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Started by barteke22, Jun 16, 2022, 11:08 PM
QuoteLibrary events have high rep hits due to directly involving PC in things.I think the main issue comes from a mix of involving PC without giving them a chance to react, and too low a bar of average onlooker stats.The hits come from GenSexHandling - which is balanced fine, but the situation isn't.
QuoteNot a bug, but possible missed default config change that was intended:See game_path/Schools/NormalSchool/Config/DefaultGameConfig.xmlLine 16, specifying Favorite Subject Chance.The included comment says at the end "[Change to 5%]" with no sort of reason why. Maybe this was an intended change that was missed?
Quote from: blumph on Jun 01, 2022, 05:53 PMWhen training Chemistry, even getting a "good" result often results in gaining 0 points for the skill; this makes a long grind even worse.
QuoteRe: Chemistry, from the gist of things it looks like currently:There's a base Difficulty target that Exp has to reach, starting at 10.It adds 1 Skill Level and does Exp - Difficulty, then adds 1 to Difficulty every time it's reached.Failure adds 4-6 to Exp, moderate success adds 9-11, high success adds 14-16.So to reach 100 chem from 15 purely via research you'd need around 884 failures, or 442 moderate, or 295 high successes (or a mix of them that adds up to 4400ish points).Intelligence goes up in a similar fashion, but fail and high success is reversed (so failure makes you smarter).Chances of fail/moderate/high are based on intelligence and skill.You can get to 20ish chem via book before research, + get like 10ish points from Mad Science (which is easier at lower chem skill).For the record: Reloading the event only loses you progress to next level + resets the difficulty to 10 - so it makes it easier in fact.So either someone tweak these numbers for me so that my calculator gives me a smiley face, or my best attempt would be:Failure = 50-60% of the way towards next level, moderate = 80-90%, high = 100-110%.Which would be 180ish fails, or 120ish moderate, or 98ish high. Feels like a massive change, but I've no clue how much time/supplies this consumes.Plus also move progress variables for this and Mad Science to Global, so they're not lost on reload/can be tweaked.Mad ScienceYour chances of not having an epic fail when you first unlock it are around 25% - if you do have an epic fail, next time won't be one.Having high chemistry, but low experience with mad science works both ways - it lowers risk of epic fail, but also chance of success.Experience rises with various successful things: Making another batch adds +2.5 (up to +30 max). Not making has some calculation for adding bonus that I can't be arsed to comprehend.The correct delivery route also becomes easier the more you do it.It's all weights so hard to give exact numbers, but at chem 35 (unlock) it's 15 epic fail vs 0 fail vs 5 exp. Best to start early.Reloading will reset progress.Could maybe tweak so high chem is less bad.[close]
QuoteIt probably needs _some_ rework because the "adds 0" visible effect is pretty different to in-your-face systems where you can gain fractions of a point (i.e. the town stats). Even if it's simply better-teaching that all skill-raising systems do the same "xp gain that eventually spills into a level-up", if that's actually how they all work underneath. I had thought that the skill level-ups were "chance of level-up on success", but if they're all using the same "xp" system underneath (which seems obvious now I think about it), that could definitely be taught more clearly. Or even just make the XP gains visible as notifications so you know _some_ number went up, even if the XP bar is not visible (or even just not visible in Lore view).
Quote from: barteke22 on Jun 16, 2022, 11:29 PMblumph:QuoteIt probably needs _some_ rework...
QuoteIt probably needs _some_ rework...
Quote from: Regardie on Jul 27, 2022, 12:20 AMI like the defined per character hypno cooldown with the watch icon but 4 days is too long. It makes an already grindy game even more so. The hypno nerf is also a little strong as hypno was my default way of corrupting my students and now I fail far more often but there is no in game clue that maybe I should rest before trying it again on another student, if that is the cause of failure. Plus the almost guaranteed fail on any HasQuest character is quite annoying. Just because you want to steer a player to the quests doesn't mean you should cripple a working game mechanic with once again no in game message that indicates that the attempt will almost always fail.
Quote from: barteke22 on Jun 16, 2022, 11:15 PMhova00's dicord report:QuoteLibrary events have high rep hits due to directly involving PC in things.I think the main issue comes from a mix of involving PC without giving them a chance to react, and too low a bar of average onlooker stats.The hits come from GenSexHandling - which is balanced fine, but the situation isn't.Status: Being considered.
Quote from: blumph on Jul 27, 2022, 12:42 PMQuote from: barteke22 on Jun 16, 2022, 11:15 PMhova00's dicord report:QuoteLibrary events have high rep hits due to directly involving PC in things.I think the main issue comes from a mix of involving PC without giving them a chance to react, and too low a bar of average onlooker stats.The hits come from GenSexHandling - which is balanced fine, but the situation isn't.Status: Being considered.There's an event in the Park, ParkMasturbation, that functions much the same way; no PC interaction, just a rep hit if your School progress has outpaced the town's.