- Mar 4, 2020
- 28
- 29
Zerei
"based on difficulty of achieving said task they set for themselves during character creation"
Sorry, what did you mean by this. I'm just trying to understand and don't know what you mean by what looks to me like you want to be able to adjust the difficulty of achieving the achievment(task) part of the feat. Can you give an example please?
I'm not trying to be difficult, just trying to wrap my head around this concept
...It seems I'm pretty bad at getting the points across huh?I also couldn't wrap my head around it either. I just figured I was being extremely stupid like normally and was probably why I couldn't get it.
View attachment 587899
Not to so much adjusting difficulty of achieving the feat, as VrelCoins aquired based on initial setup which I propose to expand choices in
Let's take the first feat from top as example. "Earn £1,000". The more skilled/better stats of your character at beginning in things that can earn money, the less VCoins you get. Meanwhile if the character has nothing helping with that, you get the normal amount of VCoins. On the other hand when you have things that get in the way of earning money, you get bonus VCoins
That's the general idea
However as setting everything separately for every feat would likely be a time consuming and difficult task, the difficulty of achieving feats could be generalized. For example a general difficulty slider by which amount of coins would be multiplied could be used. Or categorizing feats into groups if the dev would have more time. After all what makes one thing harder, may make another easier or not affect it at all
By the way, Fangii
Did you understand what I meant when you said that?I think the first one might be a bit too OP unless it's a reward from completing a lot of feats, maybe 15 or so? Agree on the second and third though.
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