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Re:No Man’s Sky – Procedural Content by imtringued on Tuesday October 18, 2016 @05:02AM (#12732994)
Remember randomness doesn't add content. It just spreads it out. You still have to create good base content yourself.

A lot of games basically have useless 2%-5% modifiers. Nobody cares about the difference between 0.025 and 0.027 inertial penalty. It just wastes the time of the player checking their loot. In the real world a weapon or armor is either effective or useless. Nobody takes down tanks with a glock.

I would recommend you to have several types of items even if that means the items have fixed statistics instead of having one item type with flexible statistics.

Re:No Man’s Sky – Procedural Content by stcredzero on Tuesday October 18, 2016 @04:05PM (#12738153)
Nobody cares about the difference between 0.025 and 0.027 inertial penalty.

I was thinking more along the lines of the difference between 0.025 and 2.5. There's also stacking.

I would recommend you to have several types of items even if that means the items have fixed statistics instead of having one item type with flexible statistics.

Darn. I was going to have just one type of item, called "Object." Everything would be a variation on that, and inherit behavior from it.

But seriously, I am going to have very specific functions for a set catalogue of items. The procedural generation is all about their potential for interaction when incorporated into a crafted item.