I’ve been working on the new stats system which is completely dynamic (i.e. add/remove stats at runtime, server plugins can add stats to player, custom stats in mods), custom editors for them and some in-game info on the item:
I think you should be using integral values instead of percentages, simply because of the fact that percentage values leave a lot of room for abuse. Also in my opinion, integral values would be much easier to read and understand. (something like in RPGs, for eg- This helmet will give you +10 intelligence // instead of intelligence +1000%)
I looked closer at these images (turned my phone on the side to see it better) and it looks like escape from tarkovs weapon mod system. Each attachment adds advantages and disadvantages to the weapon. Like if you add a sight which…adds a sight (wow), but it makes the gun have worse erganomics because it’s a huge 20x scope.
Percentages are easier to stack imo, which makes sense when you have several items modifying the same stat.
Well why not both? Maybe have integral values as flat values, say +5 sneak. However some very rare item for instance a sneaky-beaky sneakers could just straight up give +50% sneak and increase your sneak skills by 50% (which would equal 7.5 sneak).
Also, as I said percentages would create a lot of confusion as people would be tied between understanding if a percentage bonus is from base 0 or after other percentage buffs, (eg- if you have 300% dexterity and you get +100% will that mean 400% or 600%) considering unturned’s playerbase I think a lot of them would still think 600%
Integral value changes are going to be better, typically, than a multiplier (or when it comes to negative debuffs, far more punishing). (Unless Nelson just adds all the percentages together before any actual sort of calculation, making a 50% bonus + a 25% bonus just = 75%, percentages are not like this.)
That aside, the only visual benefit you’re getting (which seems to be the main argument here) you could figure out by looking at your new value and subtracting from your old value.
It’s not possible for something to be a base zero either, if the default generic stats of everything are always above 0 to begin with, nor negative. Consider 0 to be the vertical asymptote of every stat.
As a game mechanic, I’d say multipliers would make more sense balance-wise. The aesthetic of that is not a concern of mine in anyway, and if it was I could just do some subtraction. I’m not deeply concerned with the actual raw difference though.
If all percentage changes were added together before multiplying the base number, I’d still prefer that just to more quickly see the difference made.