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Combat logs, Damage stats and MMO Whiplash


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#276
Kojiyama

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Dauphin2 wrote...

I have to agree with some, any sane system for tooltips and spell powers should use some sort of string replacement. "Spell damages for %d points." And these values should be fetched from the place they are stored. Certainly spell damage values are not scattered all over the source, but are all tidy in one centralized table? Surely?

Then localization be damned, the number gets inserted no matter what the language.


This.

Again, not to be overly negative or anything, but I just don't understand how localization issues presented the primary factor in skill/ability descriptions. The amount of skill text in this game is very small compared to many other RPGs--specifically MMOs which deal with constant changes to tooltips and descriptions on a regular patch cycle, usually localized in more languages than DAO shipped with.

Additionally, compared to the size of the game's text in general, the skills represent an absolutely tiny minority of the localized text in the game. The majority of the descriptions are only handful of words, and even then the majority of changes needed if one were to specify numbers then rebalance would be simply changing numbers. In the odd case of an entire revamp to a skill (unlikely, as even vague tooltips would be invalidated by a revamp!) would require translating only 5-10 words.

I've had experience with multiple projects involving localization and these types of elements were always the last to be localized and were understood to have been locked down late in the process for the sake of the player. At the very least, displaying accurate numbers (which don't require localization) is preferable.

I'm just a bit surprised at the low level of polish in this area compared to an otherwise extremely polished game. KotOR/NWN/etc. seemed to be a lot more specific in this regard, from what I remember while playing them. For me, it's made it fairly difficult to get into the RPG system, which is a shame since it has a lot of potential to be very interesting. :(

Modifié par Kojiyama, 23 novembre 2009 - 03:01 .


#277
Gecon

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The starting posting is absolutely riddiculous.

We had detailed combat logs in Baldurs Gate already. Where most people, including me, never had heard the term MMORPG, and the people playing EQ and UO where a small elite.

#278
Sibelius1

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Kojiyama wrote...

I've had experience with multiple projects involving localization and these types of elements were always the last to be localized and were understood to have been locked down late in the process for the sake of the player. At the very least, displaying accurate numbers (which don't require localization) is preferable.

I'm just a bit surprised at the low level of polish in this area compared to an otherwise extremely polished game. KotOR/NWN/etc. seemed to be a lot more specific in this regard, from what I remember while playing them. For me, it's made it fairly difficult to get into the RPG system, which is a shame since it has a lot of potential to be very interesting. :(


Completely agree with these sentiments

Why lock down descriptions before finalising the talents and spells? Odd.