View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0006462 | Valley 1 | Gameplay Idea | Mar 6, 2012 2:54 pm | Mar 6, 2012 11:10 pm | |
Reporter | Smiling Spectre | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.903 | ||||
Summary | 0006462: What if enchantments will have % as chance of aquiring? | ||||
Description | Actually, I initially get this percents as described - "% to next enchant" was "% of acquiring next enchant" for me. Well, I was wrong. But why do not include it? I think, it would be more "naturally" if percents from each container would be actually percent check for new enchant. So 45% means "45% chance to get enchant with next container" and so on. Many 4x games use such way of research, actually. :) Of course, it will be more random than it is now. Of course _such_ mechanic needs lower enchant percents from containers to keep it on the same rate (as 90% means "faster enchant 9 times from 10"). But... it looks more interesting that way, no? | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 6, 2012 2:54 pm | Smiling Spectre | New Issue | |
Mar 6, 2012 3:02 pm | Chris_McElligottPark | Internal Weight | => New |
Mar 6, 2012 3:02 pm | Chris_McElligottPark | Note Added: 0020450 | |
Mar 6, 2012 3:02 pm | Chris_McElligottPark | Status | new => closed |
Mar 6, 2012 3:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 6, 2012 3:02 pm | Chris_McElligottPark | Resolution | open => won't fix |
Mar 6, 2012 11:10 pm | Smiling Spectre | Note Added: 0020469 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |