pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Nov 5, 2014 17:59:57 GMT -5
I really gotta repeat the "maps are way too big and long" thing, yesterday I was trying to complete the tutorial and I got accidentally killed by the gun dudes (misclick, stealthed too late) and I was thrown back to the shipwreck and was like "fuck this I'm not walking all the way over there again". Same happened with the sewers another time. Also there should be the option to skip it entirely once there are players that have already done it with one character and want to create another. Shorter, less filler space. You should be getting one tutorial explanation per minute or so, and in its entirety the tutorial shouldn't take more than 10 minutes.
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Post by Fuzz on Nov 5, 2014 18:59:47 GMT -5
I really gotta repeat the "maps are way too big and long" thing, yesterday I was trying to complete the tutorial and I got accidentally killed by the gun dudes (misclick, stealthed too late) and I was thrown back to the shipwreck and was like "fuck this I'm not walking all the way over there again". Same happened with the sewers another time. Also there should be the option to skip it entirely once there are players that have already done it with one character and want to create another. Shorter, less filler space. You should be getting one tutorial explanation per minute or so, and in its entirety the tutorial shouldn't take more than 10 minutes. Having the turn grate open up a shortcut to bypass most of the level is a good idea, if you want to keep that Dark/Demon's Soul vibe to it. ... actually, that'd be a neat way to do it in general...
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Post by Psionic-Entity on Nov 6, 2014 16:30:48 GMT -5
Option for skipping the intro for alts/later characters is in the works, it's just not IG because I haven't built any of the open world stuff that isn't the introduction.
For equipment the system is pretty simple, but I needed a clean way of displaying the information. Every weapon has minimum and maximum stats that are improved linearly with your skill level. The maximum for an item type is level 100 but you get capped at whatever the item's innate level is before then. For instance your AB increases by one every ten levels on just about everything, but many weapons have stats that don't go up like that. For the most part the benefits round down but armor is the unique exception because you can add up fractional values from your various equipment pieces. Boots that give 3-6 armor from levels 0 to 100 give an extra 0.5 at level 16, which might stack with other partial bonuses to make your total go up well before you reach level 34. This leads to the (most complicated) numbers like 5 + 3/8 (12) which in this case means you get 3 eights of an armor point by level 12.
I've got a tutorial on this that pops up when you examine a weapon or a suit of armor for the first time. If you guys can think of any better way to introduce that information I'd be glad to incorporate it. I was thinking maybe on the character sheet I could add some info to the skill descriptions cause right now it's just how you level the skill rather than what it does.
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Post by Fuzz on Nov 6, 2014 16:43:23 GMT -5
Option for skipping the intro for alts/later characters is in the works, it's just not IG because I haven't built any of the open world stuff that isn't the introduction. For equipment the system is pretty simple, but I needed a clean way of displaying the information. Every weapon has minimum and maximum stats that are improved linearly with your skill level. The maximum for an item type is level 100 but you get capped at whatever the item's innate level is before then. For instance your AB increases by one every ten levels on just about everything, but many weapons have stats that don't go up like that. For the most part the benefits round down but armor is the unique exception because you can add up fractional values from your various equipment pieces. Boots that give 3-6 armor from levels 0 to 100 give an extra 0.5 at level 16, which might stack with other partial bonuses to make your total go up well before you reach level 34. This leads to the (most complicated) numbers like 5 + 3/8 (12) which in this case means you get 3 eights of an armor point by level 12. I've got a tutorial on this that pops up when you examine a weapon or a suit of armor for the first time. If you guys can think of any better way to introduce that information I'd be glad to incorporate it. I was thinking maybe on the character sheet I could add some info to the skill descriptions cause right now it's just how you level the skill rather than what it does. I just read this and it's still sort of a mess and not that clear. A good way to do it overall might be to just have the armor values listed separately, so in that example, you'd have: Base Armor: 5 Armor Modifier: 32/+1 And you add the explanation that the first number is the number of skill ranks needed, and the +# is how much of a bonus you get for having that many skill ranks. Then you make a point in the tooltip (all of which should be permanently stored somewhere on the GUI so people can refer back to them) to mention that the system supports fractional bonuses and they are cumulative across all your gear, so you should always check your total armor bonus when equipping an item to get a more accurate sense of the overall benefit. The item levels also need a better ingame explanation somewhere, like they probably should have their own tooltip separate from weapon and armor tutorials where it's simply "Item Level" and it explains how you get less experience the further above an item's level you are, and therefore if you find yourself not gaining much experience in a given stat, you should try finding higher level items to use with it. Is there any further bonus to item level than that? If there is, clearly it's not well documented since I read stuff pretty thoroughly and I clearly missed it.
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Post by Psionic-Entity on Nov 6, 2014 17:47:13 GMT -5
Yeah the descriptions are script-generated so I can make them whatever. I do want to keep them concise, though, and with the new tutorial screen (in your journal) I don't mind storing information there or elsewhere in the UI if it keeps the descriptions readable. The idea was that a weapon (say a sword) could read Damage: 9-12 + 7 (70) and a player would immediately know that they're getting 1 extra damage every ten levels up to 70.
As far as bonuses go that's it. Experience dampening when your item is under leveled and then the stats as listed on the item. Any specific ideas on which tutorials I could add or edit, or where I could put some tooltips? Anywhere you went initially for info but didn't find it would be the best spot.
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Post by poisonous on Jan 11, 2015 20:45:51 GMT -5
Is this the thread where we say hi? It is now. Hi. Hello.
Not sure if any of you dorks remember me. I'm currently playing on a NWN1 server and loving it, but plan on trying this place out as well and split my time between the two maybe.
Some other Legacy folks I've been playing with might end up peeking in as well.
Hello.
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Post by Psionic-Entity on Jan 12, 2015 1:57:49 GMT -5
This dork remembers.
Glad to see you around. It's gonna be a while before we're ready to go full PW but at some point we'll be having a multiplayer beta and it'd be awesome to have you around for it.
If you want to check out the new system we've got there's actually a live server up right now with a demo campaign that will eventually be shortened up and made in to the new player intro. Always like early feedback.
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