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The Last Days / Combat Damage Model (RCM) - merged threads
« on: November 03, 2011, 03:17:48 am »Quote
RCM for TLD3.1 http://www.wupload.com/file/2662215892/RCM_TLD31.rar
(Finally got both the mod and the new M&B enhanced version to download ... my Internet connection is REALLY bad these days.)
Guys, bad news ... your equipment stats are all over the board, they look like you took them from a random number generator. Sticks effectively do more damage than swords. Bows will penetrate a steel helmet but have exactly zero percent chance of stopping an unarmored man, even if you hit him square in the chest at point blank range. Any attempt at getting "game balance" like this will be utterly futile, and tweaking a few numbers will just make it more absurd (if that is possible) but equally futile. It's a hopeless mess right now.
Now, I don't have a great deal of time to help these days, but I'll do what I can. I can make the changes (if you send me the Python code) or I can tell you what to use for baselines and you can work on it ... either way is fine by me. Either way, this is going to have to be done as soon as possible ... unless somebody was really trying for that comic book/D&D "I don't mind having an arrow stuck through my liver because I have HIT POINTS!" feel to the combat sequences. (Or the movie look where the tin-man armor was apparently made of paper.) Because that's surely where the numbers are sitting right now.
Sorry about that ... but I did say in previous posts, personal mail, and whatever, that somebody should tell me when they're ready to do the equipment stats, before making a release. Because obviously, item stats based on Native are not likely to give a feel of intensity, or believability, or much of anything else besides that nagging feeling that certain critical elements of the program were written by monkeys and/or kindergarten children who watch too much television.
So tell me how you prefer to handle this, and I'll try to work within your work flow/timetable/whatever.