New Status Tab

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New Status Tab

Postby Ranma » Sat Jan 21, 2012 11:08 am

Sorry before i wrote something here but, i don't really know how to search the similar keyword to the idea of mine...
The idea was something to add in another tab of Ctrl-T called, Ability/Skill Value...

Problem
Well, i don't really call this a problem.. it's just another way to make things easier by displaying the calculated ability values
The second is, for example... when people are asking your status like "Hey, what is your perc*exp ?"
imho, that doesnt sound too cool, how about "Hey, what is your Sight Power ?" (will be discussed later on)

How ?
As the idea said, adding a tab which displays an overall value..
For example:
When you are wearing q10 pickaxe with 10 str
ME (Mining Expertise) = sqroot(str*Qtool) = sqroot(10*10) = 10
It will displays such as Mining Expertise = 10
and then, you changed your pickaxe to q20
The ME will be changed as soon as you wear another equipments, so it'll be like
Mining Expertise = 14
This works with another ability too, for example clothier's thimble, hammer
And, some like, Blacksmithing (BS) will has an empty box by 3 digits that player can enter or something to add the object quality, such as anvil (but i personally don't think this is a good idea, correct me if you have a better idea ;) )

The Idea
Sight Power (SP) = perc*exp
Blacksmithing (BS) = sqroot(smithing*str)
Tailoring (TR) = sqroot(dex*sewing)
Fine Tailoring (FT) = cubicroot(dex*sewing*psy) <-- not really sure about this, i wrote according to wikiRoB
Jewelcrafting (JC) = sqroot(smithing*psy)
Subtlety (SB) = int*stealth
Baking (BK) = cooking*perc <-- not sure too
Mining Ability (MA) = sqroot(Qtool*str)
Authority Gain (AG) = int*cha <--- not sure how this will be calculated
Archery (AR) Min-Max Dmg = http://ringofbrodgar.com/wiki/Sling( <-- not sure how to write, min dmg though, since the agi is unknown (works with bow/rbow with different calculation)
Melee Damage (MD) Min-Max Dmg = the same as archery <-- sorry i lack of information on how to calculate this
Unarmed Damage (UD) = 50*sqroott(str/10)

*For archery and swordmanship = the martial/peaceful factor has to be calculated along... it would be a great help

Help me to add if in any case i missed something, i will update this thread
Any other ideas according the names or anything are welcome :D
Hopefully this will help, thank you
Last edited by Ranma on Sat Jan 21, 2012 6:33 pm, edited 2 times in total.
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Re: New Status Tab

Postby ImAwesome » Sat Jan 21, 2012 11:12 am

click run, go to accesories, then click calculator...this game has enough lag already adding in all those calculations for ever player online will make it worse
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Re: New Status Tab

Postby Ranma » Sat Jan 21, 2012 11:15 am

ImAwesome wrote:click run, go to accesories, then click calculator...this game has enough lag already adding in all those calculations for ever player online will make it worse


mhm... i usually use calculator on though
ya, i thought so too, but oh well... maybe for future developments which hnh doesnt require java to latch on, a new client ! no lag ! (not salem, but HnH =p)
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Re: New Status Tab

Postby Potjeh » Sat Jan 21, 2012 1:34 pm

All of this can be done client-side, so it's no extra strain on the server. It shouldn't be too hard to add it to a custom client, the most labour intensive part would probably be gathering the data.
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Re: New Status Tab

Postby Kriegwolf » Sat Jan 21, 2012 1:40 pm

Now Ender, come and save us! :)
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Re: New Status Tab

Postby mvgulik » Sat Jan 21, 2012 2:43 pm

Potjeh wrote:the most labour intensive part would probably be gathering the data.

Naa, making up the names for all possible combinations of 2 skills .... and stuffing them into a single GUI element.

. . .

Although where there is a will there is a way, I don't really see any significant in game benefits here. Besides, this can be done outside the client by anyone that knows how to pull the skill data from the online character account pages and how to code a little GUI.
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Re: New Status Tab

Postby Ranma » Sat Jan 21, 2012 5:39 pm

after all the most things i'd like to see is "Hey whats your SP ?"
for some reason so much cooler than "Hey whats your perc*exp ?"
:D :lol:
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Re: New Status Tab

Postby MagicManICT » Sat Jan 21, 2012 6:08 pm

Kriegwolf wrote:Now Ender, come and save us! :)


Yup. +1.

mvgulik wrote:Naa, making up the names for all possible combinations of 2 skills .... and stuffing them into a single GUI element.


Hehe. What's that quote about UI design I frequently see floating around? Anyway, yeah, there's not much room left in the default Character Sheet.

Ranma wrote:(list of terms)

There are commonly used terms for many of these already. Learn them. Some of this data can not be known by the client for various reasons you pointed out, so really can't be displayed with any accuracy. Others are used so little that there really doesn't need to be a "name" for it.

SP: good, can definitely be better, such as "Tracking" or "Foraging" Score, maybe "Visual Acuity"
ST: I think Fine Tailoring would probably suit it better.
ME: I think the term used on the forums frequently is Mining Ability
Archery: no way the client can know the range, only max damage.
Swordsmanship: bad name. It should just be melee damage because there are a variety of melee weapons other than swords (well, just axes, but could be more later). Don't forget Unarmed damage as it can be modified by equipment. Also, melee weapon damage is a fixed value. There is no min/max.
BC: bad name, bad technique. If we can make loftar serve the quality of movable objects like logs, then practical, but until then, I find it best just to sort logs or not cut trees unless needed.

For the rest, they're good as is. Double check your values, though. You have a lot of wrong calculations there. I'm sure if Ender or someone else codes this up for a client, they'll look up the right numbers, but things on the forum tend to last a while. Hate to see anyone getting the wrong information. ;)
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Re: New Status Tab

Postby Ranma » Sat Jan 21, 2012 6:29 pm

MagicManICT wrote:
Kriegwolf wrote:Now Ender, come and save us! :)


Yup. +1.

mvgulik wrote:Naa, making up the names for all possible combinations of 2 skills .... and stuffing them into a single GUI element.


Hehe. What's that quote about UI design I frequently see floating around? Anyway, yeah, there's not much room left in the default Character Sheet.

Ranma wrote:(list of terms)

There are commonly used terms for many of these already. Learn them. Some of this data can not be known by the client for various reasons you pointed out, so really can't be displayed with any accuracy. Others are used so little that there really doesn't need to be a "name" for it.

SP: good, can definitely be better, such as "Tracking" or "Foraging" Score, maybe "Visual Acuity"
ST: I think Fine Tailoring would probably suit it better.
ME: I think the term used on the forums frequently is Mining Ability
Archery: no way the client can know the range, only max damage.
Swordsmanship: bad name. It should just be melee damage because there are a variety of melee weapons other than swords (well, just axes, but could be more later). Don't forget Unarmed damage as it can be modified by equipment. Also, melee weapon damage is a fixed value. There is no min/max.
BC: bad name, bad technique. If we can make loftar serve the quality of movable objects like logs, then practical, but until then, I find it best just to sort logs or not cut trees unless needed.

For the rest, they're good as is. Double check your values, though. You have a lot of wrong calculations there. I'm sure if Ender or someone else codes this up for a client, they'll look up the right numbers, but things on the forum tend to last a while. Hate to see anyone getting the wrong information. ;)



thank you so much for the ideas helping :D
really appreciated the idea, i should change soon
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Re: New Status Tab

Postby DDDsDD999 » Sun Jan 22, 2012 7:13 am

Seems to just be clutter for stat pages and takes any mystery of stats still in-game away to me.
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