665bc35c6fb8a

665bc35c70762
3 Guests are here.
 

Topic: SCP Beta 4 Issue Reporting
Page: « 1 ... 39 [40] 41 »
Read 48882 times  

665bc35c70e88voodoo47

665bc35c70ee4
obviously. my point was that there is no meaning in trying to make the perk viable on that difficulty, as it's just not going to happen.

so lets accept this is a hard/impossible difficulty deal and make sure it's one the player would have a reason to take.

665bc35c710b4ZylonBane

665bc35c71115
Apparently I need to explain more.

When a player "SUCKS AT THE GAME" that means, among other things, that they get DAMAGED A LOT. Players who get damaged a lot really like having MORE HIT POINTS. The more the better. There is no such thing as too many hit points. There are people who suck at this game so much that they seek out the undead cheat code, giving themselves essentially INFINITE hit points.

"No more hit points please, I have enough" is incomprehensible Moon language to people who play on Easy.

665bc35c71205voodoo47

665bc35c71251
hmm, hard to argue if you put it that way. not sure whether we care about people who are beyond any help though. probably not?

either way, if the change results in a nerf on the hard and impossible difficulty, then I would view it as not desirable. you want to give more than 10 bonus hp to the hopeless people playing on easy? sure, as long as it doesn't mean those playing on impossible will suddenly get only 2.
« Last Edit: 04. December 2023, 17:05:47 by voodoo47 »

665bc35c71333ZylonBane

665bc35c7138a
Where are you getting 2 from? The maximum HP on Impossible without Tank is 25. 25 * 20% is 5.

Well, players do like their instant gratification, so as suggested upthread, something like granting an immediate +5 to HP, then a +20% permanent modifier could work. That would end up giving Impossible players about the same HP boost as they're getting currently.

665bc35c71470voodoo47

665bc35c714c2
then sure, why not.

//2hp was calculated from the starting hp pool on impossible (not taking extra endurance as a career choice), which is 10, so 10*0.2=2. calculating it from the maxed out pool would indeed make it 5, which isn't nothing, but would still be a 50% nerf compared to b4. I don't think I would like that.
« Last Edit: 04. December 2023, 20:24:25 by voodoo47 »

665bc35c7166aZylonBane

665bc35c716bf
Alternatively, Tank could give a % HP bonus based purely on the starting HP, before the Endurance bonus is applied. That way players would get the full effect of the upgrade immediately. I'm not saying I'd be a fan of this, I'm just listing it as a possibility.

Let's see... the base HP values, from Easy to Impossible, are 45, 30, 24, 7. The HP gain per END values are 10, 5, 3, 3. Since you always start with one point in END, that makes the lowest starting values actually 55, 35, 27, 10, and the highest values with max END 105, 60, 42, 25. Okay, this is getting to be a lot of numbers, so I'll just consider Easy and Impossible from this point.

Adding +20% to the current computed value would get you to 66 ... 12 before any upgrades, and 126 ... 30 with max END. For going all-in on maxing HP, this seems fair.

Tacking a base +5 to that would make the max 132 ... 36. Hmm, that ends up almost quadrupling the starting Impossible HP.

Another possibility would be to just give a flat bonus equivalent to 2 points of END. So base +20 on Easy, +6 on Impossible. This would yield max values of 125 ... 31, which is surprisingly close to the +20% values.

665bc35c71893Nameless Voice

665bc35c718ef
Isn't a percentage bonus very much falling into the "but it's more effective the later you take it" issue, which we had with the +1 PSI stat buff for Power Psi.

I think it's better if the trait is already effective when you only have 1-2 END.  You're so tight on modules on Impossible that you might not be able to afford more points in END until later in the game.
Acknowledged by: voodoo47

665bc35c71d3fZylonBane

665bc35c71d9c
Isn't a percentage bonus very much falling into the "but it's more effective the later you take it" issue
No, because all these proposed formulas would be added every time stats are recalced, based on the current stats. This is possible because HP is a derived stat. Psionics is a "core" stat, so the only robust way to bump it (without rewriting every psi script) is to straight up give the player a Psionics point.

665bc35c72318ThiefsieFool

665bc35c72375
Psionics is a "core" stat, so the only robust way to bump it (without rewriting every psi script) is to straight up give the player a Psionics point.

