MXL: Sigma Announced

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Marco
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whist wrote:
Marco wrote:Maybe all stats could be listed if you click a button that says "full details" or so, and then you get a list of all stats your character has. But I would do it in a simple way, no complex GUI or anything, just a popup and the list. People who actually care could have the option to check it, but you wouldn't be pushing all that gibberish to someone who doesn't really know what's going on, unless they intentionally want to see it.

Well, that's kinda what multiple pages achieves. Doesn't it? I kept all vanilla stat screen' stats on the first page (with a few little additions/improvements) kinda for this.



No, because you're putting all stats on the same level, thus not giving a hint on which ones actually matter. And I feel getting the most out of this feature is giving the players this hint.

If you simply dump all stats into some "Show more" button, you could put everything and you don't discriminate stats as you can just put all stats, and you're certain that the player that clicked this button is probably looking for a specific stat, so it's not annoying to have all this extensive information. Plus, a simple list like this means no GUI work, and you could filter out the stats that have a value of 0 so you're guaranteed to be giving players relevant info. On GUI format you're giving everything regardless of the value, as the value boxes are not dynamic. This would be certainly a cool way to implement this, imo.
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Taem
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Marco wrote:Maybe all stats could be listed if you click a button that says "full details" or so, and then you get a list of all stats your character has. But I would do it in a simple way, no complex GUI or anything, just a popup and the list. People who actually care could have the option to check it, but you wouldn't be pushing all that gibberish to someone who doesn't really know what's going on, unless they intentionally want to see it.


I'm alright with this as well, so long as the info is available to those who know how to use it :D ! Having to break out a pen and paper to calculator your FPS or effective resists sucks balls!
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Zamioculcas
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Whist can implement it, hide it, and whisper the access code/method to those who want it :mrgreen:
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iwansquall
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Not sure what the problem is, put most important in front page, minor stat in 2nd pages?
What marco did on plugy pages kinda neat with 4 pages / categories.

Sometimes people just want to know which stats is defensive, which one good offensive and which is good for both (utility).


If there a way to show %bonus to minion on skill desc would be neat, but I guess that required to change alot of GUI stuff.



*Hmm whist, it possible to put scrollable gui? kinda like d3 stat screen. I think in d2, the only scroll-able stuff is chat box and... friend list? (I have zero experience playing d2 online)
linuxrs
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Maybe stupid questions since I am not into modding but: Is it possible to create some kind of customizations for those pages? For example, I play a summoner and I want minion stats to be in my main page, so I go at settings and set them on first page.
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RequiemLux
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With the access to higher numbers in Sigma, can we expect a substantial reduction on boss fights that rely on the heroic shield mechanic?
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Nitz
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Since everyone asks for new features:

Target dummy - you hit it, it tells you how much damage you did. 1 hit, in 1 second.

And a bunch of dummies for group damage.

If that's not possible how about stationary enemies, with names that tell you how much HP they have.
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Marco
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RequiemLux wrote:With the access to higher numbers in Sigma, can we expect a substantial reduction on boss fights that rely on the heroic shield mechanic?


Heroic shields are there because monster health cannot be higher than 1 million. Which isn't much.

Health cap is very tricky to expand, but yesterday we were discussing with whist and I asked him if a new stat called "damage divisor" could be implemented. What this stat would do is divide all damage taken by X. Instead of "damage reduced by X" it would be "damage divided by X". And implementing this stat seems to be possible.

So, then I could create a boss with damage divisor of 100. That would effectively be giving him x100 times more health, in a way.


Nitz wrote:Since everyone asks for new features:


Though noone is really paying attention to them. :P
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RandomOnions
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Sounds awesome marco, I always thought uldy dies too fast anyway
opsayo
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Just registered to say that I'm really interested in this upcoming patch. I played this game in and out several years ago and enjoyed it, but a lot of time has passed and I no longer have the time to invest like I once did. I often start new characters and quit some time before end-game as the numerous challenges and uber levels and charms that feel almost mandatory and the sheer amount of documentation I have to regularly refresh myself with are all intimidating and cause interruptions to the experience. It's intimidating. My favorite part of MXL was always that the gameplay before the end-game was more interesting and engaging than other D2 mods (including vanilla), where almost any interesting decision making and character building only occurred at the very end.

Marco, reading your insights into exactly the apprehensions I'm feeling is a breath of fresh air, even though I see that there are numerous skilled and veteran players that it may not resonate with. I'm on the edge of my seat waiting for this release. Thanks for the hard work!