So I watched the interview on YouTube...
@Trevor Kid: Please use a better microphone and not the one built into your laptop. Also please talk slower. You were really hard to understand.
@Mike / Jeremy:
One thing I was frustrated about was that you designers kept giggling how "easy it is to change the math of the game".
This statement is bogus.
Sure... if you have the proper linked excelsheet it is really easy to change a few base numbers and the program does the rest. However it's obviously a very hard task to find the "right" numbers. Otherwise you'd have set them to proper values already.
The December version of the game made fights more interesting. But the amount of damage the monsters do is still so high that you can't survive them without proper damage reduction and healing countermeasures (parry, a cleric in the party, kiting, running away)
Obviously the math is "not right yet". So please stop laughing about it how "easy it would be to change it".
Do it then!
Also to whoever uploads this to YouTube: Please add the broadcast dates to the video title so the proper one can be found more easily later. And thanks for creating a G+ event this time. This helped a lot with time planning.
What they mean is that Math is objective, and crunching numbers is absolute. They can calculate all day and never break a sweat. Changing numbers isn't always easy, it's just not as hard as some of their other tasks.
What is hard is getting the feel of the game right. Feel is entirely subjective and differs from person to person. This is where things get sticky. Knowing that Fighters need to deal X damage is the easy part. Finding a way to deliver that in an interesting, and engaging manner is the hard part.
Remember that the math is really only the base level of the game. It's the core foundation, but it's also the most "basic" level of the game. Getting into the aesthetics of play and the feel of the experience is a much more cerebral activity for everyone involved :P
Its my opinion that they don't fully understand the math of the game and how it interacts, they don't understand basic statistics or they wouldn't be making the mistakes they are now...
I agree with them on the math point, actually. It's dreadfully easy to change numbers around, the asthetic doesn't necessarily care what the math does and you can design a game like this conceptually from the ground up without thinking about the math at all. They're usually called campaign settings at that point.
As for getting the numbers right, yeah that's harder. I didn't really take what they were saying about changing the math to mean that getting it right was easy, I just took it to mean that they were really comfortable with changing stuff 'cause the worst thing that would happen is they change it back. At least by trying they've seen what's what.
I agree with most of what they said, and this vid made me very hopeful for the first time in a wwhile.
Math is easy to change and can be change 20-50 times in 2 months, getting it right is just keep pushing till it works.
I wonder what class is comeing at winter fantasy, and what the totaly new class is.
I hope we see bladsinger/swordmage/magus type class, I hope we see warlord soonish.
I also love the weapon idea, all weapon mastry classes gain more w's and can give them up for extra attacks but not against the same target.
Funny that Jeremy is a bit of a history buff, if he is that anal about longsword vs long sword.... imagine how he feels about Chainmail and Studded Leather
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