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#ActualSinisterPride

Posted 28 January 2013 - 11:27 AM

Man, what is it with people and having no tact in their wording?

 

@Strewya Your words are a bit aggressive/confrontational. I know you most likely didn't mean any offense and there was none taken. But someone could easily get offended, especially when you're assuming you know something about their work for a fact but you only have a basic understanding. I can take the heat regardless, jus pointing it out.

 

When they find something that works for them, and they start manually repeating those actions because they dont have access to/dont know how to make macros, but find those actions are easy to repeat often for moderate gains, your script will see that as a repeating action, mistake it for a macro and deny the player any gains for their efforts, which to them will seem for no apparent reason (as it's hidden from them).

 

You're over simplifying my concept by assuming you know the extent of the anti macro code. I explained it in simple terms and left out as much fluff as possible cuz not everybody wants to hear the technical side of things. There are plenty of checks and balances/measures put in place to make sure it doesn't punish proper players. I won't go into details cuz I honestly don't like having to reiterate technical aspects when they are misunderstood (don't mind doing so with concept/design stuff tho). If and when I get to a physical development point and this codes theory is implemented, I plan on doing extensive Q&A/testing on this specific aspect to make sure there are no unintended effects/bugs.

 

 

If you're trying to frustrate players, go right ahead

 

I'll try to keep an eye on it/open mind while working/testing on the scripting/theory for the code, thanks for your feedback.

 

As for your health/healing systems, you're basically punishing players with long wait times between combat actions because they 'might' use exploits.

 

having to wait a long time to continue playing that part of game because you're too beaten from the last fight is the wrong approach, and will turn players away from the game.

 

My stand on this is as follows:

 

In life, if you weren't confident in your ability to do something (like fight someone) you naturally wouldn't undertake that task right? If you did, you'd implore other means which give you an advantage (better armor or more stand off-ish gear like a gun [ranged weapons in A.E.]).


When you think of taking damage and it being expressed through a single form (hp bar) your question would automatically be valid.

 

The health display in A.E. Isn't a traditional "Health bar". In order to keep the UI/HUD as clean as possible I thought of ways to display health and other status conditions through the characters appearance/performance. I call this the "realistic status mechanic" (working name) and while I feel it is very under developed/designed at the moment, it seems to have potential. Basically if you're bleeding, you will see that its not stopping/you're leaving a trail. If your badly bruised/sprained your character will move slower. If you have minor cuts/bruises you'd have a chance to flinch/stagger when getting hit or attacking.

 

Minors cuts/scratches/bruises would only take a day (24 minutes) or two (48 minutes) to show improvement and like 4 days or w.e. to fully heal/not show on you're character or cause flinching/staggering. That's like less than 30 mins of gameplay avoiding EXTENSIVE (not all) combat/trying not to take more damage.

 

Reason I emphasis "extensive combat" is because irl, I can still fight with bruises, just wouldn't wanna get hit or I'd probably stagger/flinch lol.. I've gone into sparring matches/fights while being bruised and I know for a fact that's what its like.

 

Aside from your characters appearance, their condition is laid out in a more technical sense within the pause screen/menus. Your health consist of an injury rating and nutritional status (hunger [effects your stamina] and thirst [affects will regen which I'll get to later] which both alter your characters  performance.

 

Something I hadn't mentioned earlier in my healing post is that a character can rest essentially fast forwarding time. Sleep isn't required (explained in lore/story) but is used to fast forward time.

 

While resting, properly dressed and tended wounds would recover the way they would within the same amount of regular time. Essentially you could heal instantly. The only problem is negative effects would happen instantly too. If a wound wasn't cleaned before being dressed you'd have an infection right after "resting"/fast forwarding. Also choosing to rest in an unsafe place garners negative results. Being attacked mid-rest (you'll wake up) and pick pocketed are among those negative results.

 

People will rather play a fun game, than a game that punishes them for a seemingly normal (albeit unskillfull) play style.

 

If you were going into a situation where proper tools/equipment were required (baking a cake> oven mitts) you wouldn't attempt it otherwise right?

