IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
- Messages
- 1,870,558
Sounds like he actually managed to make it more confusing than simple numbers would have been.
Sheesh.
Sheesh.
Tim Cain said:p.s. Sorry for the delay in answering. I returned to work from a conference in Croatia, posted here, then left for another conference in Australia two days later.
It's actually pretty good talk. Interesting enough even if you're just care about his developer career and a bit of gaming history.
He also mentions the internet forums' (guess which?) ridiculous reactions when he announced his marriage.
It's actually pretty good talk. Interesting enough even if you're just care about his developer career and a bit of gaming history.
He also mentions the internet forums' (guess which?) ridiculous reactions when he announced his marriage.
I assume the Codex was classy and thoughtful in all ways. :D
Saturday, April 29th 2017
35 YEARS IN THE GAME INDUSTRY: THINGS GOT BETTER
Tim Cain
Join Tim Cain on a journey through the last 35 years in the Games Industry as he charts the parallels between gaming being considered a valid career and the social and legal acceptance of homosexuality!
I'm guessing this is one of the things he was referring to? http://www.rpgcodex.net/forums/inde...ves-carbine-studios.62035/page-8#post-1727878It's actually pretty good talk. Interesting enough even if you're just care about his developer career and a bit of gaming history.
He also mentions the internet forums' (guess which?) ridiculous reactions when he announced his marriage.
I assume the Codex was classy and thoughtful in all ways. :D
Judge for yourself.
http://www.rpgcodex.net/forums/inde...rries-a-man-and-leaves-carbine-studios.62035/
Tim Cain said:But you could have solved the random encounters by giving them a chance to appear according to luck number. Instead of them starting to appear at 7 luck, you'd have 70% chance of a random encounter appearing & 60% chance at 6 luck etc.
We actually tried that at first. But with all of the back and forth people did on the world map, no one noticed a difference between a 6 or 7 Luck. You got all of the encounters if you kept playing long enough. So we switched back to thresholds.
This is why I said in my talk that critical hits should adjust damage and not chance. People notice when their critical hit damage goes up 10%, but they don't notice when they critically hit 10% more frequently. Mathematically they are the same in terms of DPS, but psychologically they are completely different.
Obsidian still has the rights to do their own CRPG, but they are non-exclusive.
Well, hopefully, IF Obsidian is going to make one, Kingmaker may push them to make it turn-based rather than RTwP
for the sake of differentiation.
Sawyer is quite a fan of turn-based combat, so if he works on it ...
Quick rundown on why rtwp is even a thing? Surely tb or rt is always preferable?
Asking for a mate