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  #76  
Old January 14th, 2007, 05:01 PM
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Is it in my imagination or it is useless to buy equipment?
I mean, I don't see an attack increase when buying a new weapon or a defend increase when buying armor.

What changes after an equipment upgrade?

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  #77  
Old January 14th, 2007, 07:00 PM
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Very good question. I still do more damage with a fist than with a short sword, so go figure! The ONLY time I have seen it make a difference is with Player vs Player battles - armour seems to work then: using Fists against some armours causes the attacker to take damage.
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  #78  
Old January 15th, 2007, 02:51 AM
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Weapons make a huge difference at least to fighters, I did 10 fights against a munmar (5 with fists and 5 with a short sword):

Code:
Fist                           Shortsword
35,39                            241
45                               231
44                               269
40                               258
36,40                            250


got around 50 shinies for this, approx the same distribution, though for the 10 fights the munmar dodged my shortsword more, but i suspect more luck then anything else.

I didnt look at the armour aspect, just fists vs weapons.
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  #79  
Old January 15th, 2007, 08:35 AM
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Before I got full Leather Armour, punching attacks caused about 30 damage to me. And now... they still cause about 30 damage to me.
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  #80  
Old January 15th, 2007, 09:29 AM
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Quote:
Originally Posted by b3n
Before I got full Leather Armour, punching attacks caused about 30 damage to me. And now... they still cause about 30 damage to me.
Not so easy to test due to the random nature of the game. It would be easier if you had battle options of "do nothing", "All out Defence" and "defend and counter attack" would be nice

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  #81  
Old January 15th, 2007, 09:48 AM
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I dont' think there is that much randomness - at least not with character stats. You can see if you change character types, update stats, and then then change back and update stats.

Last edited by b3n : January 30th, 2007 at 08:50 AM. Reason: typo

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  #82  
Old January 15th, 2007, 09:55 AM
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Quote:
Originally Posted by b3n
I dont' think there is that much randomness - at lesat not with character stats. You can see if you change character types, but then change back.
Oops, I should have been more clear. I meant (this is the way i think it works anyway), that stats play a part (as should be expected and can be tested by changing your character), but there is, IMHO, a random "role" which is added to an attack to specify whether something is hit or not, if the attack is made then another random role is made to determine defence and then another for evading. There may be one, i just dont know. This is what i ment by Randomness, hope i made that a bit clearer then mud

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  #83  
Old January 15th, 2007, 10:11 AM
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Yeah I understood

But I think stats should have a degree of randomness as well - otherwise similar characters are identical. One character's level 10 Ninja will be the same as any other persons level 10 Ninja (with regards to stats).

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  #84  
Old January 15th, 2007, 10:16 AM
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Quote:
Originally Posted by b3n
Yeah I understood

But I think stats should have a degree of randomness as well - otherwise similar characters are identical. One character's level 10 Ninja will be the same as any other persons level 10 Ninja (with regards to stats).

Very true, partly what makes roleplaying games so much fun is that no 2 characters are ever the same (except maybe in the Paranoia RPG ) That shouldnt be to hard to implement as well from a development perspective. It would be nice if there was a "hardcore" version, when your character dies then you start again, though the system would need a lot more refinement before that would be feasible.

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  #85  
Old January 15th, 2007, 10:24 AM
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Yep... To be honest I find it very surprising that the stats generation process doesn't utilise any randomness at all. I don't think I've ever played another game that didn't add some randomness to character creation.
To me, this highlights the difficulty that the author was having balancing the game.

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  #86  
Old January 15th, 2007, 10:30 AM
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Quote:
Originally Posted by b3n
Yep... To be honest I find it very surprising that the stats generation process doesn't utilise any randomness at all. I don't think I've ever played another game that didn't add some randomness to character creation.
To me, this highlights the difficulty that the author was having balancing the game.
I get the feeling the game was a lot simpler when dev work started and as parts were coded the developer experienced ("oh wow, wouldn't it be cool if you could do that..."). For an RPG system, it's best to start very minimally and slowly add after extensive play-testing, saves on having to many things unbalanced, if things are too unbalanced its hard to fix as everything is there to try and attempt to balance something else (house of cards syndrome). I found this out the hard way years ago designing a pen and paper rpg system. After a year I just scrapped it and started fresh.

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