Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

level based chance to hit

Level based chance to hit. 

You know , the thing in those games where if a mob is too far above you in levels , you can't fight it JUST because you miss every time?

I think that needs to be eliminated forever from gaming. 

This is NOT the same as you missing constantly because the higher level creature has higher avoidance skills. But in that case avoidance skills should only work well if the creature is focused on you.   If you and a buddy are fighting a mob , the mob will focus on one of you , the other will have a much easier time hitting the mob. 

 

This sort of behavior would allow a much wider diversity in group levels. It really sucks sometimes when you are leveling up with friends and one or some outlevel you. This would allow you to step up to the content they are doing , even though it would be risky.

Exp gain or skill gain would of course need to be scaled somewhat , but there isn't anything wrong with that

«1

Comments

  • MMOExposedMMOExposed Member RarePosts: 7,400
    Character levels need to be eliminated from MMOs. Then this wouldn't be a problem to begin with.

    Philosophy of MMO Game Design

  • BloodyVikingBloodyViking Member UncommonPosts: 132

    Character level is ok as a gauge for a character/mob power. One very good example is Asheron's Call 1 and its free character development system. Character level is pretty much an indicator of how much experience the character has accumulated and used on skills/attributes. A low level character (20-25) could very well kill high level mobs with good tactics.

  • RydesonRydeson Member UncommonPosts: 3,852

         I once years ago did a spreadsheet on a new combat method for MMO's and it fell on deaf ears.. It wasn't anything too complex and was more inline to logic, while bringing the playerbase together as you indicated..  I don't have the exact numbers available but general speaking I'll give you an example:

    • Every character started off with a "to hit" percentage of 20%
    • Each time they leveled, they would gain 1% point, so by the time they made 50th level, their "to hit" chance is 70%..
    • Various items would increase OR decrease that percentage point based on issues like ..  Heavy Iron sword would give a bonus on damage, but take a to hit penalty..
         Combat was more forgiving so that newbies could actually play with vets in any level.. Sure that newbie would be missing alot of shots, but they could still join in on the fun.. I have always tried to find ways to bring communities together, not split them apart.. Shouldn't MMO be more inclusive, not exclusive in nature?
  • hMJemhMJem Member Posts: 465
    Originally posted by Rydeson

         I once years ago did a spreadsheet on a new combat method for MMO's and it fell on deaf ears.. It wasn't anything too complex and was more inline to logic, while bringing the playerbase together as you indicated..  I don't have the exact numbers available but general speaking I'll give you an example:

    • Every character started off with a "to hit" percentage of 20%
    • Each time they leveled, they would gain 1% point, so by the time they made 50th level, their "to hit" chance is 70%..
    • Various items would increase OR decrease that percentage point based on issues like ..  Heavy Iron sword would give a bonus on damage, but take a to hit penalty..
         Combat was more forgiving so that newbies could actually play with vets in any level.. Sure that newbie would be missing alot of shots, but they could still join in on the fun.. I have always tried to find ways to bring communities together, not split them apart.. Shouldn't MMO be more inclusive, not exclusive in nature?

    Anything that is multiplayer can and usually does become competitive. 

     

    I'm won over $10,000+ from Super Smash Brothers tournaments. It may be casual, but there are a lot of people who cant touch me. Sometimes, I want to play with people who can because I like the competition and like how it engages our mind.

     

    Anything that is multiplayer can and often does have competition in it somewhere. I love getting better, I love being challenge by people of equivalent mindsets, and I shouldn't have to tolerate someone who is a complete liability to our success -- I should only choose to tolerate it if I like them or if they are my friend, not because I have to and I'm told I have to play with them because we're playing the same game.

     

    Community events are ways to bring each other together. Or an engaging sandbox world, we'll see what's in story tomorrow. Group incentives, etc.

  • megaraxmegarax Member UncommonPosts: 269
    Originally posted by Rydeson

         I once years ago did a spreadsheet on a new combat method for MMO's and it fell on deaf ears.. It wasn't anything too complex and was more inline to logic, while bringing the playerbase together as you indicated..  I don't have the exact numbers available but general speaking I'll give you an example:

    • Every character started off with a "to hit" percentage of 20%
    • Each time they leveled, they would gain 1% point, so by the time they made 50th level, their "to hit" chance is 70%..
    • Various items would increase OR decrease that percentage point based on issues like ..  Heavy Iron sword would give a bonus on damage, but take a to hit penalty..
         Combat was more forgiving so that newbies could actually play with vets in any level.. Sure that newbie would be missing alot of shots, but they could still join in on the fun.. I have always tried to find ways to bring communities together, not split them apart.. Shouldn't MMO be more inclusive, not exclusive in nature?

    And the name of that game would be "World of not hitting anything for the first 20 levels"?

