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Patch notes 1.0.2 - Free DLC to Chapter 203

🕑 Added 2019-05-10 17:32:32 +0000 UTC

Comments

Han Pol

I think it is mostly so because many complain about how terribly arbitrary some numbers are. Or that they don't make much sense in the story. That is true in my option as well. When you have a powerful analyse skill that shows exactly how stong the other people and monsters are it's very easy for math affine readers to spot those mistakes and then it becomes very jarring. Here the numbers were basically just a clear measure of personal progress and not a contest with other chars, except for the level number.

Chymor

I think the numbers does a wonderful job of showing progression. They are an easy way to show how far Ilea has come and how her classes synergize. In a way, they're the ultimate tell part of the "show don't tell" discussion. But they also do so in away that's vague enough to be interesting and quick enough not to be boring. Especially since you keep updates rare enough that they mostly just show up when interesting changes has happened. So I think you can remove them or make them vaguer, but make sure to let us feel Ilea's progression in some other ways. (Or like recently, her "lack" of progression when Ilea thinks she's stagnating.)

David Brims

The numbers would only be an issue for really picky people. But I wouldn't care either way if you did get rid of them. That said, as you noted you'll have a bit of work going back and disposing of all instances. Numbers do seem to be going out of style in LITRPG a bit, so you may be on the right track.

Ato

as others have said, it was said in the story that destruction did get boosted by int, so I always assumed it was a bit special in that it scaled on str and int. Which isn't a bad thing, I'd personally clarify the text that it works based on both rather than change it like this. On the numbers in general, they were fine simply because we had no idea what skills other people have, so I don't see that being an issue tbh.

Han Pol

I kinda liked numbers and since we didn't know what skills other chars have it's is vague anyway. After all it only becomes clear how strong or weak Ilea is if the numbers can be compared with someone else.

Arkeus

I approve of those changes. I will note that Destruction actually was said to be empowered by intelligence a few times in the story. Something I will advise is making it clear in the language how a skill is better than another. Without the percentage, you don't exactly get the idea that a skill is flat otu better than another at the same thing

Gardor

Since you're tweaking skills, can I ask if you have a plan for third level general skills like meditation? Also every one of those skills mentioned has specific percentages I'm confused as to what was changed.

Jonathan

I also enjoyed the numbers and watching them go up, but I doubt that not seeing them is going to affect my overall enjoyment of the story much. One thing you'll have to watch out for to keep from actually increasing the inconsistency is Ilea's own reaction to the numbers. For example, when Veil of Ash reached the second stage, she mused that she'd basically tripled all of her resistances. Without the numbers, she'd have no idea how much they went up until the next time she sparred with her teammates and tried to estimate how much less damage she was taking (something I would immediately investigate if I were her.) So in addition to removing her reaction to the numbers, you may have to write in new sections of her trying to get at least an idea of what the increases mean.

I like the numbers and percentages (even if they don't necessarily add up) the way they were before, but I understand your reasoning. My biggest concern with the new system is, that there is no indication of Ilea's synergies. Her greatest benefits from choosing the Ash Wielder class were the additional strength to her abilities. Now this is not apparent.

Alan McBrayer

The percentages were getting a bit cumbersome, but removing all of the numbers kinda kills the impact of the skill descriptions. You could just go with vague fractions and/or just give the starting amount and say it increases by level. For example ashen warrior could be "increases damage by over half plus class bonuses" for meditation you could say "triples regen increasing with skill level". That way we still get some big numbers, but you can hide the specifics behind the vagueness of the numbers.


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