Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby Complications » Wed May 04, 2016 9:21 pm

Does anyone have details on the math behind gild chance?

I'm lost to how I have 3% gild chance for placing a `Spun Gluethread` into `Bunny Slippers`.
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Re: Game Development: My Kind of Patch

Postby Fallencido » Wed May 04, 2016 9:26 pm

Complications wrote:Does anyone have details on the math behind gild chance?

I'm lost to how I have 3% gild chance for placing a `Spun Gluethread` into `Bunny Slippers`.


the chance is for getting a new slot to put another gild in the same item... u will be sucessfull in putting the spun anyways...
but dont ask me how the fck u can raise this percentage above the 20%... haha
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Re: Game Development: My Kind of Patch

Postby Fallencido » Wed May 04, 2016 9:28 pm

tweinst wrote:
Fallencido wrote:I got 8% of chance in a nettle and 10% chance in a bear cape... sorry 2% is not enough to risk having a 160q bear cape with 6 STR


Are you sure about that? Bear tooth in nettle should give you 3%, not 8.


8 on nettle and 10 on cape here
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Re: Game Development: My Kind of Patch

Postby Igglebert » Wed May 04, 2016 9:35 pm

Since everyone is going to be making load outs for boosting certain abilities or attributes can the devs bring back the wardrobes from legacy? That way we have a place to store our new outfits and to quickly change between them?
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Re: Game Development: My Kind of Patch

Postby DaniAngione » Wed May 04, 2016 9:36 pm

This is probably the last thing I have to say about this patch... :P

I know I'll be repeating myself (and many others) but I honestly don't see any way this can be fun or an interesting mechanic otherwise:

Gilding should be meant to IMPROVE equipment... Not be a RNG-based decisive system to decide if your equipment is usable or shit.

It completely ruins every piece of gear that is relatively expensive. There's simply no more reason for you to craft complex pieces of clothing if you can achieve the same bonuses with silly nettle pants or linen clothes if you're lucky... There's no more reason to use capes that occupy 2 slots (like Bear or Lynx) if you can have a gilded bat cape and a gilded hat.... If you have plenty of materials you can just spam Linen Clothes until you get the perfect stitching and all the meaning and logic behind the former system is gone. You can see a guy with awesome gear that means shit and someone with nettle gear that is actually a +150 melee gear legendary warrior. It's cool to not be able to tell people by how they look like but it's just stupid when you simply can't even guess anything. Haven had enough of "secrecy" with the quality system and robes hiding armor and all the mystery around characters not having names unless you kin them, etc... So this really is unecessary.

How would gilding work for me?
Items should have at least HALF (or more - ideally 3/4) of their base stats. It's ok if you guys want to change the stats, like removing Int from Fox hat... but they need the base stats to be USEFUL again. And then, on top of that, we can gild stats. Gilding stats that match the item stats (like STR to a bear cape) would be a "synergy" and increase another slot opening chance, while gilding different stats would reduce the base stats value, becoming a less effective, hybrid item.

That's it... I have nothing else to say. This was really a blow for me (and many others)... not because of the "right now", I couldn't care less about the stats I lost, I was never even close to any caps or anything, it's not about that... but about the future, this is once again another mechanic that will greatly benefit big groups and factions that can stockpile everything and try out tons of gildings and have tons of uber-powerful characters... and will make hermits or smaller villagers lives harder.

Anwyay, what do I know about that?...
Well, this is just my last message about this... Hopefully other people will see reason behind it :P If not... whatever.
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Re: Game Development: My Kind of Patch

Postby Complications » Wed May 04, 2016 9:59 pm

Fallencido wrote:
Complications wrote:Does anyone have details on the math behind gild chance?

I'm lost to how I have 3% gild chance for placing a `Spun Gluethread` into `Bunny Slippers`.


the chance is for getting a new slot to put another gild in the same item... u will be sucessfull in putting the spun anyways...
but dont ask me how the fck u can raise this percentage above the 20%... haha


Yeah I understand what its for :P - but exactly, im trying to figure out how to improve the chance - does anyone have any info? Based on Jorbs notes and from testing, the base stat that matches the gild item seems to increase the chances albeit a very small amount.
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Re: Game Development: My Kind of Patch

Postby MasterOwl » Wed May 04, 2016 10:00 pm

New Player Killer I call it
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Re: Game Development: My Kind of Patch

Postby Redkat » Wed May 04, 2016 10:02 pm

I dont mind patch as many seem to do. At first I thought - YAY finally I dont need Merchant robe.. but alas.

Jorb ?
Is there any thoughts about making it possible to get the benefit of Merchant robe on other stuff - I mean the Inventory Space that is soo needed. Because I would love to choose my own clothing and just tinker with this gilding and finally be able to look Fancy. I can of course see the problems with that idea too. Maybe making it so one can only equip 1 item that have extra inventory Space - be it belt, shoes (HA) or a robe of some sort, trousers et cetera.

Of course.. I might live with the Merchant robe if I can dye the bloody thing blue.... :D
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Re: Game Development: My Kind of Patch

Postby Blaquetooth » Wed May 04, 2016 10:27 pm

This is "My Kind of Patch". I only ask for more variety of gilding items.
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Re: Game Development: My Kind of Patch

Postby MagicManICT » Wed May 04, 2016 10:32 pm

Complications wrote:Does anyone have details on the math behind gild chance?

I'm lost to how I have 3% gild chance for placing a `Spun Gluethread` into `Bunny Slippers`.


You have item A of 5% - 30%

You have item b of 60% - 80%

If the icons of the two items match (say both are Survival), you get a result of .05 * .60 - .30 * .80 OR 3% - 24% to be able to slot another item. The actual chance is based on what the icon is and what your skill with that icon is. If it's 1, it's the lowest possible, or 3% in this case. If it's maxed, it's the highest possible, or 24% in the example. (Not sure if maxed is 330 or 660 for the basis of the range calculation since you can now potentially double your base stat with gilds.)

The important thing here is to try to match icons with an appropriate skilled character if you want to maximize the number of slots on an item.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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