Daganev2007-06-05 22:35:36
probabbly not, but its usefull for using Mask in Dramatics.
Arel2007-06-05 23:44:29
I like Daganev's idea, though I don't think the family part needs to be so detailed. Could just look at family tree for that, and when I'm looking at my score/stat I want info about myself. I'm not concerned with my family relations at the time.
Daganev2007-06-06 00:15:35
QUOTE(Arel @ Jun 5 2007, 04:44 PM) 415118
I like Daganev's idea, though I don't think the family part needs to be so detailed. Could just look at family tree for that, and when I'm looking at my score/stat I want info about myself. I'm not concerned with my family relations at the time.
It was a nod to the snuggle bunnies who might find that more important than thier stats
Richter2007-06-06 01:17:43
I also would like tenths of percents. It's depressing to bash for a while and not even get 1%, and I'm level 80!
vorld2007-06-06 01:32:11
I would like this. dagnev's idea that combine the stat and score looks nice
Verithrax2007-06-06 01:34:07
What is the rationale behind using a percentile, instead of just the raw amount of experience points, anyway?
Unknown2007-06-06 01:36:35
QUOTE(Verithrax @ Jun 6 2007, 01:34 AM) 415148
What is the rationale behind using a percentile, instead of just the raw amount of experience points, anyway?
The percentile is based on the raw amount (at least is was in Achaea, I couldn't imagine why the heck they'd want to change that.)
Verithrax2007-06-06 01:47:04
I know it is. My question is: What is the rationale behind displaying a percentile, rather than simply printing the raw amount?
Damadreas2007-06-06 02:13:55
I assumed originally it was to make it less a possibility for people to micromanage which mobs give the most experience per kill at the fastest pace and specifically target those monsters constantly. Which has it's own obvious unwanted affects, but it's pretty silly anymore.
Acrune2007-06-06 02:14:10
Its more OOC then percentages, I guess. Its bad enough hearing someone say they are level 72 and 43%, imagine how it would be with people saying they have 23,542,783 experience points?
Verithrax2007-06-06 02:29:02
There's no "more OOC", there's only "IC" and "OOC". Percentages are no worse than experience points.
ETA: And no better.
ETA: And no better.
Acrune2007-06-06 02:32:20
I disagree
Shiri2007-06-06 03:24:07
People can still micromanage their XP though...especially because of order logs.
Daganev2007-06-06 06:45:00
QUOTE(Shiri @ Jun 5 2007, 08:24 PM) 415194
People can still micromanage their XP though...especially because of order logs.
That becomes a benefit of being in an order
However, I imagine the reason for not showing raw xp is more about aesthetics and the like.
I believe you start with 0 points, and by the time you are level 80 you have about 1,000,000,000,000 points or something like that. The numbers just look ugly.
The idea in the mock score I wrote up is that you have a Circle number (we can get rid of levels) and then three bars. The first bar is your 10s, the second bar your 1s and the third bar your 1/10ths.
So in the example I wrote, it would be level 80 with 73.6% of the way to the next circle. But its all pretty and graphical instead of pure numbers.
Unknown2007-06-06 06:56:23
I don't really think the method for reading XP you set out will work. I would, personally, find it far easier to just see "73.6%" than to go through all those pluses and minuses. Also, they really just take up space unnecessarily.
Daganev2007-06-06 07:00:11
QUOTE(Ytraelux @ Jun 5 2007, 11:56 PM) 415212
I don't really think the method for reading XP you set out will work. I would, personally, find it far easier to just see "73.6%" than to go through all those pluses and minuses. Also, they really just take up space unnecessarily.
sure it would be "easier" but it wouldn't be as much fun. Also, in the game itself you can use colors instead of different symbols, or you could just have bars which you can't really display in the forums here.
The idea being that people who don't like the precise numbers don't have to see them, and people who want to see minute progress can still see their bars progressing without having to bash for an hour.
Anarias2007-06-06 08:06:13
QUOTE(daganev @ Jun 6 2007, 01:00 AM) 415215
sure it would be "easier" but it wouldn't be as much fun.
Disagree. I think the score output is the wrong place for puzzles in need of deciphering. "Fun" is something experienced by playing the game, not in trying to figure out the technical aspects of how you've been playing.
Vaerhon2007-06-06 08:25:37
I found the display example intuitive. 74.6% is more compact, certainly, and if space is the critical thing, use that. Otherwise, that 3-bar system seems novel and good, and uniqueness counts for something. Estarra isn't fond of copying things, after all.
I would also recommend that the stat/score command be modifiable.
E.g., stat f would get you everything Daganev put up, while stat b would just pull your stats and health/mana/etc., with other variations possible if desired. Let people pick one mode as their default, to use when they just type stat.
I would also recommend that the stat/score command be modifiable.
E.g., stat f would get you everything Daganev put up, while stat b would just pull your stats and health/mana/etc., with other variations possible if desired. Let people pick one mode as their default, to use when they just type stat.
Anarias2007-06-06 08:31:22
QUOTE(Vaerhon @ Jun 6 2007, 02:25 AM) 415234
I found the display example intuitive. 74.6% is more compact, certainly, and if space is the critical thing, use that. Otherwise, that 3-bar system seems novel and good, and uniqueness counts for something. Estarra isn't fond of copying things, after all.
Well sure, and I thought it was utter rubbish and an affront to all things efficient and straightforward. I think a long string of numbers is far more attractive than any such meters. I took issue with the statements saying that numbers were ugly and so I put out my opinion to throw out a counter. The entire thing is completely subjective.
Verithrax2007-06-06 12:34:37
Uniqueness in user interface design is not a good thing. Interfaces should follow the rule of least surprise, and three bars (Which I, an experienced player, couldn't fathom the purpose of at first sight) do not.