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Players Questions and Developers Answers

Дата: 29.11.2011 16:56:18
View PostHirumaru, on Nov 29 2011 - 01:09, said: What you call "radical" most would call "sensible". Is lowering the spread for your random number generators by half really "radical"? From 50% (+-25%) for penetration to 20% (+-10%), and from 60% (+-30%) for damage to 30% (+-15%) really "radical"? How does that change the game mechanics besides making the game less random, frustrating, and nonsensical? Yes, "Gaussian blah blah blah", but does the spread have to be so high if the majority of shots are going to be in the median range anyway?
This isn't about "radical changes to gameplay" but cutting out useless, unnecessary, artery-clogging fat. Or are you suggesting that all numbers and variables and data points are gloriously designed and thus immutable?
This isn't "radical" nor is it "difficult". The only hindrance is the inability to admit that it might make things better for the average player, instead of constantly screwing them over randomly, a la Overlord's concept of "diversity".
Which you never inform us of. Hence the doubting, skepticism, and doom-saying. Fill us in or be prepared for bitter feelings of abandonment.

Vallter: Disregarding the laws of High Math is something I call radical.

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