I agree with this. I like to have an overview without needing to keep switching views.Vault Dweller said:I's rather see everything on one screen. It's a personal preference.6. I think that one of the problems with the character screen at the moment is that you are assigning the same relevance to all information displayed on it...
But is it desirable to have the player knowing exactly when he'll pass a new threshold? If e.g. dialogue results etc. only change for each 10 points, the player will learn that he can safely get 9 more negative points before anyone reacts badly.Hmm... I like your idea a lot. The only problem, it's hard to say when Disliked would change to Hated. With numbers you know that when your rep is -49 you are about to reach a new low lol, so you may think twice about being naughty again. Perhaps, we should have both....Despised->Hated->Disliked->Neutral->Liked->Loved->Adored...
Without the numbers, the player won't know he has this "buffer", so will be more concerned over every decision - a good thing I'd guess.
It depends how you're using the reputations though.
Are you changing results e.g. only every 10 points, so that going 9->10 will change many reactions at once? Or will various NPC reactions change at many different values?
Are reputation checks absolute (i.e. 15 and over always gets one result, under 15 another), or do they work like skill checks (higher rep = higher odds of better response)?
If NPC reactions don't all change at e.g. 10,20,30..., and the checks have a random element, the player doesn't really need to know the absolute number: whatever value he's at he knows that increasing his reputation will increase his odds of favourable responses.
I think I'd prefer not to see the numbers, but it does depend how they're used by the game, and how they might be used by the player.
If you want continuous feedback without numbers, you could use e.g. color or brightness of the words. E.g. from despised (red) through neutral (yellow) to adored (green), or despised (dark) neutral (normal) to adored (shiny). Perhaps this would look tacky, but some form of visual gradation might work.
I think it seems more natural to let the player have a vaguer notion of reputation than the number gives him. It'd be nice to get some continuous non-numeric visual change - so long as it didn't look silly.