Hysocs
Newbie
- Mar 5, 2024
- 18
- 6
I'm currently working on a game and have developed a compliment system. At present, you can give an NPC a compliment. Right now, there are three compliments, and each has five responses based on stat values (e.g., if the NPC has high lust or low love, etc.). I plan to make it more complex by adding an anger stat that decreases over time. When you give a compliment, I use complex math to determine if the compliment succeeds or fails. It's essentially a percentage change that varies based on stats. However, during my playtesting, I'm finding some issues. Initially, I set a 10% chance for the compliment to succeed, and if it does, the NPC responds, and depending on the compliment, it increases the stats, boosting your chances for the next compliment to succeed. If it fails, it increases the anger stat, lowering your odds, and this stat decreases over time. During testing, I found you can get really unlucky and have it fail non-stop, so I reverted to a simpler system where if it's above a certain stat, it succeeds 100% of the time. However, this leads to metagaming and choosing the same compliment to spam stats higher. I want to use the dynamic system, but I'm thinking of making dynamic thresholds per NPC for the success rate (like if the NPC is difficult, she will always hate your compliments, etc.), but I don't know what the best approach is, especially since this is only one of my planned 15 interaction systems. Merging them to flow nicely will be challenging if it gets more complicated.
You guys play games, so what would you prefer—a dynamic percentage-based system or a simpler system where, for instance, there are ten compliments and depending on the NPC's personality, some succeed and others fail? One might like gaming, and another might not, and this could lead to pulling from a list of generic replies that don’t base responses on the current mood or stats.
It's going to be a sandbox game, so the only character lore you'll get is from interactions. Therefore, I personally think I need to squeeze in as much information as possible in the responses.
You guys play games, so what would you prefer—a dynamic percentage-based system or a simpler system where, for instance, there are ten compliments and depending on the NPC's personality, some succeed and others fail? One might like gaming, and another might not, and this could lead to pulling from a list of generic replies that don’t base responses on the current mood or stats.
It's going to be a sandbox game, so the only character lore you'll get is from interactions. Therefore, I personally think I need to squeeze in as much information as possible in the responses.