Bernard |
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Thursday, January 08 2009 @ 06:42 PM UTC |
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Improbable Badass
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Registered: 10/26/08
Posts: 368
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Howdy, in Saucy's Kitchen I just paid for a 'turn' - not sure if this changed the stamina bar at all?
EDIT: And Capelthwaite just gave me a blessing that lasts for 'rounds'...
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SicPuess |
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Thursday, January 08 2009 @ 06:56 PM UTC |
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Improbable Badass
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Registered: 08/10/08
Posts: 327
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- Failboat fighting costs stamina. I can't decide if this is evil. (Probably just not mentioned, but intended.)
- AND, because I'm just that stupid, the Stamina bar again can get negative.
- Prolonged Travel still uses Turns, and is unaffected by aforementioned negative bar.
- At least in the first round and when negative, a World encounter doesn't affect the stamina bar.
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SicPuess |
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Thursday, January 08 2009 @ 07:18 PM UTC |
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Improbable Badass
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Posts: 327
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The pinata also gives turns. I'll go and make a wiki page for that kind of things now.
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Enotsola |
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Friday, January 09 2009 @ 12:18 AM UTC |
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Newbie
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Registered: 01/09/09
Posts: 1
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Negative Stamina: Possible to obtain by fighting on the Failboat.
Paris: Escape chars in the description. Also, evil.
Apart from that, and the various turn based things that aren't working yet, I'm liking it. The stamina system was something I was kind of doubtful of when I read the initial idea, but now that I've played with it it's kind of neat. I'm going to make a guess, having been on at one point when the stamina system blew up and I suddenly had 1000000 turns (and everything had been 0% costs til then) that in fact, turn based rewards and penalties are working, but it is giving points of stamina instead? I dunno if that makes any sense, but it seems a possibility. Adding 1 stamina isn't going to make any visible change.
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TheMuffinMan |
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Friday, January 09 2009 @ 04:53 AM UTC |
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Contestant
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Registered: 09/02/08
Posts: 30
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Quote by: EnotsolaApart from that, and the various turn based things that aren't working yet, I'm liking it. The stamina system was something I was kind of doubtful of when I read the initial idea, but now that I've played with it it's kind of neat. I'm going to make a guess, having been on at one point when the stamina system blew up and I suddenly had 1000000 turns (and everything had been 0% costs til then) that in fact, turn based rewards and penalties are working, but it is giving points of stamina instead? I dunno if that makes any sense, but it seems a possibility. Adding 1 stamina isn't going to make any visible change.
I ran into the same thing and CMJ just said it was probably him updating stamina, but you'll notice that it went away next click so It's not really a problem.
Alright, my first account has officially been eaten and I wanted to ask here as well as Newhome in case my new account gets eaten: Would it be possible to allow multiple accounts per e-mail? I had to use my back up e-mail address to create the new account and if you're expecting more accounts to be eaten then it's mildly annoying to have to use a new e-mail every time.
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Max Dougwell |
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Friday, January 09 2009 @ 05:45 AM UTC |
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Badass
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Registered: 08/28/08
Posts: 100
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Ok. I've found that if you're using Servo Arms when you OST out of a fight, the batteries NEVER RUN OUT. Leveling up may stop this, I don't know.
EDIT: Bit more info: I'd used a new day in between the One-shot and discovering this fact, so day change doesn't effect it. When I enter a battle, my sevos are already active. I suspect that turning them off will stop this from working.
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CavemanJoe |
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Friday, January 09 2009 @ 06:12 AM UTC |
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Admin
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Registered: 02/24/08
Posts: 2281
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Heyla - guys, if you find bugs, please put 'em in this here wiki page, and I'll use it like a to-do list of things to sort out. This thread is for discussing how you feel about the changes from a gameplay perspective.
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TheMuffinMan |
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Sunday, January 11 2009 @ 06:04 AM UTC |
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Contestant
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Registered: 09/02/08
Posts: 30
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It is way to easy to lose stamina once you're in the orange and it'll put you quickly into the red, then knock you out for it.
I had about 40%ish stamina which was only about -10% debuff and that was nothing because of my clan buff (still broken obviously), so I clicked for using five fights and was sent to the Failboat from exhaustion. I was hit, causing damage and a bit of stamina loss and then a bigger debuff. Then, I was hit again, harder because of the debuff and with more stamina loss for another bigger debuff. This continued until I had 10% stamina left and fell over, unconscious.
Moral of my story: Stamina goes away too fast when in orange and can, and in my case usually does, sent you into red and unconscious-ness.
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Hermein |
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Monday, January 12 2009 @ 04:02 AM UTC |
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Improbable Badass
Status: offline
Registered: 09/11/08
Posts: 126
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The new system to adjust Stamina based on the delta in turns each page seems to work great, and is yet another reason why I'll never be a programmer - I just don't think of that kind of thing.
Anyway, I'm trying to check that it works for each of the things that would have given turns, and so far I do see a positive increment in each case, but I can't seem to calculate a consistent value for equating one Turn to a delta in Stamina. It seems to be somewhere between 2 and 3 percentage points, but I can't pin it down. Is that expected? Does it vary depending on the moment?
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CavemanJoe |
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Monday, January 12 2009 @ 04:15 AM UTC |
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Admin
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Posts: 2281
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Well, seeing as this is gonna be released on DragonPrime, and seeing as I've got a HELL of a lot of modules to go through and add Stamina information to which will in the future give wildly varying amounts of Stamina (energy drinks as opposed to a nice nap etc - in the current system they'd both give one turn, but Stamina can be tuned much finer), for now the Stamina emulation simply adds e_rand(20000,30000).
