Some of these are points that have been brought up before, just a little more pressing now that the final release is approaching.
First, paradox/equilibrium failures should be based on the current value, not the current value plus the skill cost. While I can understand the rationale behind the current setup, it doesn't communicate well. At the very least, 0% should always be 0%. Never mind.
Second, when using a targeted talent, the skill failure should occur after choosing a target, not when the talent is selected. I don't think I'm the only player with the habit of checking the ranges of a few talents before deciding on my action that turn. Certainly not an easy change, but a great quality of play improvement. This should be applied to confusion-related talent failures, too.
Third: When confused, any movement action can turn into a movement action in a random direction. This behaves oddly, though, in hallways and against walls, since the random movements may try to move into a wall, which will prevent the movement and give you another chance to act. Instead, regardless of being able to move into the location, movement due to a confused actor should always end the turn. A little message here would be nice ('You stumble into a wall'). Granted, this is a buff to confusion's power, so it might need to be toned down further.
Improvements to talent/action failures
Moderator: Moderator
Improvements to talent/action failures
Last edited by bricks on Mon Sep 03, 2012 8:55 pm, edited 3 times in total.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Improvements to talent/action failures
Paradox/Equil failure rates already do this.
Was a semi-recent change though so I understand if not everyone realizes it yet.
Was a semi-recent change though so I understand if not everyone realizes it yet.
Re: Improvements to talent/action failures
Ah, thanks.
Sorry about all the parentheses (sometimes I like to clarify things).