[quote=“Valpo, post:7067, topic:42”]with a full survivor suit you ll be imune to fuungus infection as you do not get damaged by tendrils. The spore clouds are harmless when you wear the full atire.
so 10 is enough vs mycus.[/quote]
Thanks for the reply. I figured it would be.
so following this thought, There is zero reason your character would know that a Savage 111F provides +6 damage. and fully loaded provides 42.
I don’t know how potent a rifle is in real life. I have a ‘general’ idea of how damage a weapon is by it’s ammo type, bullet type. I roughly know how accurate it is based on the recoil, weight etc. But there’s no numeric values.
So why show them in game as number values?
From a design perspective in giving information to players you either obfuscate these things or show them. You do it for ALL of them. here it’s done partially for some things, and it’s one of the things in games that frustrates me. Don’t give partial information on ‘immersion’ if you then give it away for other values.
Obfuscation is like the 5 armor repair ratings. It’s fully repaired, slightly damaged, heavily damaged etc. No numbers are given, but there’s a general idea it’s not working up to par.
So there’s a major gap in information for EP.
There is also no reason you should know that a .50 caliber rifle mod’d down from a M2 browning has a damage rating of 70. It should also be obfuscated to something like “very HIGH” or ‘extreme’. With others being something like “very low,low,below average,average,above average,high, very high”. If my choice is between this and a remington 700 as a rifle for range and damage, I think I know which I’ll choose based on the cailber of the rifle. Maybe not recoil or how fast I can shoot, but for raw damage I’d have a good idea. Same thing with a .22 caliber pistol verse a .45.
The whole gun code is shown flat out when it should be obfuscated, like recoil “High, medium, low, poor, WillKnockYouOnYourArse”.
You assign the obfuscation to a scale. Like they did with EP. You know that a gas mask has a actual number value in protection from smoke, etc. However it’s also only 75% coverage.
So stating that your character shouldn’t know that EP 16 is enough to stop radiation is a valid point. You get in a hazmat suit and it’s design if to protect you from radiation, so on a screen when viewing the item it shouldn’t have 16, it should have protection value “Radiation - protected” or something like that, along with “Smoke: protected”;“Gas protected”.
If your going where damage lowers the value then it lowers the obfuscated value of 'Protected, to “partially protected” or something.
You do this instead of a numeric value, if your going to show a value, it needs relevance. This is where the gap lies. many things are obfuscated in code or numeric values without any thresholds given, but then there’s stuff that is flat out shown to players where should follow the other pattern.
A good example of the obfuscation that works is the aim code. It’s awesome.
I should pop this over to another thread, and I may, but I wanted to point it out that stating that it’s blatantly mixed all over the place.