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Gameplay Upgrades - Page 2 Empty Re: Gameplay Upgrades

Post  Vic Vegas on Thu Jun 18, 2015 3:12 am

Oh yeah, nice suggestions Dux. I like the just move it by 1 point but it being difficult like high level stat raises. This would be a good idea to get implemented ASAP. Razz

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Post  Vic Vegas on Sun Jun 28, 2015 4:45 pm

How about having Team Monster fights? Say you want to send two gladiators (do they have to be from the same team? What do you guys think?) to the monsters at the same time, in a team. Then the game picks two random monsters and pairs them together against your gladiators. This could be fun! What would happen if one of the monsters dies, but the other kills both of your gladiators? Would it end when you had one left and the arena master would then make him an offer?

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Post  Vic Vegas on Tue Jun 30, 2015 8:02 pm

Even something relatively simple like the random number seed algorithm used by the game, could have an effect on training, fights, challenges, etc. Some random number generators are more random than others, but those tend to take longer to run, which would lead to longer times for the turn to run. Instead of the now 15 minutes (with the new webhost) it takes for the turn to run, imagine if it took 2 hours due to replacing maybe a dozen lines of code.

Coming up with as random a number as possible, can be accomplished in many ways, some of which have been discovered since BP was created. I don't think boar spear dwarves will go away from changing such an algorithm, but it might have an interesting impact on challenges and trains.

If you have too much time on your hands: https://en.wikipedia.org/wiki/Pseudorandom_number_generator

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