to half a bar, negotiation stat by 3 and yet found no difference between the initial pay offered nor what I could negotiate.
Likewise, what influences the price you pay that the stores, same circumstances, no change.
Sorry for all the n00b questions, I honestly did look for the answers before posting.
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Post by fallen on Jul 28, 2011 9:46:26 GMT -5
thetxlibra - Yen - you can touch most of the items in the HUD to get a pop-up. The Yen symbol changes based color if you are running low on ammo, OR if you have picked up a tail. Los V Attacks - its not just the Los V attacks. The encounter system is not complete (BETA) and generates violent encounters even in areas where it may not want to. At this time, factions do not take over other faction's territory. Classes will have more affect in the future, include special moves. At this time, a Sniper and Hacker with the exact same skill points would have the same abilities, but would have spent very different amounts of XP. Negotiation is a system still in progress. Look forward to some major overhauls in the future. I will be compiling a list of stats and their affects in combat, which will land in the help file. Stay tuned, I think it should answer your other sets of questions.
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thetxlibra
Curator
"That Boy needs therapy!"
Posts: 36
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Post by thetxlibra on Jul 28, 2011 10:24:28 GMT -5
Thanks, Fallen! So how do I get rid of a tail?
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thetxlibra
Curator
"That Boy needs therapy!"
Posts: 36
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Post by thetxlibra on Jul 28, 2011 12:37:33 GMT -5
Also, how do I get rid of heat? Sleeping in a hotel doesn't seem to do the trick. Do I need to rent an apartment or something? And if so, how?
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Post by Cory Trese on Jul 28, 2011 12:53:57 GMT -5
thetxlibra -- Heat dissipation comes from hiding out in hotels and safehouses. however, you cannot reuse the same hotel night after night (the authorities catch on.) If you are being followed, your Heat will not be reduced. You are "Followed" by the Agents of a Faction -- so if you need to reduce heat, and you are being followed you need to move to a region controlled by a different faction. Does that make sense? We are going to be doing a ton of UI improvements to add explanation text to the Hotel, XP page, etc. all over. we try to do better in the future.
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