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Codename Entertainment Forums > Crusaders of the Lost Idols > Feature Requests/Suggestions > Description of effects (multiplicative vs additive)
| Description of effects (multiplicative vs additive)
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7 Posts |
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- Posted April 6th 2017 at 8:46 AM
DraigosHello guys!
I come here to suggest a change in the way the descriptions of effects are. Right now it is not clear if the effect is additive or multiplicative and to find out you need make many tests instead of just reading and being able to realize that. This is a problem that may let you confuse(principally new players) and conduct you to bad decisions, like craft/upgrade a legendary just to realize it don't work the way you think. I, for exemple, just realized today that Bubba "Splish Splash" is additive and not multiplicative. Another exemple: Santa: "increase all gold found by 37,5% for each crusader in the column in front of RoboSanta" (MULTIPLICATIVE) Jack: "increase all gold found by 20% for each enemy attacking jack" (ADDITIVE) I can't see any difference between jack and santa considering only the text. My suggestion is to either adopt a unified word system like "...For each..." always mean multiplicative and "....Multiplied by the number of..." always mean additive or to add in the end of every effect description the word (ADDITIVE) or (MULTIPLICATIVE). Thanks for reading! Draigos |
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19 Posts |
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- Posted April 6th 2017 at 10:17 AM
Jothda100% agreement!
Many effects are multiplicative, many effects are additive... in each case, the description just says "for each ..." The effect should be clear BEFORE you craft a legendary item! Please add "additive" or "multiplicative" to the description - or set all effects to multiplicative. Thanks! |
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7 Posts |
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- Posted April 8th 2017 at 8:53 PM
DraigosCould any dev tell me why the description was made this way?
You started like this and to change everything would take a lot of time and there are more priority things? Are you already working on fixing the texts and will they be release in future? Do you not see a problem in texts at all? I really would like to see your point of view since it seems a problem so annoying and easy to solve for me. |
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859 Posts |
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- Posted April 9th 2017 at 12:32 AM
AndreasWhy don't you request the CEO of CNE to answer your posts? You know, since 'the devs' most likely don't have community support in their job description?
Especially since you assume your suggestion is not only read, but validated, planned and half way implemented already. Meanwhile I'ld recommend to check CNEs homepage and their team roster. A lot of players seem to assume, there's a horde of devs lurking around in the dark, shadowy background, just waiting for their cue to anger players with bugs or difficult text fields. I'm sorry if you feel insulted or rambled at here. Let me shorten your waiting time a bit by answering - not on behalf of CNE but from my perspective. > Could any dev tell me why the description was made this way? Development follows game design which includes which text fields or text placeholders are implemented. Strategy most likely has changed compared to the early game over a year ago. Especially with more and more event crusaders and again when crafting and new effects and buffs were introduced. > You started like this and to change everything would take a lot of time and there are more priority things? Most likely a big yes. Following crafting, players want new talents. Events are a reoccuring thing, blocking developing time. And just as a hint: The web version of Crusaders of the Lost Idols is supported by one Developer (so, you don't really need to check their website anymore ... ). Priorities are set for him and so are the slots of times he can work on different stuff. > Are you already working on fixing the texts and will they be release in future? Erika hasn't acknowledged that your suggestions are on the players' suggestions list or whether CNE is already working on something in that order. So, basically the answers to your two questions are: No and maybe. > Do you not see a problem in texts at all? Probably 'No, since we either know which buffs are multiplicative vs. additive, or we enjoy the game even without it'. But it's more likely that working or playing the game for 1.5 years gave quite some experience. > I really would like to see your point of view since it seems a problem so annoying and easy to solve for me. And this assessment might just be the big difference between you and the people you are requesting to change things for you. From my point of view, this isn't annoying at all since nearly all effects' results are displayed in game. Also, I'ld recommend to stop assuming which things are easy to implement and which things are more complex. Especially since you are suggesting two different ways going forward. Cheers! |
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164 Posts |
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- Posted April 9th 2017 at 6:07 AM
MisterC8Last Edited April 9th 2017 at 6:09 AM Legendary item levels who have different levels by themselves which multiply values by at least two? The next patch will balance legendary items?
Seriously, the balance patch for upcoming T4 talents will make all effects of Legendary items additive, and legendary item levels should be totally different levels by themselves which multiply values by at least two. This would be my suggestion. I repeat that I believe that it can make all effects of legendary items additive as well as item levels different levels while multiplying values by at least two. |
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859 Posts |
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- Posted April 9th 2017 at 8:46 AM
AndreasMisterC8, you are mixing multiple things together again.