That is not the only way. I just showed you a robust way to buff Psi with a trait, by raising the strength of psionic projectiles (their damage, stun, etc) proportionally and based on the player's current Psi stat.

In fact this was already implemented in NVScript so no extra scripting needs to be done. I forgot that the script can already handle traits, and since you didn't look you didn't notice it either.

Code: [Select]
int iTraitNum = ParamGetInt(m_iObjId, "NVStatBasedProjectileTrait", -1);

if (iTraitNum != -1) {
if (pShockGame->HasTrait(oFirer, iTraitNum)) {
float fTraitScale = ParamGetFloat(m_iObjId, "NVStatBasedProjectileTraitScale", 0.10f);
fValue *= (1.0f + fTraitScale);
}
}

pPropSrv->Set(m_iObjId, "arSrcScale", NULL,  fValue);

665bc35c72459ZylonBane

665bc35c724a9
In this case by "robust" I mean, "boosts the psi stat for ALL systems that use it". Projectiles are only a tiny subset of the available psi powers. If the OS upgrade were called "Psishooter" that would be fine, but "Power Psi" implies a more general-purpose boost.

665bc35c72749sarge945

665bc35c727a3
@RoSoDude how were you able to increase the PSI stat by 1 for all powers (including duration based ones) in RSD when overloading?

Might make sense for SCP to also scale duration based powers, since currently overloading does absolutely nothing for the vast majority of psi powers, which seems extremely strange.

665bc35c72854ZylonBane

665bc35c7289f
RSD did like what I've been saying-- he reimplemented all the psi scripts in Squirrel. Around 800 lines of code.

665bc35c7294csarge945

665bc35c72995
If you're not willing to reimplement the scripts (which is fair enough), it seems mostly pointless to try and do anything with psi overloading at all since the majority of disciplines won't be affected.
665bc35c72b0f
While playing the game yesterday, I had a brawn boost implant deactivate (as if its power was depleted) before it was down to zero percent.
This happened shortly after I upraded the maintenance skill (with the implant active while doing that).

665bc35c72bdcvoodoo47

665bc35c72c25
so you got the "power drained" bark, and dropped items because the inventory shrunk by 3 tiles, despite the implant still having a bit of charge or something?

either way, if you cannot replicate and/or share the saves, then there isn't much we can do.
« Last Edit: 06. December 2023, 13:59:49 by voodoo47 »
665bc35c72d16
Yes, that's what happened.
I do have a save file and I'm trying to reproduce the issue. I'll get back to you.
Acknowledged by: voodoo47

665bc35c73034ZylonBane

665bc35c73088
it seems mostly pointless to try and do anything with psi overloading at all since the majority of disciplines won't be affected.
Yes, which is why we've mostly been discussing Power Psi, not psi overloading.
665bc35c7332d
I do have a save file and I'm trying to reproduce the issue. I'll get back to you.

Well, I can't reproduce it now.
What I did at the time was upgrade the maintenance skill two levels (from 4 to 6) with the brawnboost implant active. The power ran out at ~45%. Not really a problem, just odd.

665bc35c733d9ZylonBane

665bc35c73425
Aha!

Wait... no... cannot reproduce.
« Last Edit: 06. December 2023, 21:56:01 by ZylonBane »

665bc35c73566ZylonBane

665bc35c735b6
I noticed that the Thief games label quicksaves as:
(Quick Save)
Whereas in SS2 it's just:
Quick Save
I kind of like the parens around it, helps visually set them off from the manual saves. Any objections to adding them to SS2's quicksave and autosave names?

Digging into this, I'd completely forgotten that in vanilla SS2 both quicksaves and autosaves are labeled "Auto-save".
Acknowledged by: Salk

665bc35c73648voodoo47

665bc35c73697
can't say I care much for this.
Acknowledged by: Marvin

665bc35c7374aZylonBane

665bc35c73798
Which sounds better?

A) "Increases maximum hit points by amount equivalent to 2 points of endurance."
B) "Increases maximum hit points by equivalent of two points of endurance."

665bc35c73839sarge945

665bc35c73882
A, hands down.

B isn't even a grammatically correct sentence (it should be "the equivalent of").
3 Guests are here.
It’s the ‘Party of the Year,’ but the Mood May Be Somber
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665bc35c76df2