
November 19th, 2003, 07:28 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Balance issue: order-luck, a no brainer?
Quote:
Originally posted by Kristoffer O:
Lucky you! Scale effects will be moddable in the upcoming patch.
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YAY!!!!!!!!!!!!!!!!!
GO GO GROWTH 3!!!!!!!!!!!!!!!!
Quote:
Originally posted by Chris Byler:
As Saber pointed out on another thread, if you focus mainly on preventing bad events, order is better for this than luck (which seems wrong to me, especially since order has other benefits).
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Hate to correct you there, but actually +3 luck prevents 60% of bad events, while +3 order only prevents 30%. So this is also a bit off:
Quote:
Turmoil 3 luck 3 should get more good events and less bad events than order 3 misfortune 3 - both cost 0 points and the former has much less steady income. Currently it gets more good events, but also more bad events
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The numbers here are: With Order-0 Luck-0 as a relative 100%, T-3 L-3 gives 52% bad event frequency (.2*1.3/.5), and O-3 U-3 gives 112% bad event frequency (.7*.8/.5). So the turmoil one has double the bad event frequency of the order one, but is barely different from the default neutral scales, other than a high income boost. And almost no good events.
That said, I agree with you that because bad events are dominant, the second scale is preferable to the first, in general (unless you rely on heroes and luck-based crossbreeding, etc). If luck scales had one additional component, the problem might be solved... like this:
ML=major lucky event
SL=small lucky event
SU=small unlucky event
MU=major unlucky event
Luck scale values and relative event probabilities:
Luck..ML...SL....|....SU...MU
+3......50....50....|....10....90
+2......45....55....|....15....85
+1......40....60....|....20....80
+0......30....70....|....30....70
-1.......20....80....|....40....60
-2.......15....85....|....45....55
-3.......10....90....|....50....50
Those percentage values would be multipliers, cumulative with the current system. So, with +3 luck, an event still has a 80% chance of being lucky and 20% chance of being unlucky. But if it is lucky then there is a 50% chance of it being major, and 50% chance of it being minor, and if it is unlucky, there is a 90% chance of it being minor and 10% chance of it being major. The net results for +3 luck would be 40% major good events, 40% major bad events, 18% minor bad events, and 2% major bad events. This way, luck would affect severity as well as frequency. The above scale is just a random proposal - it might be too strong, and might even make +-3 scales even more dominant, but it feels like when you choose +3 luck you should be relatively immune to major bad events like barbarians in your capitol (or else why did you spend those 120 points?), and with -3 you should virtually NEVER get 1500 gold randomly.
-Cherry
P.S. The resultant cumulative scale, showing total event probabilities for each luck scale, assuming an event occurs. KEEP IN MIND that this is NOT how the game works, just a proposal that I have, that may or may not be a good idea.
Luck..ML...SL....|....SU...MU
+3......40....40....|....18....02
+2......32....39....|....26....05
+1......24....36....|....32....08
+0......15....35....|....35....15
-1.......08....32....|....36....24
-2.......05....26....|....39....32
-3.......02....18....|....40....40
P.P.S. This kept getting messed up, the charts are correct now=) If you can't read this line, hit refresh 
[ November 19, 2003, 17:41: Message edited by: Saber Cherry ]
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