 

With that thought in mind, would you go into a gun fight without a gun or bulletproof vest/body armor?

 

I wouldn't jump into a situation IRL if my acceptable state after said situation would be half-dead/in critical condition.

 

In A.E. I want the players to use realistic judgment according to how  confident they fell about their own skills as well as their characters capabilities.. If I knew I could walk into a dungeon irl cuz my gear would protect me against the zombies inside and I was confident I had the fighting skills to take them on I would charge in there xD.. I wouldn't expect to need instant recovery aside from resting and catching my breath.. You wouldn't charge into a situation, or stick around for one where you were gonna barely make it out alive would you?

 

Forgot to address this:

 

perhaps not simply casting a spell, but something more involved which is difficult for the player to contrive

 

casting a spells isnt simple for both the FFC user and the default player either. Cast time plays a big role ia weaving. Increasing your speed with the FFC would still cause it to be hard. 

 

Theres more, but I'm nodding off.. I'll add to the edit if anything (still havent finished but ill get to it in another post if anything, found other questions which need answering)

 

Sin §• ɸ§


#3SinisterPride

Posted 28 January 2013 - 08:08 AM

Man, what is it with people and having no tact in their wording?

 

@Strewya Your words are a bit aggressive/confrontational. I know you most likely didn't mean any offense and there was none taken. But someone could easily get offended, especially when you're assuming you know something about their work for a fact but you only have a basic understanding. I can take the heat regardless, jus pointing it out.

 

When they find something that works for them, and they start manually repeating those actions because they dont have access to/dont know how to make macros, but find those actions are easy to repeat often for moderate gains, your script will see that as a repeating action, mistake it for a macro and deny the player any gains for their efforts, which to them will seem for no apparent reason (as it's hidden from them).

 

You're over simplifying my concept by assuming you know the extent of the anti macro code. I explained it in simple terms and left out as much fluff as possible cuz not everybody wants to hear the technical side of things. There are plenty of checks and balances/measures put in place to make sure it doesn't punish proper players. I won't go into details cuz I honestly don't like having to reiterate technical aspects when they are misunderstood (don't mind doing so with concept/design stuff tho). If and when I get to a physical development point and this codes theory is implemented, I plan on doing extensive Q&A/testing on this specific aspect to make sure there are no unintended effects/bugs.

 

 

If you're trying to frustrate players, go right ahead

 

I'll try to keep an eye on it/open mind while working/testing on the scripting/theory for the code, thanks for your feedback.

 

As for your health/healing systems, you're basically punishing players with long wait times between combat actions because they 'might' use exploits.

 

having to wait a long time to continue playing that part of game because you're too beaten from the last fight is the wrong approach, and will turn players away from the game.

 

My stand on this is as follows:

 

In life, if you weren't confident in your ability to do something (like fight someone) you naturally wouldn't undertake that task right? If you did, you'd implore other means which give you an advantage (better armor or more stand off-ish gear like a gun [ranged weapons in A.E.]).


When you think of taking damage and it being expressed through a single form (hp bar) your question would automatically be valid.

 

The health display in A.E. Isn't a traditional "Health bar". In order to keep the UI/HUD as clean as possible I thought of ways to display health and other status conditions through the characters appearance/performance. I call this the "realistic status mechanic" (working name) and while I feel it is very under developed/designed at the moment, it seems to have potential. Basically if you're bleeding, you will see that its not stopping/you're leaving a trail. If your badly bruised/sprained your character will move slower. If you have minor cuts/bruises you'd have a chance to flinch/stagger when getting hit or attacking.

 

Minors cuts/scratches/bruises would only take a day (24 minutes) or two (48 minutes) to show improvement and like 4 days or w.e. to fully heal/not show on you're character or cause flinching/staggering. That's like less than 30 mins of gameplay avoiding EXTENSIVE (not all) combat/trying not to take more damage.

 

Reason I emphasis "extensive combat" is because irl, I can still fight with bruises, just wouldn't wanna get hit or I'd probably stagger/flinch lol.. I've gone into sparring matches/fights while being bruised and I know for a fact that's what its like.

