Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?
pppp wrote:Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?
Looks like a good idea. Though, depending on implementation, at some point it will amount to fixed max FEP/day rate.
Granger wrote:pppp wrote:Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?
Looks like a good idea. Though, depending on implementation, at some point it will amount to fixed max FEP/day rate.
Which won't solve the issues with starting late (,...) but make them worse.
MrPunchers wrote:https://en.m.wikipedia.org/wiki/Pareto_principle to the people who don't understand the questing thing, read this. If you still don't after, you have many retard.
pppp wrote:1a) Starting earlier should give player an advantage.
Yes.1b) Players should be able to catch up no matter how late they start.
Yes.
2a) Playing more should give an advantage
Yes. Casuals should be able to no life for a reasonable timespan to (temporarily) close the gap, while no-lifers shouldn't be able to extend it endlessly - leading to the gap under normal conditions (casual vs. no-lifer) being just an advantage for the no-lifer (instead of a guaranteed win, as currently).2b) Casual players should have a chance against nolifers.
Couldn't you have written that above so I would have read it before doing the alleged impossible?
There is no way to make these statements not contradict it's pair.
Explain to me please how a mechanic that allows one to slow down or even take a break without permanently falling behind in the first place would have these effects. Wouldn't it be rather be the opposite?And no, character decay is shit, it promotes nolifing, contributes to addiction and discourages coming back after a break.
Granger wrote:Explain to me please how a mechanic that allows one to slow down or even take a break without permanently falling behind in the first place would have these effects. Wouldn't it rather be the opposite?
Granger wrote:--snip--
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
Granger wrote:Casuals should be able to no life for a reasonable timespan to (temporarily) close the gap, while no-lifers shouldn't be able to extend it endlessly - leading to the gap under normal conditions (casual vs. no-lifer) being just an advantage for the no-lifer (instead of a guaranteed win, as currently).
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