General Curved Stacking

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

General Curved Stacking

#1 Post by grayswandir »

Basically, there's a lot of bonuses that I think would benefit from being curved. It lets you have a single source of a value actually be useful, and not have multiple sources be overpowered. I'm thinking of two main examples:
  • First, there's infravision and heightened senses. They both do the exact same thing, but don't stack because otherwise it would be way too easy to get ridiculously high values, and low values of them aren't terribly useful by themselves. Some sort of curve would let us get rid of this distinction and let them stack, and also make a single source of them somewhat more useful.
  • When I pointed out that you could theoretically get up to 100% projectile evasion, DarkGod set it so that the values didn't stack, you only get the benefit of the highest value. Again, I think a curve here would probably be a better way to handle it
I suggest we add a few 'curved' stacking modes to the game. The main point here is that we wouldn't need to mess with any existing values (for halfway decent balance, anyway), and can just add a line saying that this value follows a curved mode instead.

Example: Make a 'curved100' stacking mode that follows the same curve that saves do. Say we did this for projectile evasion - you have a deflecting shield (+10% projectile evasion), the emblem of evasion (+15%), and wind's whisper (+25%). These would all be converted to the actual numbers needed to get that much (10, 15, 30), added together (55), and then run through the saves curve to get the final result (37.5%)


This'd be pretty easy to code up, I'm just wondering if it's a good idea.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: General Curved Stacking

#2 Post by Sradac »

I think it would be really confusing for people who dont know that it runs on a curve. I've loved ToMEs transparency, I would hate it if 30+20=40 for example. I know mind/phys/mag power are on a curve / diminishing returns already, but I can see it really confusing new players. I would say taking the highest value for (some) things would make sense anyways, how can something thats worse than something else at a particular thing somehow make me better? That'd be along the same lines of logic as "Well, I have 4 good cylinders in this car, and 2 bad. But those add up and make it all work out OK!"

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: General Curved Stacking

#3 Post by marshmallowpeep »

Some things stacking and some things not stacking is more confusing than diminishing returns. When I was new to this game I was far more confused by the interaction (or lack thereof) between heightened senses and infravision than I was by the diminishing returns on the various sorts of powers. Playing video game RPGs you come to expect things to stack, and since most things in this game do stack it took me a while to notice that my miner's helm wasn't stacking with my heightened senses talent.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: General Curved Stacking

#4 Post by HousePet »

The confusing bit is lack of documentation in good places, not the method of balancing values.
My feedback meter decays into coding. Give me feedback and I make mods.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: General Curved Stacking

#5 Post by Dracos »

Seconded. I've certainly thought things were bugging out when 30 + 15 = 40. Sure, once you know that the formual being used is (1-x) * (1-x) it makes sense, but that's not clearly made obvious anywhere within the game and ToME is certainly a complicated enough entity that when things are opaque, they're very distracting.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: General Curved Stacking

#6 Post by 0player »

Most importantly, the values on items show up as "+value", which usually means they add up to something! Also, egos like low-level miner's, giving +1 infravision, are completely worthless for everyone - guys who care about stealth have heightened senses, guys who do not have a lite.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: General Curved Stacking

#7 Post by Doctornull »

Love this idea.

We'd want some kind of way to display the current rescaled value ("if you equipped this right now, the scaled benefit would be +X for a total of Y").
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: General Curved Stacking

#8 Post by 0player »

Well, the code for "effective value" tooltips is already on git.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: General Curved Stacking

#9 Post by Doctornull »

0player wrote:Well, the code for "effective value" tooltips is already on git.
Awesome, thanks!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

Re: General Curved Stacking

#10 Post by Delmuir »

I whole-heartedly endorse the premise but there would need to be a means to make it less opaque… like a stat calculator or something.

What this game REALLY needs is something to guide the player in determining how a skill functions so that they can make rational choices. Your solution is good, there just needs to be a way to make it transparent and CLEAR.

Post Reply