Thread: Game Mechanics: Faction Issues
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Old 12-20-2011, 03:39 PM
Uthgaard Uthgaard is offline
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Originally Posted by kanras [You must be logged in to view images. Log in or Register.]
The data is helpful. But in isolation, we can't identify how each of the race/class/deity mods is actually contributing to the final result. In the case of the ogre/war/agnostic, it's pretty safe to assume that the ogre portion is going to be the only negative mod in the good cities, but we don't know if that's being offset by a positive warrior mod.

It's more optimal to focus on a specific group of factions in an area and try to narrow down how each race/class/deity affects them. The only way to do this is to throw a ton of fresh characters at them with each race/class/deity combo.

Example: I've been running around on live a bit trying to narrow down the mods in the qeynos area. So I start with a human/war/agnostic. Run around and con representatives from the local factions. I use this as the base and change to human/war/bertoxx. Con the same factions, see what the difference is. I now have a good idea the numerical faction adjustment for Bertoxx worship in the qeynos area. Then I can switch to human/sk/bertoxx, con again, check differences from human/war/bertoxx. That gives me a good idea of SK mods for those factions. It's even worse since we only know the final con result, which represents a large numerical range in many cases.
Kanras explained why just modifying the base is dangerous. Base modifier is really only in to save the trouble of entering a value in every field where they would all be identical, and is too blunt and dangerous of a tool be used to alter an entire faction. There is no equivalent field in a live faction table. Where a race starts out is only one very small data point in an experiment that should take upwards of two days per faction to complete correctly, depending on the ease modifying that faction in isolation.
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