4sheetzngeegles
Hunter
Joel and TFP can K.I.S.S. it.
With a17 you have progressed to the point of a by the numbers scenario.
10 second readers skip to The thought:
TLDR readers skip to K.I.S.S.
The title sounds like belligerence, or click bait. It is neither.
Its a term taught to me in college literary expression. The meaning
"Keep It Simple Stupid". Once you get to a certain amount of precision,
in any project, the only thing left, is to sit back and call it complete
or break it by fixing it.
Long
Example: Tuning a car for 750whp@8000rpm, custom bluebrinted with a new
alluminum head. Every part in place every bolt tightened to spec, but
when you dyno your engine you find that its actually producing, 738whp.
The average and uninformed owner/builder first thought is i need a bigger
cam, or more compression, because bigger and more is always desireable,
yeah but it comes at a great cost, more money, more time, rebuilding the
engine, and more oppotunity to misalign a drivetrain component that was
already at optimal spec. To make 12 HP. Here's a good idea bout to go bad.
The weekend warrior, jams all the new parts in, shaves the head and gets
HD steel bolts to hold the xtra compression. Better crank it an xtra 1/4
turn for good measure; more is better right?. Dyno 2 757whp, for 10 seconds,
then the gut wrenching sound of your engine, being turned into a combo hoover
and a magnum. Matching seats for those bolts, and torquing to spec may have
been a better start. Or an informed and dedicated person, Might go 12 inches
down stream of the collectors, and install an "Xpath" crossflow system. Benefit,
exhaust balance, throaty tone, a smoother powerband, and Dyno 2, 751whp@8000rpm.
Best of all you can drive home. The other guy will say yeah but i got 6 hp more.
Would you rather a driveable 751 or a POS 757 on paper, at an additional cost of
3000 dollars?
K.I.S.S.
Example: Use the tools allocated for modding, to expand the flexibility of the game
interface. The game has progressed beyond, "just a". The Main tweaking is numbers,
Each generephile has a different desire for what is considered right, those silent now
will become vocal when there numbers are changed. Creating a see saw, but never reaching
the end goal. And breaking processes along the way to overcompensate.
The graphics, Game play, Basic ai action/reaction/animation, are all in place.
The tweaking involved is mainly config settings. Why not use Xpath associated with a Gui
control, and a directory associated with each genre, you already do something similar but
from the responses and constant flip/flop changes in the numbers, its not as intuitive as
you might like. One persons default is another persons wuss, one persons HardCore is another
persons laughably overcompensating.
The thought:
1 Levels of difficulty, (limited by Engine) scaled 1 to whatever, in an xml file.
Including the various spawner outputs.
2 Genre playstyle, an alternate config folder per genre. Loaded from front end GUI
selection.
3 Random generation, vs Manual genreration world. GUI selector at logon Xpath to a Class
script and a separate folder With a prefix designation for checks and balances. Or
instead of a class an encoded dll with the differentiated class or classes. In the
initial dll if Rwg then default, if Manual then xpath to file.
4 If you xpath the multiple defaults, per playstyle, see #2 then in a single game each
player selects their Job, a party of six, because of the initial seletion in Gui
Are instantly assigned their own progression. leveling and game scope. A farmer is a farmer,
Defender, Resouce gatherer, Builder, J.O.A.T. all have their own perceived progression and
acceptable limitations. All can play their way and contribute to the collective. "borg ref i know"
5 Adjustability, Roland + poll including spreadsheet, + math a numeric to support the written.
Roland likes polls, players like polls, Roland does math as profession, receives justified visual
result on spreadsheet.
6 Modular, scalable, Relatively simple to implement, allows for for concentrating on code conflict
vs preferential conflict. Simple to a coder, I'm not one.
7 Additional, xpath possibilities, variable horde release dates, Texture 2d clothing, variable tint
same as cars, Randomized secret locations limited to the world, terrain and biome adjusted by
slider, vs mathematical rearrangement. Buffs, debuffs, ai etc. But it would allow TFP to sculpt
an extended amount of scenarios in one box.