 

Aside from your characters appearance, their condition is laid out in a more technical sense within the pause screen/menus. Your health consist of an injury rating and nutritional status (hunger [effects your stamina] and thirst [affects will regen which I'll get to later] which both alter your characters  performance.

 

Something I hadn't mentioned earlier in my healing post is that a character can rest essentially fast forwarding time. Sleep isn't required (explained in lore/story) but is used to fast forward time.

 

While resting, properly dressed and tended wounds would recover the way they would within the same amount of regular time. Essentially you could heal instantly. The only problem is negative effects would happen instantly too. If a wound wasn't cleaned before being dressed you'd have an infection right after "resting"/fast forwarding. Also choosing to rest in an unsafe place garners negative results. Being attacked mid-rest (you'll wake up) and pick pocketed are among those negative results.

 

People will rather play a fun game, than a game that punishes them for a seemingly normal (albeit unskillfull) play style.

 

If you were going into a situation where proper tools/equipment were required (baking a cake> oven mitts) you wouldn't attempt it otherwise right?

 

With that thought in mind, would you go into a gun fight without a gun or bulletproof vest/body armor?

 

I wouldn't jump into a situation IRL if my acceptable state after said situation would be half-dead/in critical condition.

 

In A.E. I want the players to use realistic judgment according to how  confident they fell about their own skills as well as their characters capabilities.. If I knew I could walk into a dungeon irl cuz my gear would protect me against the zombies inside and I was confident I had the fighting skills to take them on I would charge in there xD.. I wouldn't expect to need instant recovery aside from resting and catching my breath.. You wouldn't charge into a situation, or stick around for one where you were gonna barely make it out alive would you?

 

Forgot to address this:

 

perhaps not simply casting a spell, but something more involved which is difficult for the player to contrive

 

casting a spells isnt simple for both the FFC user and the default player either. Cast time plays a big role ia weaving. Increasing your speed with the FFC would still cause it to be hard. 

 

Theres more, but I'm nodding off.. I'll add to the edit if anything (still havent finished but ill get to it, found other questions which need answering)

 

Sin ←§• ɸ§→


#2SinisterPride

Posted 28 January 2013 - 07:50 AM

Man, what is it with people and having no tact in their wording?

 

@Strewya Your words are a bit aggressive/confrontational. I know you most likely didn't mean any offense and there was none taken. But someone could easily get offended, especially when you're assuming you know something about their work for a fact but you only have a basic understanding. I can take the heat regardless, jus pointing it out.

 

 

When they find something that works for them, and they start manually repeating those actions because they dont have access to/dont know how to make macros, but find those actions are easy to repeat often for moderate gains, your script will see that as a repeating action, mistake it for a macro and deny the player any gains for their efforts, which to them will seem for no apparent reason (as it's hidden from them).

 

You're over simplifying my concept by assuming you know the extent of the anti macro code. I explained it in simple terms and left out as much fluff as possible cuz not everybody wants to hear the technical side of things. There are plenty of checks and balances/measures put in place to make sure it doesn't punish proper players. I won't go into details cuz I honestly don't like having to reiterate technical aspects when they are misunderstood (don't mind doing so with concept/design stuff tho). If and when I get to a physical development point and this codes theory is implemented, I plan on doing extensive Q&A/testing on this specific aspect to make sure there are no unintended effects/bugs.

 

 

If you're trying to frustrate players, go right ahead

 

I'll try to keep an eye on it/open mind while working/testing on the scripting/theory for the code, thanks for your feedback.

 

As for your health/healing systems, you're basically punishing players with long wait times between combat actions because they 'might' use exploits.

 

 

having to wait a long time to continue playing that part of game because you're too beaten from the last fight is the wrong approach, and will turn players away from the game.

 

My stand on this is as follows:

 

In life, if you weren't confident in your ability to do something (like fight someone) you naturally wouldn't undertake that task right? If you did, you'd implore other means which give you an advantage (better armor or more stand off-ish gear like a gun [ranged weapons in A.E.]).


When you think of taking damage and it being expressed through a single form (hp bar) your question would automatically be valid.

