Saturday 14 September 2013

Should equipment be percentages?

I was just considering that, since the game is made to go on indefinably, it might make more sense to give items a percentage increase in stats instead of a flat number.

 This would make strong items weaker early on, but all items stronger later on.

 Let me know what you think in the comments.

 PS: Disabling needing to log in to comment worked quite well it seems.

5 comments:

  1. Perhaps have items give a static bonus and a percentage bonus or have them give a percentage with a minimum value. The former is likely easier to program by slightly modifying the attribute formula to [(1.00+percentbonuses)* BaseValue + numericbonuses]

    e.g.1: Player1 has played for several hours and now has 100 power. I put on The Lesser Fisticuffs of Strength which give +3% Power and +2 Power. His power total will now be 105, (1.03*100+2=105).

    Programming the latter idea would be more complicated as it would require such items to all have if-then clauses built in as well as ones for rounding, but would likely lead to a more balanced system.

    Sincerely yours,
    F.V.

    ReplyDelete
    Replies
    1. It would be a huge pain in the butt to give every piece of gear and if/or while checking percentages.

      A base and a percentage that both apply wouldn't be hard to do. Could even make it say how much of each statistic it will grant when you examine it.

      Delete
  2. Somewhat related, I have a question regarding the stat "Power". I noticed it does not seem to have a 1-1 damage rate. Is this intentional?

    ReplyDelete
    Replies
    1. It is.
      It used to be 1:1 but it was by far the most powerful stat, so needed to be toned down a little bit.
      It's still 1:1 for certain rolls in the dice based combat, but for the other two combats it's reduced.

      It's also nice because it makes the calculation seem more complex than if it was 1:1.

      Delete
    2. When I was getting used to the system, I mainly focused on Power as a way to cruise through the levels, but after twenty or so floors, I noticed that traps were a more significant threat in the game, so I've found now that the ability to see the traps (Perception) and the ability to take a hit better (Toughness) were far more important (especially since I rock the Duelist combat style). At this point, I think that Power can probably be returned to a 1:1 ration, especially if we get more traps and poisons.

      Delete