by Lujo on Fri May 15, 2015 11:28 am
Right!
Well, can I try to explain what I wanted to do with it? (so you know what you don't have to add? Because adding too much insight from too many perspecitves leads to accumulating text and the wiki not being easy to digest).
I wanted short paragraphs on a way you can play each race when the PQI sets you up with it, like, a very general way to approach to how you play the board when you get one of those, leaving all the nuances and subtilities to the actual race pages. It's like "what are those guys about" in short, no items unless for illustration, no specifics, just like a guideline for "I got this race and this class, what do I lean on early, what do I lean on late". This would help steer the wiki from cementing folks into specific paradigms like "X is the best fighter" "Y is the best human" etc. A bit of mechanical explanation as reassurance and pointing towards unintuitive stuff (like explaining what +20% bonus damage actually means, etc, so a newbie could pick it up there etc.)
I even wrote up the big bar, damage and potion races division, but then deleted it because that's the intuitive but not the most helpful way of looking at things for various reasons. I didn't want to go into specifics and minutiae there, just how each race individually approaches conversion with a bit of insight of why a few races actually play out in a way that's not very intuitive (because that kind of thing you can learn from a wiki but the game can't spell out for you). I might've still went too much into details, but that's mainly to provide a bit of hands-on illustration and because I haven't yet touched the actual race pages.
Any shortening is wellcome from my end if it doesn't add more confusion. EDIT: What's important is that folks who read it know there's guys who let you play the glyphs for a while before converting, guys who you get a lot out of for sacrificing a few, and guys who (for some reason) can be played either way to great effect (moreso than others). And also that there's a bit of an explanation for it when it's counterintuitive (why are Orcs and Humans so different? why Halflings and Gnomes? Why Elves and Dwarves? - the essential point of even having that text there is to clear that up a bit). (For example - Gnomes aren't generally back loaded because mana potions turn into most damage if you're level 10, they're best played that way because there's just not enough opportuinity to stumble into situations that turn mana potions into anything meaningful earlier than the boss fight. Halflings are very differrent in this regard, because a pre-bossfight health potions can be brutal in many easy-to-run-into circumstances, so you really can and should pay attention to that when you play them. A gnome is almost always best off playing hoarder-till-the-bossfight, a halfling isn't.)
Last edited by
Lujo on Fri May 15, 2015 12:05 pm, edited 4 times in total.
I almost got pwned by Shifty Brickwork!