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From another thread:
What we may be doing here is theorizing about how laws in-game would work without experimental data to assess the validity or falsehood of the theory. Without having either the capability to experiment, or having a completed product to make real observations, we aren't theorizing at all, we are guessing. We can make basic a few basic hypothesizes based on the developers statements, but even the developers themselves are very open about the fact that everything they say, could be completely subject to change before the product is completed.
IIRC, there will be a "combat experience" with which we can play test combat mechanics at some stage of its development. When this is done I would like to see something more than a goblin and a fighter and two buttons. I think we need to see something where we can adjust the feats/skills of two combatants (two fighters would be good) and compare the results of combat.
As a simple example for discussion, let us say that the combat experience will have two fighters, one driven by a simple AI, another by a player. Further, lets assume that there are 2 defense skills/feats, parry and block, and two offence feats/skills, thrust and slash.
If the two fighters have 1 rank in each offence and defense feat/skill there will be little data to be extracted from the experience. However, if we can adjust the fighters ranks, we can gain some valuable information upon which to base our opinions for the devs.
Fighter A: block 3, parry 1, thrust 1, slash 1
Fighter B: block 1, parry 1, thrust 3, slash 1
Being able to run this experience over and over with changes in ranks will provide sufficient "experimental data" so we can postulate (or possibly pontificate) "theories" about the proposed combat "laws" and how they make affect game experience.
Thoughts?

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I like it. If done right, this could be released to (is crowdforgers the term? People who helped via kickstarter or something) who could poke at it, then send the results back to Gobinworks. That could potentially generate a mountain of data, with more complex varibles, much faster than Goblinworks could do on their own.

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Yeah, I looked there. There's not actually any information, since the OP link in that thread just points back to the main KS page, and the relevant part was removed in the flurry of end-of-kickstarter updates.
It's now buried down in KS Update #34