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Tool Rebalance Proposal Mk.II #1586
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Added modifiers to ingots, modified pickaxe and default swing speeds.
I'm going to increase swing speeds very shortly, as they are quite slow. |
Me expressing my opinions does not stop anyone else from expressing their opinion, so I'll just ignore this comment. You have said it yourself that you are not a programmer, nor a mathematician, so why are you instantly jumping into the code? Take a damn piece of paper and scratch what pickaxes should be possible, what stats they roughly should have and reality check them later. Then you can incorporate features which are not yet implemented. We will be validating the idea through stats and metrics, not through manually checking all possible pickaxes anyway. |
I think the multiplier would be a good idea. Handle area might have higher multiplayer for swing time, and lower to durability and damage, working edge (depending on tool) higher multiplier on damage, and rest higher multiplayer on durability. |
The tool's tip does get an exclusive stat bonus, which takes the material's hardness value and applies it to the pickaxe.
Sorry for the call-out to you specifically. I feel like it's hard to get my thoughts down on paper, and easier for me to just modify files we already have and see instant results. As for not-yet-implemented features, such as the ever-amazing grip, it's more of a gut-feeling than anything. |
Also, explaining my most recent commit: I changed the default swing times back to 0.25s as to not completely overshadow the light modifier. |
Now accounts for new pickaxe thresholds.
IMO the tool creation is already pretty confusing. I didn't even know there was a 2.5 at the top of the pickaxe tool head. Personaly I would split the weights into handle, tool head and maybe tip, with even weights. Multipliers should be reserved for gems. |
New commit! Now the pickaxe has 3 parts: tool head, tool tip, and tool handle. Handles get a 2x multiplier for durability, but a 0.5x multiplier for damage. |
This new change should account for damage lost from Grip™. If not, I'll try a 3x. So far, so good! Pickaxes feel very nice to use now. |
I can agree that I've overshot damage. However, I didn't know that you could encase amber like that. I was under the impression that it had to be perpendicular to the amber. XD That's fine though, I'll get that fixed for ya. |
To be fair, this is before grip is implemented. You probably won't want to be holding uranium by the handle, so the grip on it would definitely be very very negative. Anyways, as for amber, I'll see what I can do about it. |
So, this is actually a funny thing that I forgot I did. I made the damage high to account for over-mining, if that's ever added. |
Sorry but at that point you are wasting my time, you are balancing stuff for not approved features and without any transparency, re-introducing bugs we are already either aware about or ones we removed. I will not be reviewing that until we come to an agreement on the tool balance with transparent and written spec for that purpose, math included. Maybe Quantum will review that. Good luck. |
You chose to waste your own time. I appreciate the feedback though, it honestly helped. |
Alright, I did some nerfing.
|
@Argmaster revealed a few flaws. Some of them are fixable.
I do agree with this, though with #1591 it could be remedied somewhat, or we could make modifiers non-diminishing.
This can be remedied by combining tooltips that change the same stat, but also by making certain stats like the "heavy modifier" I applied to metals be part of the parameters. I wanted to do this all along, but due to a lack of programming skills, I'm left with having to use modifiers. Also, modifier descriptions can be shortened.
Yes. Another limitation on my part, but at the same time it does at least make things more visual for the player. My main goal for this is to present a different way of balancing, where the tool grid is like a puzzle the player has to figure out without having confusing averaged values. Ideally, the experience of making an average tool should be easy and consistent, while making specialized tools should be more like a puzzle, letting the player experiment with different combinations of materials in order to fit in all the modifiers they want. I think I would like to discuss this live with @Argmaster and @IntegratedQuantum at some point, so we can combine our brains together to create a definitive system. |
You actually make a good point there with the optional slots and density acting as a damager. I could make the optional slots contribute no stats, or I could make the optional slots not optional at all. |
Or somehow make each optional slot filled have diminishing returns?? |
I may have just accidentally done this to the wrong file. Oops |
Should be fixed now! |
Honestly if we can't get procedural tools down, we might have to just bite the bullet and do a tinkers' construct system, or even shutters crafting recipes. |
Well, that just goes against the spirit of the entire system. |
Sigh |
It's not that we can't balance it, in my opinion the current system is quite balanced, it's just that we can't agree how to balance it. And that won't change with any other system. |
I guess time will tell. |
This draft covers some issues I had with tool balancing in an attempt to make it more clear to the player what different materials pros and cons are. Here is what I got:
Wooden Pickaxe: Its role is to be the starting pickaxe, thus it breaks easily and is quickly replaced.

Copper Pickaxe: The next tier after stone (which I will be modifying later on in this draft.) Its role is to act as the metal of choice between the stone and iron age, and also works as a nice filler metal for damage and durability, as it's the lightest metal.

Iron Pickaxe: Its stats are extremely middling, providing decent damage and durability at the cost of a swing time penalty.

Silver Pickaxe: Silver acts as a middle-ground between iron and gold. Its durability is slightly lower, but does provide a bit more damage than can cross the threshold on mining certain ores instantly. It also allows for gem and stone encasing!

Gold Pickaxe: Gold is the next tier. It is heavy, making it the perfect material for some extra damage; though it has the drawbacks of having slow swing times and low hardness. It's better to use gold as a filler material rather than it be THE material of choice for the pickaxe.

Uranium Pickaxe: The cream of the crop metal, uranium, is lighter than gold and harder than iron. It is the best metal as its benefits outweigh its drawbacks. This material is a reward for the player for managing to make it so deep within the world and living to tell the tale.

Tipping:


Tipping in theory should still work. Here's an iron pickaxe, then another with a uranium tip.
So, what's going on internally?
What still needs to be done?
Why?
No, but why make the swing times like, a modifier instead of a stat?
I would really like to hear your opinions on these, or perhaps even help build onto the idea. With a pull request maybe. I know I'm not a programmer, or a mathematician; I'm not really qualified to even make this pull request, but I can't help but feel that the whole system is heading in a bad direction, and I just want things to be simple for the sake of the players. After all, it's not just a game for developers and mathematicians, it's also for artists and gamers.
Also @Argmaster, try to let some other people chime in first.