Potjeh wrote:Why still insistence on a root based formula? x * stat / (stat + z) would be much better.
what does each of these variables represent?
Potjeh wrote:Why still insistence on a root based formula? x * stat / (stat + z) would be much better.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
pppp wrote:It there has to be a bonus for being a nolifer then I so much prefer this than having a titan. Because that means 5 smart casuals can still balance out a nolifer with 5 fighters.
Oddity wrote:Potjeh wrote:Why still insistence on a root based formula? x * stat / (stat + z) would be much better.
what does each of these variables represent?
Potjeh wrote:Oddity wrote:Potjeh wrote:Why still insistence on a root based formula? x * stat / (stat + z) would be much better.
what does each of these variables represent?
X is mass stat effect, z is basically speed of approach. Let's take HP for example. If X is 1000 then max theoretical HP is 1000. But you can never actually get there, you're only approaching it in ever smaller increments as you increase your Con. How you approach it depends on z. If z is 10, you have 500HP at 10 Con, 909HP at 100 Con and 990HP at 1000 Con. If z is 100, you have 91HP at 10 Con, 500HP at 100 Con and 909HP at 1000 Con. If z is 1000, you have 10HP at 10 Con, 91HP at 100 Con and 500HP at 1000 Con. Basically you can never actually have 1000HP, but as your Con approaches infinity you approach 1000HP, and the pace of approach is determined by z. The idea is to make early gains fairly fast and tryharding always gives you an advantage, but never an insurmountable one, so you can have good enough stats to beat a titan in a fight even you have a life outside the game, as long as you manage to actually outplay him in combat.
Zentetsuken wrote:pppp wrote:It there has to be a bonus for being a nolifer then I so much prefer this than having a titan. Because that means 5 smart casuals can still balance out a nolifer with 5 fighters.
Exactly. Also, it means that once you hit this plateau you can just make a new character instead of running out of steam, and as soon as you have 2 characters at this plateau, all of a sudden a whole bunch of options open up. Players who would normally call some big boys over to help with a troll or snail might be more inclined to just try it out themselves. People might show up to meteors, come out of their gates and defend themselves, and just not be afraid to engage in PVP.
Right now when people have a good character they are afraid to bring it outside because a high stat character is something to lose. Under the plateau'd or capped system a high level character is the exact opposite. You can make 2 and you are immediately rewarded with a "nothing to lose" scenario.
Potjeh wrote:You could just have a baseline value to not shaft early stats, ie x * (y + stat / (stat + z)). Shafting late game stats is a must, just look at the results of JordanColes' poll. Grind effectiveness has to be reigned in to have any hope for player retenion and people joining mid-world.
Potjeh wrote:Still better than titans. You can only effectively pilot one character at a time.
Archiplex wrote:But then that results in a large period of stat growth where the stat does absolutely nothing.
Archiplex wrote:It's an inelegant solution that I just don't see the need to use THAT formula with.
I do agree about grind effectiveness needing to be reigned in; but the 4th root system does just that.
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