 Hierophant Posts: 782
2/4/2013
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Now that we've got a quality Cap, what about a quality Floor? "Once above this value, this quality can't sink below it."
The use I'm thinking of: for long-term spectrum qualities. E.g. an alignment quality that starts at 5 and runs from 1-11. You never want the player to use it but you're often moving it up and down.
-- Head Writer Zero Summer zerosummer@outlook.com
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+2
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 Richard Posts: 304
2/4/2013
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Gordon Levine wrote:
Now that we've got a quality Cap, what about a quality Floor? "Once above this value, this quality can't sink below it." Yes please. If only for this one specific use case: BasicAbility qualities have the curious (but I think intentional) property that if they're zero, they don't increase when you test them. Which means that if you ever penalise a BasicAbility, you have to worry about letting it drop to zero and breaking things.
It's manageable using "If >=" on individual branches, but a global "never less than 1" setting would be less error-prone.
Cheers Richard
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 Hierophant Posts: 782
2/4/2013
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Enhanced analytics! What I'd like specifically:
- How many players have played at least one action in the current day, current week, current month, and historical months;
- The average number of actions played by players in the current day/week/month and in historical months;
- Number of players who have spent Nex in above timeframes;
- Average Nex spent by players who have spent at least one Nex in above timeframes;
- Some way to track peak times of day/days of week when players are spending actions;
- Some way to track, big picture, how people are spending Nex on your world.
I know that's asking for a lot! But having these metrics would go a long way toward helping creators understand how our players are using our worlds.
-- Head Writer Zero Summer zerosummer@outlook.com
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+3
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 Anthony Roberts Posts: 15
2/4/2013
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I must agree with both Richard and Gordon, a minimum makes lots of sense, and more player statistics would be awesome (Though I haven't got to the point of using them, I'm still working on my first work of art).
To amend Gordon's points, I would also like to see the # of times a Storylet is played and the # of users (Not characters) "saved" at each Storylet (Ie: The game knows where each user is so that when the page is refreshed, they are at the same part. I'd like to see how many are at each Storylet, not necessarily real-time, just to see where people are stopping or how far they are going.) - They of course may be saved outside of a Storylet, that could just be a separate stat. edited by Zebulan on 2/4/2013
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 Richard Posts: 304
2/4/2013
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I tend to think that given their years of experience, FBG know better than we do what analytics are useful... so, those ones, please ;-)
For what it's worth though, I'm most interested in knowing how many characters have a particular quality, and at what level. That feels easy(ish) to do, and would be enough for me both to track progress and to tell what's popular. Though that may be just because of the specific design of my world.
Thanks Richard
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 Hierophant Posts: 782
2/4/2013
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I'm all for whatever analytics they've found useful! But I want to make sure the things I think we need for ZS are at least part of the conversation.
-- Head Writer Zero Summer zerosummer@outlook.com
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 oldbushie Posts: 7
2/6/2013
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I've only just started trying out the StoryNexus and I already see a couple things that could be added to the menu bar: - A direct link to the forums. Yes, it's in the FAQ document at the bottom, but that seems rather hard to get to quickly. - A way to favorite worlds. If I find worlds I like, I should be able to bookmark them so they show up in my orange menu bar and then I'd have quick access to them.
Keep up the great work!
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 PostalElf Posts: 47
2/6/2013
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oldbushie wrote:
- A direct link to the forums. Yes, it's in the FAQ document at the bottom, but that seems rather hard to get to quickly.
It's actually also under Help - Community.
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 Hanon Ondricek Posts: 417
2/6/2013
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Don't know if this is more of an art request...could we have more card backs...or the ability to put an icon on the card backs? Or even the same card backs with perhaps slightly different tinting? Maybe a blue and a green and a red? edited by HanonO on 2/14/2013
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 oldbushie Posts: 7
2/6/2013
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PostalElf wrote:
oldbushie wrote:
- A direct link to the forums. Yes, it's in the FAQ document at the bottom, but that seems rather hard to get to quickly.
It's actually also under Help - Community.  Where? O_O I don't see it under there in either the main page or in a world-specific page. All I see are "FAQ" and "About Creator". I'm using Opera if that makes a difference. Edit: Oh! Clicking on help without clicking a submenu brings you to forum? Confusing. I did not expect that. edited by oldbushie on 2/6/2013
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 Kadir Posts: 27
2/10/2013
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+1 to what Gordon said. More analytics would be wonderful.
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 Erik Harrison Posts: 51
2/11/2013
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Multiple rare defaults. I have a mechanic where the game is cyclical and I'd like to randomly set the circumstances of the coming cycle. Right now I have to use multiple rare successes and "A Matter Of Luck" which I think actually deceives the player about what's getting ready to happen.
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+1
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 Hanon Ondricek Posts: 417
2/11/2013
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As an interim...could you use a special deck for the randomness instead of random branches on one card?
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 Hierophant Posts: 782
2/11/2013
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Social actions are upcoming. Something I would love: the option to include a text editor on the player's side.
The use case I'm thinking of: Player A invites Player B to dinner. The card that creates the invitation has two branches. One of them allows Player A to send a pre-written invitation. The other branch allows Player A to write his/her own custom invitation.
This would enable all sorts of things, not least of which being SN integrating a level of player-generated roleplaying.
-- Head Writer Zero Summer zerosummer@outlook.com
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 Hierophant Posts: 782
2/15/2013
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Could the Key of Dreams be labeled in a way that denotes more clearly that it means "this content under construction?"
-- Head Writer Zero Summer zerosummer@outlook.com
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 Hanon Ondricek Posts: 417
2/15/2013
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In the interim you could create your own "coming soon" locking property and give it to your team to use instead of locking with KoD.
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 Uberman Posts: 19
2/18/2013
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I'd love to see a text input box as an option for resolving pass / fail results. So for example you could have players guessing a password to access a computer, or answering a riddle. Rather than rolling against stats, they type in a box. If what they type matches the correct answer, they go to a 'success' branch, and if not the go to a 'default' branch. This would allow some more complicated content and challenges without having to revert to multiple choice. edited by Uberman on 2/18/2013
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 Hanon Ondricek Posts: 417
2/19/2013
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Uberman: Could you have a "You know the password!" quality that sets after you check out the Suspicious Character's Desk?
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 Hierophant Posts: 782
2/19/2013
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A Circumstance-type quality for Things.
-- Head Writer Zero Summer zerosummer@outlook.com
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 Hierophant Posts: 782
2/19/2013
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Quality of life thing: could the "Play this storylet" option in the storylet editor open a new window instead of loading on the current window?
-- Head Writer Zero Summer zerosummer@outlook.com
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