Like I say, it's a temporary measure, and having that little bit of randomisation in there should make it a bit more interesting until we've got proper values in. Adding an indiscriminate 25k Stamina for each Turn just seemed a bit bland, to me.
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Hermein |
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Monday, January 12 2009 @ 04:32 AM UTC |
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Improbable Badass
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Registered: 09/11/08
Posts: 126
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Randomness is a fine thing in a game, unless you're looking for consistency, as I was Now that I know to expect the hand of the Joker, I'll be fine. . .
Everything I've been able to check so far appears to work except for Flawless Victory, which doesn't affect Stamina at all from what I can tell. All the New Day buffs work (Human, Son of Budget Horse, Clan Politics and extra jungle fights bought at the Lodge), as do Audrey, Energy Drinks and Potent Pills.
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CavemanJoe |
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Monday, January 12 2009 @ 04:48 AM UTC |
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Admin
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I've been working on the system to integrate Mounts into Stamina tonight. Y'see, you'll also be able to have Stamina buffs, which are handled differently from combat buffs - they can affect the cost of performing a given action, or the experience points awarded.
Likewise, I'll be giving the races an overhaul and adding Stamina buffs to them, too.
Flawless fights will likely be a bit tricky to integrate into Stamina, unless I just leave them using Turns and trust the emulation routine.
Everything else can stay on the emulation routine for now, until I get the proper values written down.
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Tor NaGoth |
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Monday, January 12 2009 @ 01:36 PM UTC |
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Improbable Badass
 Status: offline
Registered: 11/14/08
Posts: 157
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Hmmm... trying out potent pills here and I've noticed what appears to be a flaw. Adding the turns from the pills seems to work just great, but the negative buff from exhaustion doesn't go away. I ran my stamina down to about 30%, then took enough PP's to bring it back int the green with no visible effect on the debuff (even after running through a jungle combat sequence.)
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Tor NaGoth |
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Monday, January 12 2009 @ 01:52 PM UTC |
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Improbable Badass
 Status: offline
Registered: 11/14/08
Posts: 157
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Not sure if it was a glitch, or Joe fixed it, but it does appear to be working properly now.
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SicPuess |
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Monday, January 12 2009 @ 02:08 PM UTC |
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Improbable Badass
Status: offline
Registered: 08/10/08
Posts: 327
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Suggestion: Add a [Report] and/or a [Discuss] button somewhere, with the function of opening up the Wiki page (and/or this very thread) in a new tab.
And a question: Taking damage, does it apply per hitpoint lost?
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CavemanJoe |
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Monday, January 12 2009 @ 03:30 PM UTC |
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Admin
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Registered: 02/24/08
Posts: 2281
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Yup, it's per hitpoint lost.
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SicPuess |
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Monday, January 12 2009 @ 07:51 PM UTC |
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Improbable Badass
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Registered: 08/10/08
Posts: 327
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Thought so. Well, except in case you specifically want to make the upper levels harder, wouldn't it be better (if less intuitive) to calculate the stamina cost of a taken point damage as a percentage of the max. HP? I'm with Tor on this one - one or two bigger hits while being in the orange are a pretty straight way to the FailBoat on the levels above, say, 10.
Also, what about a start amount of stamina of 100.000 ? It'd be easier to translate costs from the Stamina Details into the gameplay. (and you could get rid of the % sign in the jungle, then it wouldn't be necessary to see it as "percentage of start amount" anymore, any other interpretation is just plain wrong but easier to get to in the first view.) 2k of 100k is more intuitive than 20k of 1M, I think. Then again, why should the players calculate
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Hermein |
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Wednesday, January 14 2009 @ 04:59 PM UTC |
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Improbable Badass
Status: offline
Registered: 09/11/08
Posts: 126
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I just found something a little bit odd about Dojo fighting in S2. When I entered the Dojo, I had 49.54% stamina, and my attack and defense were 18-0.9 and 16-5.4 respectively. When I Challenged my master, the Stamina stayed the same, but A and D went to 18+3.6 and 16-3.2. It looked like the Stamina debuff was momentarily removed.
However, after I hit Fight for the first time, Stamina dropped as expected (to 49.32) and A and D went back to their values before I entered, 18-0.9 and 16-5.4. After that point it looked like a normal Jungle fight; Stamina dropped with each round of fighting and with damage taken, and A and D went down with the Stamina.
The behavior during the fight looked correct, I just couldn't figure out exactly what was happening at the beginning, between the challenge and the first round of fighting. Perhaps it doesn't matter, if attack and defense are being set correctly before the first fight is done?
PS - I did win, but just barely 
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SicPuess |
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Saturday, January 17 2009 @ 11:32 PM UTC |
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Improbable Badass
Status: offline
Registered: 08/10/08
Posts: 327
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Concerning the FailBoat option to downrank oneself: PLEASE insert a confirmation screen. An uprank button's probably not going to get integrated, isn't it?
While, on the other hand, the [Continue] screens while travelling on the Map are unnecessary, couldn't the corresponding messages be integrated into the following Travel screen, as it happens with the Defeat messages of Map Encounters?
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Hermein |
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Friday, January 23 2009 @ 01:56 PM UTC |
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Improbable Badass
Status: offline
Registered: 09/11/08
Posts: 126
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At risk of giving away what's really a fun jungle encounter (and I mean that - I was amazed I think that the whole, ahh, insect surprise thing needs a little bit of adjustment. It wasn't easy to beat, but it just didn't seem to be worth 29,643 req (or 645,120 glory points). Not that I mind being able to stroll over to Sheila's and avail myself of the shiny, but to be fair. And it was only 31 experience.
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