 

The health display in A.E. Isn't a traditional "Health bar". In order to keep the UI/HUD as clean as possible I thought of ways to display health and other status conditions through the characters appearance/performance. I call this the "realistic status mechanic" (working name) and while I feel it is very under developed/designed at the moment, it seems to have potential. Basically if you're bleeding, you will see that its not stopping/you're leaving a trail. If your badly bruised/sprained your character will move slower. If you have minor cuts/bruises you'd have a chance to flinch/stagger when getting hit or attacking.

 

Minors cuts/scratches/bruises would only take a day (24 minutes) or two (48 minutes) to show improvement and like 4 days or w.e. to fully heal/not show on you're character or cause flinching/staggering. That's like less than 30 mins of gameplay avoiding EXTENSIVE (not all) combat/trying not to take more damage.

 

Reason I emphasis "extensive combat" is because irl, I can still fight with bruises, just wouldn't wanna get hit or I'd probably stagger/flinch lol.. I've gone into sparring matches/fights while being bruised and I know for a fact that's what its like.

 

Aside from your characters appearance, their condition is laid out in a more technical sense within the pause screen/menus. Your health consist of an injury rating and nutritional status (hunger [effects your stamina] and thirst [affects will regen which I'll get to later] which both alter your characters  performance.

 

Something I hadn't mentioned earlier in my healing post is that a character can rest essentially fast forwarding time. Sleep isn't required (explained in lore/story) but is used to fast forward time.

 

While resting, properly dressed and tended wounds would recover the way they would within the same amount of regular time. Essentially you could heal instantly. The only problem is negative effects would happen instantly too. If a wound wasn't cleaned before being dressed you'd have an infection right after "resting"/fast forwarding. Also choosing to rest in an unsafe place garners negative results. Being attacked mid-rest (you'll wake up) and pick pocketed are among those negative results.

 

People will rather play a fun game, than a game that punishes them for a seemingly normal (albeit unskillfull) play style.

 

If you were going into a situation where proper tools/equipment were required (baking a cake> oven mitts) you wouldn't attempt it otherwise right?

 

With that thought in mind, would you go into a gun fight without a gun or bulletproof vest/body armor?

 

I wouldn't jump into a situation IRL if my acceptable state after said situation would be half-dead/in critical condition.

 

In A.E. I want the players to use realistic judgment according to how  confident they fell about their own skills as well as their characters capabilities.. If I knew I could walk into a dungeon irl cuz my gear would protect me against the zombies inside and I was confident I had the fighting skills to take them on I would charge in there xD.. I wouldn't expect to need instant recovery aside from resting and catching my breath.. You wouldn't charge into a situation, or stick around for one where you were gonna barely make it out alive would you?

 

Forgot to address this 

 

 

perhaps not simply casting a spell, but something more involved which is difficult for the player to contrive

 

casting a spells isnt simple for both the FFC user and the default player either. Cast time plays a big role ia weaving. Increasing your speed with the FFC would still cause it to be hard. 

 

Theyres more, but I'm nodding off.. I'll add to the edit if anything (still havent finished but ill get to it, found other questions which need answering)

 

Sin ←§• ɸ§→


#1SinisterPride

Posted 27 January 2013 - 12:38 AM

Man, what is it with people and having no tact in their wording?

 

@Strewya Your words are a bit aggressive/confrontational. I know you most likely didn't mean any offense and there was none taken. But someone could easily get offended, especially when you're assuming you know something about their work for a fact but you only have a basic understanding. I can take the heat regardless, jus pointing it out.

 

When they find something that works for them, and they start manually repeating those actions because they dont have access to/dont know how to make macros, but find those actions are easy to repeat often for moderate gains, your script will see that as a repeating action, mistake it for a macro and deny the player any gains for their efforts, which to them will seem for no apparent reason (as it's hidden from them).

 

 

You're over simplifying my concept by assuming you know the extent of the anti macro code. I explained it in simple terms and left out as much fluff as possible cuz not everybody wants to hear the technical side of things. There are plenty of checks and balances/measures put in place to make sure it doesn't punish proper players. I won't go into details cuz I honestly don't like having to reiterate technical aspects when they are misunderstood (don't mind doing so with concept/design stuff tho). If and when I get to a physical development point and this codes theory is implemented, I plan on doing extensive Q&A/testing on this specific aspect to make sure there are no unintended effects/bugs.

