Knowing those numbers makes it easier to decide if your equipment is good for you and where you should invest in future development. Right now, it's often a huge pain to figure out how good your accuracy is -- yes, you can try and eyeball it based on how often you hit, but that's tricky to track, especially since one string of bad rolls can stick in your head and make you think you're doing worse than you really are.Final Master wrote:See, now some of you guys are asking for something else and too much. What's wrong with you with wanting to know so much? Why can't you just, I don't know, ATTACK, see if you hit, and then judge weather the fights worth it or not from that. Why in the world would you want to know your %chance to hit any given npc? You know you don't have to kill/fight everything right?
If you want the game to obfuscate the numbers, it shouldn't display accuracy bonuses at all Displaying that number but then refusing to clarify what it means to the player is just frustrating; one of the biggest annoyances I had when I was just starting ToME (and even a bit, today) is that it would often confront you with a choice between two pieces of equipment or two skills with no real way to judge how much each would really help you -- it would have a number, but you couldn't translate that number into what it would do for your average damage. Worse, you'd know that there is one clearly right choice, but the game wouldn't give you enough information to make it.
Games are about making a sequence of choices. If you don't give your players enough information to make those choices intelligently, they're going to feel like they're not playing the game as much -- it'll feel more like you're poking around at random. So I'm always in favor of more transparent mechanics, as long as it doesn't reveal stuff that is actually supposed to be totally unknown to the player.