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Are you guys meeting your financial goals?

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MhBlis

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Re: Are you guys meeting your financial goals?

PostTue May 06, 2014 8:39 pm

So let me just get this for clarity.

The Tool tips are only accurate if

- Neither side moved
- Neither side is affected by wounds
- Neither side is affected by a buff or debuff
- Neither side is affected by wounds
- Neither side has activated a skill
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Deuzerre

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Re: Are you guys meeting your financial goals?

PostTue May 06, 2014 9:30 pm

MhBlis wrote:So let me just get this for clarity.

The Tool tips are only accurate if

- Neither side moved
- Neither side is affected by wounds
- Neither side is affected by a buff or debuff
- Neither side is affected by wounds
- Neither side has activated a skill


Some buffs and debuffs are taken ino account if they were applied before the attack movement. For example:

If I charge (cause stun) a unit while I cause fear, the advantages of stun and fear won't be taken into account in the tooltip.

But if you're telling your unit that has +1 damage or is stunned to attack something, the tooltips will be right because they take your bonus/malus into account already.
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MhBlis

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Re: Are you guys meeting your financial goals?

PostWed May 07, 2014 5:17 am

Frankly that explains some of the "Randomness" I've been trying to test and figure out.
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Ahramir

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Re: Are you guys meeting your financial goals?

PostWed May 07, 2014 8:46 am

Obviously you can not predict the Fear effect before the dice are rolled. Maybe you could display the two values, with or without fear applying ("70-75%") ?
I'm not sure if stun works the same way (is there a dice roll too ?).

The rest seems to be handled correctly.
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Jigoku

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Re: Are you guys meeting your financial goals?

PostWed May 07, 2014 9:42 am

Ahramir is correct.
We cannot display fear effects before they are rolled, so the client assumes that Fear is resisted for estimations.
We considered adding the Fear chance in the attack tooltip, but at the time it just made it less user-friendly.
Some things changed since we last considered this option, so it is still on the table.

As for the Charge, no dice is rolled to apply the penalty, so long as you can charge the target, so the estimation can (and will) be handled by the client.
Some units are still immune to this though, so the tweaks in that regard still have to take into account all immunities, making the problem just slighty more complex. Nothing too bad though, but our priority list is huge right now, and I am not sure when we will be able to enhance this.
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Deuzerre

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Re: Are you guys meeting your financial goals?

PostThu May 08, 2014 10:51 am

Well, I have an idea: Have the base "unmodified" % change indicated on top of the edit:units, but at the same time, under the combat log, indicate what truly happens before it happens (that you can hide if you want)

Situation 1: Swordman attack swordman in Melee 70% (IIRC) indicated on top of the units, te bars indicate loss of HP, but on the top left you see:
Code: Select all
"X% Chance to hit / Parry: Reroll if hit
Damage dealt = Y / remaining HP = Z"

Enemy swordsman riposte:
"X% Chance to hit / Parry: Reroll if hit / 0% if killed
Damage dealt = Y / remaining HP = Z"


Situation 2: Skeleton Warrior charge Swordman. Regular stuff shown

Code: Select all
"Charge: Stun applied (Stun effects)
Fear test on swordman: X% Success
If Swordsman success: +1 DAM
If Swordsman fail: [Fear effects]
X% chance to hit / Parry: Reroll if hit
Damage dealt = Y / Remaining HP = Z"

Enemy swordsman riposte:
X% Chance to hit / W% if feared / 0% if killed
Damage dealt = Y / remaining HP = Z"


Same for a spell
Take a necromancer trying to cast respite of the dead on a skeleton:
Code: Select all
"Chance of success: X%
Success: Heal applied = 10 / Remaining HP = Y
Fail: Damage dealt = 10 / Remaining HP = Z"


This way, you can have full information if you want. In the options you may even ask for a "verbose" setting shwoing every calculations and even critical chances.

It's a bit of UI to add, but if you can hide/show it, it should be good.
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Legulysse

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Re: Are you guys meeting your financial goals?

PostTue May 13, 2014 9:32 am

We thought about this solution, something similar to Battle for Wesnoth where every possible outcome for a fight is listed with its probability, but it could easily imply huge and unreadable popups.

We prefer to keep it the most lightweight as possible for now and avoid walls of text.
We wouldn't have the time to make it work nicely anyway, because of higher priorities on other parts of the game.

With that said, I would be the first to be happy to get the time for this kind of improvements ;)
Dogs of War Online - Developper
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Dragon_Warrior

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Re: Are you guys meeting your financial goals?

PostTue May 13, 2014 9:50 am

We thought about this solution, something similar to Battle for Wesnoth where every possible outcome for a fight is listed with its probability, but it could easily imply huge and unreadable popups.

I remember tables from BfW and there were interesting but IMO unnecessary - mostly when you move into position and switch all needed skills ON - its to late to check - if whole action is good or not ;)

additionaly - lets leave small advantage to experienced players ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deuzerre

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Re: Are you guys meeting your financial goals?

PostTue May 13, 2014 4:24 pm

Legulysse wrote:We thought about this solution, something similar to Battle for Wesnoth where every possible outcome for a fight is listed with its probability, but it could easily imply huge and unreadable popups.

We prefer to keep it the most lightweight as possible for now and avoid walls of text.


Which is why I suggested to have it as a "toggle on/off".

But if you don't have time/money for that, fair enough. Just remember it builds some frustration.
Last edited by Deuzerre on Tue May 13, 2014 4:34 pm, edited 1 time in total.
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Dragon_Warrior

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Re: Are you guys meeting your financial goals?

PostTue May 13, 2014 4:31 pm

But if ou don't have time for that, fair enough. Just remember it builds some frustration.
in most of games you don't knew even basic mechanics and you must live with that even if its terribly annoying :P
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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