With a17 you have progressed to the point of a by the numbers scenario.
10 second readers skip to The thought:
TLDR readers skip to K.I.S.S.
The title sounds like belligerence, or click bait. It is neither.
Its a term taught to me in college literary expression. The meaning
"Keep It Simple Stupid". Once you get to a certain amount of precision,
in any project, the only thing left, is to sit back and call it complete
or break it by fixing it.
Long
Example: Tuning a car for 750whp@8000rpm, custom bluebrinted with a new
alluminum head. Every part in place every bolt tightened to spec, but
when you dyno your engine you find that its actually producing, 738whp.
The average and uninformed owner/builder first thought is i need a bigger
cam, or more compression, because bigger and more is always desireable,
yeah but it comes at a great cost, more money, more time, rebuilding the
engine, and more oppotunity to misalign a drivetrain component that was
already at optimal spec. To make 12 HP. Here's a good idea bout to go bad.
The weekend warrior, jams all the new parts in, shaves the head and gets
HD steel bolts to hold the xtra compression. Better crank it an xtra 1/4
turn for good measure; more is better right?. Dyno 2 757whp, for 10 seconds,
then the gut wrenching sound of your engine, being turned into a combo hoover
and a magnum. Matching seats for those bolts, and torquing to spec may have
been a better start. Or an informed and dedicated person, Might go 12 inches
down stream of the collectors, and install an "Xpath" crossflow system. Benefit,
exhaust balance, throaty tone, a smoother powerband, and Dyno 2, 751whp@8000rpm.
Best of all you can drive home. The other guy will say yeah but i got 6 hp more.
Would you rather a driveable 751 or a POS 757 on paper, at an additional cost of
3000 dollars?
K.I.S.S.
Example: Use the tools allocated for modding, to expand the flexibility of the game
interface. The game has progressed beyond, "just a". The Main tweaking is numbers,
Each generephile has a different desire for what is considered right, those silent now
will become vocal when there numbers are changed. Creating a see saw, but never reaching
the end goal. And breaking processes along the way to overcompensate.
The graphics, Game play, Basic ai action/reaction/animation, are all in place.
The tweaking involved is mainly config settings. Why not use Xpath associated with a Gui
control, and a directory associated with each genre, you already do something similar but
from the responses and constant flip/flop changes in the numbers, its not as intuitive as
you might like. One persons default is another persons wuss, one persons HardCore is another
persons laughably overcompensating.
The thought:
1 Levels of difficulty, (limited by Engine) scaled 1 to whatever, in an xml file.
Including the various spawner outputs.
2 Genre playstyle, an alternate config folder per genre. Loaded from front end GUI
selection.
3 Random generation, vs Manual genreration world. GUI selector at logon Xpath to a Class
script and a separate folder With a prefix designation for checks and balances. Or
instead of a class an encoded dll with the differentiated class or classes. In the
initial dll if Rwg then default, if Manual then xpath to file.
4 If you xpath the multiple defaults, per playstyle, see #2 then in a single game each
player selects their Job, a party of six, because of the initial seletion in Gui
Are instantly assigned their own progression. leveling and game scope. A farmer is a farmer,
Defender, Resouce gatherer, Builder, J.O.A.T. all have their own perceived progression and
acceptable limitations. All can play their way and contribute to the collective. "borg ref i know"
5 Adjustability, Roland + poll including spreadsheet, + math a numeric to support the written.
Roland likes polls, players like polls, Roland does math as profession, receives justified visual
result on spreadsheet.
6 Modular, scalable, Relatively simple to implement, allows for for concentrating on code conflict
vs preferential conflict. Simple to a coder, I'm not one.
7 Additional, xpath possibilities, variable horde release dates, Texture 2d clothing, variable tint
same as cars, Randomized secret locations limited to the world, terrain and biome adjusted by
slider, vs mathematical rearrangement. Buffs, debuffs, ai etc. But it would allow TFP to sculpt
an extended amount of scenarios in one box.
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