
March 25th, 2004, 06:16 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Big Problem - Unbalanced random events
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Originally posted by LintMan:
I'm not saying that I expected to get any *more* good events than bad events. What I was saying was that the *negative impact* of the bad events was stronger than the *positive impact* of the good events, so that the *net impact* of Luck 0 was overall negative.
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Sure. But it's overall negative for just about everybody since everyone has a similar set of events to draw from.
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Four steps on the order/turmoil scale only amounts to a 5% difference in number of events? So for my 100 events at turmoil 1, they'd have 95 at order 3?
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(Mis)fortune affects event frequency by 5% per step.
Order/Turmoil affects event frequency by 5% per step.
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I'm no expert, but from the postings I've read on these forums, I'd gathered that order had a much stronger effect on events than that. (I'd also gathered that Order 3/Misfortune -3 was a fairly common choice among players, with the misfortune paying for the order benefits, while the order scale reducing the misfortune pains).
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Order 3 misfortune 3 is asking to have your game plan ruined by negative events. If you want to test it, you have to consider that a MP game doesn't usually start over if your temple is destroyed on turn two.
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