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Maybe people do not see the differences while leveling up and that might be discouraging. They just see a number but do not know the formular that is used in battle.
I do have ideas though to let people feel that something happens while leveling up but it'snot in the game yet but it is improvements to some of their five skills when they reach certain levels.
There are more things than just the stats you improve, you also get better and better gear.
I have noticed that things that yourself as a programmer take for granted that people would have no problems with they have. I guess that, among other things, is what makes the difference between an experienced programmer and quite a rookie like myself.
. . . "Oh boy! I just leveled! Now I get to... increase two out of 14 stats by one point each when they're all up around 500? WTF? I just went up a level and my overall ability increased from 14,000 total stat points to 14,002 - a whole 0.03%?!? What's the point?"Rescale the inputs to your formulas if you have to, but the player-visible numbers must provide the appearance of meaningful progression when you level. Seeing big increases in your stats that are actually meaningless behind the scenes will tend to give you happier players than seeing tiny increases that actually move mountains in the background.Of course, it would also be nice to provide some actual context to the numbers... Does a Melee Skill of 500 mean you have a base 90% chance of hitting or a base 10% or what? And how much does Dodge 150 reduce the chance of being hit? Etc.
yeah Sage but its easier to make game where strength just adds -> train 10 times = strength+10*StrengthGainbut some people manage to use really good formulas (f(x)=x^1/2) or something to define more normal growth but at the end majority of players doesnt like such system and you got a game with 50 "fans"
Yes, that's exactly the problem that Nox is talking about. The formulas aren't visible to players, so the natural tendency is to assume that progression is linear
$self->gain_rank($roll->xp / $self->full_rank) if $roll->xp;
QuoteYes, that's exactly the problem that Nox is talking about. The formulas aren't visible to players, so the natural tendency is to assume that progression is linearHow is the stat progression linear? You can choose what stats to add to...
How is the stat progression linear? You can choose what stats to add to...
does leveling up always have to give you more HP? does leveling up always have to be a function of experience gained from npcs? when you battle do you have to deal huge amounts of damage to win? does a shield always have to add defense, or can it provide a chance to block attacks instead? why doesnt a plate mail armour usually give you a speed penalty? why doesnt a dagger give you a speed bonus? WHAT exactly is the deal with gold as a primary currency?! i could easily go on and on and on.
incarnate > here we go again, right how dare we express our opinion!How do you know you won't find the cluttered combat result better after weeks?On top of that noone criticized long-term flawed progression, we're discussing the immediate visible effects, aspect we see and feel *now* ...and honestly I want to get enjoyment from the game from the start, not hope it will be better after weeks....wouldn't you agree?
Um, because one minute is enough to draw conclusions on something static like the results page, but three days is not enough to comment on character progression or concluding stat changes as insignificant. You want him to change the stat system, but you maintain you weren't criticizing progression? Uh huh.It's fine to have opinions, but how can you draw them so quickly on something long-term like character development? Especially, if we're assuming stat effects are non-linear (I don't recall the op stating this exactly though).