
November 25th, 2003, 07:05 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
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Re: Please don\'t take my toys away!
Quote:
Originally posted by Truper:
I think Johan may have hit the nail on the head when he said many gamers would rather count on the guaranteed income from order, than gamble on income from luck. But just because I share a little of G. Parker's desire to flout the conventional wisdom, I am currently using in MP a design with order 0, Luck +3. We're only on turn 7, which I realize is hardly a sufficent baseline for comparison, but: on turn 2 my worshippers held me a nice little ceremony which raised the dominion of my home province, and since then, I have had one 100 gold event, and one 200 gold event (events are common). A back of the envelope calculation suggests (and I'm too lazy to work it out more precisely) that I am slightly ahead in income compared to what I'd have had with order +3, and I had that little ceremony thrown in as a bonus. I enjoy positive luck scales, and wonder if the folks who enjoy and are good at extensive testing don't miss the boat when they do their tests as an either/or black/white comparison between order 3 misfortune 3 on the one hand, and turmoil 3 luck 3 on the other. I'll be interested to see if one of my fanatic followers can't locate say... a Ring of Wizardry sometime soon
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Well the order/misfortune peole also have 120 more design points than you do with order zero and luck3. I think the idea is that the two scales are not balanced with respect to each other, and since they are directly connected there is a problem. That isn't to say that you can't succeed with your setup, or some more extreme luck based set up, just that over the long run you will need to stay ahead of the distribution of events. Other tests (though they only create a small sample) have shown that from a purely economic viewpoint order3 misforutune3 is the run away winner. It may not be as much fun to play for some people, true (and I'm one of those people), but in a competative environment its superior to the other choices.
What I am asking for is for the luck scale to be readdressed, so that it is not as digital as it seems to be now. I want luck to be a comperable choice to order from a competative stand point, even though I don't typically play very competatively 
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