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  • #16
    Originally posted by Sukrasisx
    But that's not the same thing. We're not talking about 100% chances. We're talking about knowing the what the chance is. In D&D you often know that you need to roll, say, an 18 or higher on a 1-20 roll, i.e. 15%. Even if you don't know the chance, you can often figure it out.
    While this can be true, some folks like the immersion of not having to roll the dice and let the GM take care of all of that. Some players find that only having a vague idea of chances make for a more enjoyable game instead of a math lesson

    I think EQ already gives general guidelines on how well you will do in situations. The con system if read throughly will give you an idea of what you can accomplish. As for trivial numbers I feel that if you can no longer improve your skill doesn't mean you can never fail.


    *on a side note I feel that you should always have a chance to skill up on failure even if the trivial is well below your skill. There should always be a chance to learn from your mistakes *

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    • #17
      Originally posted by Lord Grimrose

      *on a side note I feel that you should always have a chance to skill up on failure even if the trivial is well below your skill. There should always be a chance to learn from your mistakes *
      And you can

      You just learn BETTER from your successes
      Ngreth Thergn

      Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
      Grandmaster Smith 250
      Master Tailor 200
      Ogres not dumb - we not lose entire city to froggies

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      • #18
        Originally posted by Ngreth Thergn
        And you can

        You just learn BETTER from your successes
        Ah, but he was referring to failures on already-trivial combines.

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        • #19
          Originally posted by Twistagain
          Ah, but he was referring to failures on already-trivial combines.
          Correct

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          • #20
            ah well... meh too much code!
            Ngreth Thergn

            Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
            Grandmaster Smith 250
            Master Tailor 200
            Ogres not dumb - we not lose entire city to froggies

            Comment


            • #21
              Originally posted by Ngreth Thergn
              ah well... meh too much code!
              and not enough booze?
              Strokker~Fennin Ro
              What makes a man a man? A friend of mine once wondered. Is it his origins? The way he comes to life? I don't think so. It's the choices he makes. Not how he starts things, but how he decides to end them.John Myer~Hellboy 2004

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              • #22
                Originally posted by Ngreth Thergn
                Do we put actual chance to hit an NPC in the game?

                Actual chance that it will resist when you cast a spell on it?

                Actual chance that the NPC will hit you?

                There are MANY "chances" that we do not spell out in the game.
                Yep. But you do actually tell me, when I consider something, that "It would probably wipe the floor with you."

                Originally posted by Ngreth Thergn
                We have had no thoughts on putting an actual "success chance" in the game.

                What we have thought of is at least some indicator on if there is a capped success chance, in general terms. Again, not a number but something that indicates "this combine is more difficult than normal"
                <5% chance of success = There's a slim chance you could make anything out of this.
                5-25% chance of success = Combining these things is not likely to work for you.
                25%-50% chance of success = Odds are not in your favor.
                50-75% chance of success = You'd probably make this.
                75-95% chance of success = This looks reasonably simple.
                95-99% chance of success = It would be hard to mess this up.
                100% chance of success = You cannot possibly fail at such a simple task.

                That's pretty much the same sort of information your provide on NPC, a range of guesses about how well you might do.

                As far as "trivial" goes, it's a "difficulty" rating. When I come across a person new to tradeskills, that's already what I tell them. You can attempt very difficult combines most of the time, regardless of your skill, but even when you're very good, you can still fail things which aren't difficult. The word "trivial" just confuses matters.

                300 trivial vs. 10 trivial. Looks to me like 300 is more trivial than 10?
                300 difficulty vs. 10 difficulty. Ah, now that's clear.
                I tried combining Celestial Solvent, a Raw Rough Hide, Rough Hide Solution and a Skinning Knife. But the result was such an oxymoron, it opened a rift into another universe. I fell through into one of Nodyin's spreadsheets and was slain by a misplaced decimal.

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