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Things like Stamina and the combo meter aren't stat numbers though, they're just visual representations of percentages.
https://forum.worldofplayers.de/forum/threads/1512984-Release-Ingame-Cheat-GUI
Exacltly !
Thanks !
I don't care what your personal opinions/tastes are about the way games/RPGs should or shouldn't be .
I (persnally myself) want to know these numbers, I need to see them, I love to stare at them, and i'm not the only one. And someone also wanted them as badly as I do, as he made an add-on for players like us who love detailed stats.
So i've dowmloaded this add-on, installed it and now I can see all these gorgeous numbers and it's wonderful !
Anything else to say?
Anyway, I don't care. Take it as an opinion and just move on.
https://steamcommunity.com/sharedfiles/filedetails/?id=1898019605
Generally, with regard to showing numbers or not, it's a matter of game design and whether the designers want to increase immersion or whether they want the game to turn into a number crunching game. ELEX's authors should have eliminated more numbers where those absolutely make no sense. Why? Because players are supposed to gain hands on experience and decide based on feeling/perception rather than raw numbers. You don't choose a weapon over another because it does +5 more damage based on what is shown. There may be more to it. Different handling, different action speed, different damage type (not limited to sharp vs blunt weapons and related armor damage reduction), different range, different dps. Use the weapon that does the job you. As in Gothic 1&2, wield a weapon, perform dry practice, test it against foes, draw conclusions, profit!
If you hit an enemy and a chunk of the enemy's health bar is gone, that is sufficient to get a feeling for how much damage a weapon does. No need to display a flood of flying damage numbers, which depend on RNG anyway. Abilities that increase damage do just that: they increase damage. So, you want increased damage, you learn an ability that affects damage. If there are multiple, alternative abilities to choose from (perhaps mutually exclusive ones), learning by doing would be the way to go - or, preferably, the game supports stomach decisions. Then player can simply decide based on feeling and personal playstyle. Games, where players pick one skill over another only because according to the underlying maths one skill performs 0.05 points better than the other one, are ill-designed.
Ok. I'm not planning to change anything, except maybe this one in late game., as i've read that it has an influence on the choices you can make. I want to be able to see the different outcomes without doing another playtrough. Not enjoying the game enough to do another full one.
You wrote: "Using this mod UI to change the cold value (named "soul" here) breaks subsequent cold value arithmetics in the game. Including reset to zero"
What do you mean by "breaks subsequent cold value arithmetics "? And by " Including reset to zero"?
Well, that's just the way you see things, I personally have no issues with stats and numbers in terms of immersion (except in The Division 2 ).
Tell your wishes to Piranha Bytes, maybe they'll consider them for Elex 2.
THQ has acquired PB, and I cannot foresee whether that will really not have an influence on their game design in ELEX 2 already.
I assume that in ELEX 2 they will not return to showing tons of raw numbers no player needs to know, because that would hurt the on-the-fly balancing of foes, companions, allies and difficulty modes - and it wouldn't help with making accessible the game to a wider audience. Rather, I think THQ will help them with polishing, pre-release testing, contributions like cutscenes and assets.
Thanks for the info, that's good to know !
We'll see. Yes it would be great if it's more polished, and also if PB will be able to release more than a unique patch to fix issues. For instance i'm having a huge bug with Caja spell animation that's very ennoying, and that stupid noise when crouching is plain irritating. Among other things.
"raw numbers no player needs to know": you're speaking for yourself, can't you assume that everyone is not like you? Or show us some undeniable data/study that validates your claim.
If i'm not mistaken, the origin of modern role-playing video games is Dungeons & Dragons (and the Dark Eye in Germany) and there was always a lot of numbers and stats in these games.
It seems that the kind of games that you want is more aventure/action than typical RPG.
There were also alway numbers in PB games.
Stay calm and friendly.
If you want me to answer, talk for yourself, not in plural (quote: "show us"). I will respond, if the discussion will stay serious.
If you insist on seeing lots of raw numbers, fine, that doesn't change my view that in a game of superior design most numbers could be hidden because no player would need to base any decisions on them - unless they are about essentials like monetary rewards, item prices, XP, distances to destinations, range/duration details for abilities/AoEs (like ammo count and duration of protection spells, so one doesn't need to use an external stop watch, since that would be inconvenient).
It is no news that raw numbers in CRPGs/ARPGs are considered as problematic. Not of all them. Obviously, early CRPGs have adapted old school pen'n'paper RPG rules in hope that players somewhat familiar with those systems will feel at home when they play a CRPG that implements the same/similar rules. In such games, numbers are as essential as rolling the dice because the rules mandate that.
Yet that reduces the target group of such games - and worse, it becomes rather ridiculous when hardcore fans of such games go down to the level of the underlying maths - stuff like secret formulae not shown to player and not documented in manuals. It turns human players into number crunchers, whose only interest is in whether the dps of one fighting ability is factor 1.02 better than another. Instead, human players ought to be role-players!
You ask about "undeniable data/study". You can't be serious about that. No such study has been performed. And the rare survey about RPG features, which one may find in some online magazines, isn't of much interest because of small sample size (or skew due to people voting more than once).
Yet you should see the big picture. Game developer companies, who can afford it (!), will try to target the mass market - rather than a niche market of hardcore fans of a genre that is less accessible.
No idea why you would write something like that. Role-playing doesn't mandate number crunching and not less action either.
Less numbers are the better game design and the future, too, since it will make games accessible to a wider audience.
Players don't need to know whether a longsword has a range "100" and a bastard sword has a range "110". The different range ought to become obvious either through a weapon's visuals, dry practice or hands on experience during combat.
With regard to character progression, almost all numbers can be hidden, and that won't make character development choices harder - but it will increase immersion a lot which is the ultimate goal of any CRPG.