Introducing T4-Talents is not a patch, but an update. Whether or not Legendary items will be changed by that update was never and nowhere mentioned by anyone from CNE. Personally, I seriously doubt there will be anything else but T4 talents in a T4 talents update. However, there isn't even an ETA when T4 Talents might come let alone a statement from CNE that they are willing to do a major rework of legendary items. Something which I believe they never are willing to do in the foreseeable future. And I am not sure, where you got this, but legendary effects already multiply by two with each level of a legendary item. That's what is called legendary crafting. That's nothing new. About the sense of changing all effects to additive and the negative impact it has on the game, we discussed before you went off the rails again. |
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7 Posts |
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- Posted April 11th 2017 at 7:50 AM
DraigosSorry for the delay!
@Andreas: Maybe the way I said it made me sound like I was angry(since english is not my mother tongue and i do not master it very well), but this was not the case. My intention was really just to know what they think about the subject: relevant, irrelevant, is already being done(not because i said, but because it could already be in their plan). > Why don't you request the CEO of CNE to answer your posts? You know, since 'the devs' most likely don't have community support in their job description? Actually I do not understand much about the differences between the positions / hierarchy (like ceo x dev - I'm not even sure that I know what dev/ceo means exactly). My intention was to understand why the current system is the way it is. >Especially since you assume your suggestion is not only read, but validated, planned and half way implemented already. That was not my intention. >>>>> You started like this and to change everything would take a lot of time and there are more priority things? (ME) >Most likely a big yes. Following crafting, players want new talents. Events are a reoccuring thing, blocking developing time. And just as a hint: The web version of Crusaders of the Lost Idols is supported by one Developer (so, you don't really need to check their website anymore ... ). Priorities are set for him and so are the slots of times he can work on different stuff. (YOU) In fact, maybe fixing all the texts is something that takes time and is more difficult than I initially imagined. But if they agree that the current system of description can be improved then this improvement is something that can begin to be adopted from now on (since new crusaders are always being created and therefore new texts) and in the future, when there is time, to be implemented in the old texts. >>>>> Do you not see a problem in texts at all? (ME) >Probably 'No, since we either know which buffs are multiplicative vs. additive, or we enjoy the game even without it'. But it's more likely that working or playing the game for 1.5 years gave quite some experience.(YOU) Well Andreas, justify the use of equal expressions to refer to different effects saying that the playing time gives you experience is not reasonable. First because, assuming a new crusader/ability is launched, you will not be able to tell if it's M or A before you have access to it and take a test (which in most cases would require you to spend some resources). Second, mathematically speaking, there are expressions that mean multiplication and others addition and mixing them is a mistake. Third, even if you were right, you would exclude new players who does not have extensive knowledge of the game. And fourth (and to me the biggest problem) this makes the game language inconsistent with itself, without standard. For me, although not apocalyptic, it is basic to know whether an effect is M or A, since a good part of the game is about numbers. Not knowing about M or A for me is similar(just less worse) to not knowing about the bonus% of an effect. Think of how it would be if in all effects there were two numbers for the bonus with only one being true. Like: "increase the dps of all crusaders for 40% OR 60%". This is exactly what is happening with M OR A. Can be tricky to correct / standardize all existing texts, but it is simple to prevent this inconsistency from spreading to new content: just create a pattern to follow when writing the texts. Thank you for reply with your vision! Cheers! Draigos |
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46 Posts |
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- Posted April 13th 2017 at 5:30 PM
Muljo StphoI don't know if/when they'd consider it / how far down the list of priorities it would fall, but this topic is similar to a post I threw into the suggestions topic on steam
http://steamcommunity.com/app/402840/discussions/1/405691491109605567/?ctp=19#c133262487492827329 My thought was just for legendary effect descriptions, but I suppose it could apply as a general principle for all ability descriptions... Anyway, my thought is that descriptions could mention the name of the buff and who gains the buff. Copy-pasting my two examples from that post I linked: 1) RoboRabbit's legendary carrot "Increases the DPS of all Crusaders by 25% for each Robot Crusader in the formation." could instead mention that "RoboRabbit gains Ear Antennae, which increases the DPS of all Crusaders by 25% for each Robot Crusader in the formation." or 2) Artaxes's legendary amulet "Increases the DPS of all Crusaders by 33% for each Crusader in the formation affected by Roar!" could instead mention that "Targets affected by Roar! gain Echo, which increases the DPS of all Crusaders by 33%." Because knowing where the buffs are placed will give us some insight into the implementation and behavior of each ability. The RoboRabbit example would clearly have an additive effect because it only gives a buff to RoboRabbit, and the Artaxes example would clearly have a multiplicative effect because it places separate buffs onto multiple targets. |
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