Quote:
Originally Posted by Lumberg
Will we see any size reduction on card size with this change? Or maybe an adjustable card window so you are not forced to shrink whole UI. Oh and I'm very excited about this. Since parleys will be expected to last longer due the veristle decks played by NPCs will there be an adjustment to amount of parleys per skill point?

We're looking into this. It's not in the cards right now to do a UI art pass for Diplomacy, but I did send in a bit of information to our coding UI expert to see if he can shrink things by default for us. We're looking at an 8x2 UI element rather than a 5x2, which is very much a concern, and a large portion of the reason we did not pursue this before.

Quote:
Originally Posted by Malicrom
I hope you'll consider putting in some type of saved decks for this too... With 16 cards changing conversation types and chaging out all your cards will be an ordeal all to itself! lol

Is there a estimate of how many new cards you will be adding for players that you can give us?


Saved decks = on the list, not right now.
New cards? Tune in tomorrow.

Quote:
Originally Posted by Chantillary
Just don't do what i did, in wanting to go to 80% size, and type in /uiwinscale 80 -- makes things LARGE

About once or twice a week I do "/uiwinscale 85" and end up with a giant eye on my screen or something. :P

Quote:
Originally Posted by Qixal
Saved decks or macro commands to load cards into slots and we can do the rest.

/parleyaddcard

Another thought, since 16 will be the max slots, will you be going to a 4x4 style card layout, instead of 5x3 with a dangler?


8x2 is the plan. This is best for us gameplaywise as well as UIwise and codingwise.

Quote:
Originally Posted by Qandy
Aruspex,

What I'd like to know though is if part two will maybe include more cards available for PCs?

As it stands my card selection simply isn't that good, with the starting cards plus a dozen cards max from quests. I've been running in to a problem where it feels like the NPCs are getting new cards all the time as I skill up, but I'm still using the same cards I got from the starting quest line.


This will all be addressed in tomorrow's post.

Quote:
Originally Posted by Qurrgoth
Assuming this doesn't mean we lose so often that we're treading water faction-wise... YAY! :-) Thank you for all your work in this sphere, Aruspex & Doomcookie. I enjoy what's there, and very much love what's coming.

I'll keep a close on on win/loss ratios by players. I expect a period of failure as we all adjust to the new AI's strengths. There likely will be a pass through their decks, as the decks we've come up with are pounded on on Test (when it hits Test).

Quote:
Originally Posted by jab49
Hahahaha, I can just see Aruspex coming back and reading all the problems you guys are coming up with and saying "So... apparently we didn't think the rest through...."

Does sound really great though, I like the more cards, will give me a chance to flex my deck and face my hard Parley types (convince, mostly), far easier. I hate having to choose between a few choice cards on a parley I know I'm gonna have trouble with.


There's such a thing as "we'll accept X in exchange for the greater benefit of Y." The UI and this gameplay upgrade is a great example of this - there's a lot of things you guys haven't noted that we're biting our collective nails over, and we of course are waiting for the inevitable and highly valued feedback.

Quote:
Originally Posted by Caldis
This sounds like it could be awesome and make the game a lot more compelling and active, but I agree with the concerns about lack of cards.

I hope it makes the parleys more interactive though not more difficult. With the huge grind to increase skill, presence and prestige you have to be able to win consistently. Therefore it cant be too difficult, but it can be more engaging, more options more actual choice between cards.


Our initial look at this indicates it makes parleys much more interactive. There is a great deal of choice in the first set of plays, and the AI, now that it has more choices to make, shows a greater variety of play in each parley.

It is still theoretically possible to lock an AI down, and to trick it into inaction, but it is MUCH more difficult, and I would be interested to see how it is done in some of these decks' cases.

Some of our new content upgrades will address the "grind" aspect of this.

Finally, this content update has the cost of delaying the Lapidarians and the assembly of masks. The trade off on this is unfortunate, but we felt this had a much more positive impact on Diplomacy than anything else we are working on, so we've switched gears to work on this. This was not a decision made lightly.

o
A


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