  • RydesonRydeson Member UncommonPosts: 3,852

        Well, Being you are from a competitive nature, that is why many games have different servers for different folks..  I have notice that Esporting is very popular with the younger generation, Some do it directly through PvP , while others like to take an indirect approach thru PvE with progression raids.. It still boils down to "I or WE" are better then you..   Whatever floats your boat.. I personally can't stand being around people like that, but hey.. /shrug..

        I wish games like WoW / Rift and change the coding on their servers..  They always have PvP, PvE and role playing.... I would like to see the tier progression Esport deleted from the RP servers as to eliminate that dog eat dog world.. 

  • RydesonRydeson Member UncommonPosts: 3,852
    Originally posted by granit1024
    Originally posted by Rydeson

         I once years ago did a spreadsheet on a new combat method for MMO's and it fell on deaf ears.. It wasn't anything too complex and was more inline to logic, while bringing the playerbase together as you indicated..  I don't have the exact numbers available but general speaking I'll give you an example:

    • Every character started off with a "to hit" percentage of 20%
    • Each time they leveled, they would gain 1% point, so by the time they made 50th level, their "to hit" chance is 70%..
    • Various items would increase OR decrease that percentage point based on issues like ..  Heavy Iron sword would give a bonus on damage, but take a to hit penalty..
         Combat was more forgiving so that newbies could actually play with vets in any level.. Sure that newbie would be missing alot of shots, but they could still join in on the fun.. I have always tried to find ways to bring communities together, not split them apart.. Shouldn't MMO be more inclusive, not exclusive in nature?

    And the name of that game would be "World of not hitting anything for the first 20 levels"?

    Really?  Do you always wake up in combat chat mode? Here, let me get you some coffee and donuts.. :) 

  • megaraxmegarax Member UncommonPosts: 269
    No offence meant. I'm sorry. But that is how it looks to me :)
  • RydesonRydeson Member UncommonPosts: 3,852
    Originally posted by granit1024
    No offence meant. I'm sorry. But that is how it looks to me :)

         There are many other variables that come into play not disclosed, such as avoidance %, damage done, etc etc..  Plus toss in mob health and their chances to hit and avoid are taken into consideration as well..  That is why it was all put down on a spreadsheet with calculations..  In any case the concept was that as you played the game you didn't become STRONGER, you became more accurate like a sharpshooter.. The bullet still hits for the same damage, the question is does it hit you..  So a 50th level veteran of the game still HITS the sword for 100 damage (same as the newbie), He's just not going to miss as much.. 

  • DonVadimDonVadim Member UncommonPosts: 46
    Originally posted by MMOExposed
    Character levels need to be eliminated from MMOs. Then this wouldn't be a problem to begin with.

     

    Character levels can stay, monster levels need to be eliminated. IMO http://www.tibia.com/news/?subtopic=latestnews has always had the best systems when it comes to immersion, open world feeling and adventure. You basically could go everywhere (with exception of quests with level requirement and areas connected to them) as soon as you hit level 8 and leave tutorial island, however if you wander too far you will meet mobs that will just obliterate you. However, when you get stronger you can grind them easily all the time, because monsters do not have levels. Their power is measured in hp, exp they give and damage they deal. Hypothetically you could kill a demon at level 8 if someone helped you get there, however the risk would be so great and you would waste so much money on resources and so much time it's just not worth it. However, if you wanted you could do that. That's what current MMO's lack. If you go to 50 level zone at level 10 in wow/gw2/[insert generic mmo here] you wouldn't even be able to deal one hit before dying, and your death would mean nothing because casuals don't like meaningful death penalty. If only Tibia wasn't destroyed by bots...

  • hMJemhMJem Member Posts: 465
    Originally posted by Rydeson

        Well, Being you are from a competitive nature, that is why many games have different servers for different folks..  I have notice that Esporting is very popular with the younger generation, Some do it directly through PvP , while others like to take an indirect approach thru PvE with progression raids.. It still boils down to "I or WE" are better then you..   Whatever floats your boat.. I personally can't stand being around people like that, but hey.. /shrug..

        I wish games like WoW / Rift and change the coding on their servers..  They always have PvP, PvE and role playing.... I would like to see the tier progression Esport deleted from the RP servers as to eliminate that dog eat dog world.. 

    No, I just think there is a clear difference. It's common. Anything that is multiplayer can become competitive. No one likes to lose. A lot of people find it a fun challenge to better themselves and/or their character.

     

    People have this complex that "people who like to be good" are bad people. If dinking around with your friends is fun in an MMO, more power to you. But why is it a crime if I think being "good" is fun, and thus play the game at a faster rate than you?