 

If you're trying to frustrate players, go right ahead

 

 

I'll try to keep an eye on it/open mind while working/testing on the scripting/theory for the code, thanks for your feedback.

 

As for your health/healing systems, you're basically punishing players with long wait times between combat actions because they 'might' use exploits.

 

 

having to wait a long time to continue playing that part of game because you're too beaten from the last fight is the wrong approach, and will turn players away from the game.

 

 

My stand on this is as follows:

 

In life, if you weren't confident in your ability to do something (like fight someone) you naturally wouldn't undertake that task right? If you did, you'd implore other means which give you an advantage (better armor or more stand off-ish gear like a gun [ranged weapons in A.E.]).

 
 

When you think of taking damage and it being expressed through a single form (hp bar) your question would automatically be valid.

 

The health display in A.E. Isn't a traditional "Health bar". In order to keep the UI/HUD as clean as possible I thought of ways to display health and other status conditions through the characters appearance/performance. I call this the "realistic status mechanic" (working name) and while I feel it is very under developed/designed at the moment, it seems to have potential. Basically if you're bleeding, you will see that its not stopping/you're leaving a trail. If your badly bruised/sprained your character will move slower. If you have minor cuts/bruises you'd have a chance to flinch/stagger when getting hit or attacking.

 

Minors cuts/scratches/bruises would only take a day (24 minutes) or two (48 minutes) to show improvement and like 4 days or w.e. to fully heal/not show on you're character or cause flinching/staggering. That's like less than 30 mins of gameplay avoiding EXTENSIVE (not all) combat/trying not to take more damage.

 

Reason I emphasis "extensive combat" is because irl, I can still fight with bruises, just wouldn't wanna get hit or I'd probably stagger/flinch lol.. I've gone into sparring matches/fights while being bruised and I know for a fact that's what its like.

 

Aside from your characters appearance, their condition is laid out in a more technical sense within the pause screen/menus. Your health consist of an injury rating and nutritional status (hunger [effects your stamina] and thirst [affects will regen which I'll get to later] which both alter your characters  performance.

 

Something I hadn't mentioned earlier in my healing post is that a character can rest essentially fast forwarding time. Sleep isn't required (explained in lore/story) but is used to fast forward time.

 

While resting, properly dressed and tended wounds would recover the way they would within the same amount of regular time. Essentially you could heal instantly. The only problem is negative effects would happen instantly too. If a wound wasn't cleaned before being dressed you'd have an infection right after "resting"/fast forwarding. Also choosing to rest in an unsafe place garners negative results. Being attacked mid-rest (you'll wake up) and pick pocketed are among those negative results.

 


People will rather play a fun game, than a game that punishes them for a seemingly normal (albeit unskillfull) play style.

 

 

If you were going into a situation where proper tools/equipment were required (baking a cake> oven mitts) you wouldn't attempt it otherwise right?

 

With that thought in mind, would you go into a gun fight without a gun or bulletproof vest/body armor?

 

I wouldn't jump into a situation IRL if my acceptable state after said situation would be half-dead/in critical condition.

 

In A.E. I want the players to use realistic judgment according to how  confident they fell about their own skills as well as their characters capabilities.. If I knew I could walk into a dungeon irl cuz my gear would protect me against the zombies inside and I was confident I had the fighting skills to take them on I would charge in there xD.. I wouldn't expect to need instant recovery aside from resting and catching my breath.. You wouldn't charge into a situation, or stick around for one where you were gonna barely make it out alive would you?

 

Forgot to address this 

 

perhaps not simply casting a spell, but something more involved which is difficult for the player to contrive

 

 

casting a spells isnt simple for both the FFC user and the default player either. Cast time plays a big role ia weaving. Increasing your speed with the FFC would still cause it to be hard. 



 

Theyres more, but I'm nodding off.. I'll add to the edit if anything

 

Sin ←§• ɸ§→


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