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System Changelog Entry #3398
Summary | change of how combat rating % factors work |
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Rated Importance | |
Rated Value | |
Type | lib revision |
By | Chaos |
When | Nov 11 2007 12:27 AM |
Description | The way multiplicative factors (% modifiers) in combat ratings are applied has been changed. The old way was to apply them one after another. The new way is to add them all together and apply the final result. Since this changes the behavior of the rating displays (basically making it so that all the % modifers are percentages of the total before any % modifiers), I've altered the rating displays to show both the raw amount of impact and the percentage this represents, for percentage modifiers. |
Reason | Basically, the reasons listed in the result explanation. |
Result | This moderates the impact of multiple percentage modifiers somewhat; one well-known game design reason not to apply multiplicative factors one after another is that it can easily drive your math wacky. It also makes it more possible technically to cache some rating information to reduce the amount of repetitive processing the MUD has to do -- which relates to another well-known game design reason not to apply multiplicative reasons one after another, which is that it makes your results subject to senseless order-of-operations issues. |
Version | lib revision incremented to Ain Soph 2.2.618 |
© 2008-2012 Lost Souls, a free text-based RPG
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