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#11 | |
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Knight
Join Date: Aug 2009
Posts: 501
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#12 |
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Adept
Join Date: Nov 2011
Location: Roaming in Terry Pratchett's Discworld
Posts: 178
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#13 |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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So how do you tell how much experience monsters give? Killing a Time Hound at your current level gets you .001 closer to the next level?
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#14 | |
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Adept
Join Date: Nov 2011
Location: Roaming in Terry Pratchett's Discworld
Posts: 178
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Quote:
During a game, it makes sense to just leave the display of the amount of experience as it is now, so the player can see immediatly how much experience s/he gains... edit: of course, if doing the difference of the experience points after and before the kill is too much hassle, there is always the 'l'ook command
Last edited by ghengiz; January 5, 2012 at 00:06. |
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#15 | |
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Knight
Join Date: Aug 2009
Posts: 501
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#16 |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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Generally speaking Vanilla aims for more transparency, not less. The experience information is in the edit files; why shouldn't it be in the UI as well? What do we gain from hiding how much experience the player gets?
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#17 | |
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Knight
Join Date: Aug 2009
Posts: 501
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Transparency is good, but useless information is not so good, e.g. "fight (+90 +63)" is a piece of useless info in a dump, since you have exact dmg/round in weapon description. Experience is allmost the same, the only function of it is to show, how far it is to next level, so it can be merged in as level fraction without any information loss. |
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#18 |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 575
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I used to play a shareware PC dungeon-crawler called Moraff's World back when I was a tyke, and that game had some epic quantities for experience as you approached the endgame. I think at some point the display would actually roll over to using scientific notation when things became totally unmanageable
![]() Example: http://upload.wikimedia.org/wikipedi...d1/MWDevil.JPG |
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#19 | |
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Prophet
Join Date: Dec 2009
Posts: 4,755
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Basically I think that the ailment here isn't that bad, and the cure introduces more complexities than it does simplifications. As for the Fight stat, in v4 at least it will help players discern how much of their combat ability comes from level vs. stats vs. equipment. The character screen has these four fields on it: Finesse: X Prowess: Y Fight: (+A, +B) Melee: (+C, +D) Where A = X + stat bonuses to finesse, and C = A + weapon bonuses to finesse. This kind of thing makes it easier for the player to figure out what's going on, which has nontrivial utility. |
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