  • RydesonRydeson Member UncommonPosts: 3,852

         I think it has little to do with being good or bad..  Since 2005 I have notice the Esport mentality growing.. So many, especially raiders as I call them can't stand that others have the same "stuff" they do..  For some reason people want exclusive gear to show off I guess..  IF EVERYONE was good, people would bitch because everyone would have the same stuff.. Eventually some will demand MORE challenge, not so they honestly want to challenge themselves, but because they need to find something that separates them from the others.. Bragging rights? Ego?  I"m not sure.  

         How successful do you think a game would be if EVERYONE had access to everything.. EVEN if all they had to do was pay for it.. That is why cash shops are so controversial.. Billy Bob spending $10 of real money to purchase an Uber Raid quality gear as NO EFFECT on anyone else in the game.. NONE whatsoever, so why do people care so much?  Because it infringes on their ego and bragging rights.. Pure and simple..

  • azarhalazarhal Member RarePosts: 1,402
    Originally posted by Rydeson

              How successful do you think a game would be if EVERYONE had access to everything..

    Going by GW2, quite successful. You either need time (farm tokens/complete Living Story achievements) or money (real or in-game)  and some skin are temporary (in the sense that if you don't do the Living Story content associated you will never get it). Even Legendary can be bought from the TP (AH), but they cost LOTS of gold.

  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by capitalT

    Level based chance to hit. 

    You know , the thing in those games where if a mob is too far above you in levels , you can't fight it JUST because you miss every time?

    I think that needs to be eliminated forever from gaming. 

    This is NOT the same as you missing constantly because the higher level creature has higher avoidance skills. But in that case avoidance skills should only work well if the creature is focused on you.   If you and a buddy are fighting a mob , the mob will focus on one of you , the other will have a much easier time hitting the mob. 

     

    This sort of behavior would allow a much wider diversity in group levels. It really sucks sometimes when you are leveling up with friends and one or some outlevel you. This would allow you to step up to the content they are doing , even though it would be risky.

    Exp gain or skill gain would of course need to be scaled somewhat , but there isn't anything wrong with that

     

     

    Go play Dungeons & Dragons and learn to roll the dice...  sometimes, there is just no chance to hit a being that is much more skilled than you are.

     

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by Rydeson

         I think it has little to do with being good or bad..  Since 2005 I have notice the Esport mentality growing.. So many, especially raiders as I call them can't stand that others have the same "stuff" they do..  For some reason people want exclusive gear to show off I guess..  IF EVERYONE was good, people would bitch because everyone would have the same stuff.. Eventually some will demand MORE challenge, not so they honestly want to challenge themselves, but because they need to find something that separates them from the others.. Bragging rights? Ego?  I"m not sure.  

         How successful do you think a game would be if EVERYONE had access to everything.. EVEN if all they had to do was pay for it.. That is why cash shops are so controversial.. Billy Bob spending $10 of real money to purchase an Uber Raid quality gear as NO EFFECT on anyone else in the game.. NONE whatsoever, so why do people care so much?  Because it infringes on their ego and bragging rights.. Pure and simple..

     

     

    LOL^

     

    Look around dude, everyone in every guild in every game has the same stuff. Min'd/Max'd..     Everquest was the only game you could tell who was who coming ovr a hill, by their miss-matched armor, etc.

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • GraeyGraey Member UncommonPosts: 281
    Originally posted by Rydeson

         I once years ago did a spreadsheet on a new combat method for MMO's and it fell on deaf ears.. It wasn't anything too complex and was more inline to logic, while bringing the playerbase together as you indicated..  I don't have the exact numbers available but general speaking I'll give you an example:

    • Every character started off with a "to hit" percentage of 20%
    • Each time they leveled, they would gain 1% point, so by the time they made 50th level, their "to hit" chance is 70%..
    • Various items would increase OR decrease that percentage point based on issues like ..  Heavy Iron sword would give a bonus on damage, but take a to hit penalty..
         Combat was more forgiving so that newbies could actually play with vets in any level.. Sure that newbie would be missing alot of shots, but they could still join in on the fun.. I have always tried to find ways to bring communities together, not split them apart.. Shouldn't MMO be more inclusive, not exclusive in nature?

    I see a problem with this, not many veteran players are going to want to include a new player in veteran played areas just because that new person is not as effective as they could be.

     

    example: If a person never shot a gun before then goes into a tactical area and is given a gun how effective is that person. That is how I view low versus high level or new versus veteran players. Instead perhaps do what we do in real life...practice and over time you just get better...or use the system that eve online uses and kinda accumulate your knowledge over time as it were.

  • RusqueRusque Member RarePosts: 2,785
    Originally posted by hMJem

    People have this complex that "people who like to be good" are bad people. If dinking around with your friends is fun in an MMO, more power to you. But why is it a crime if I think being "good" is fun, and thus play the game at a faster rate than you?

    It's not that they're "bad people" it's that they often forget that while winning is fun, HOW you win matters and fun things are more fun than optimal things.

    In MTG, you can play a top tier deck until it rotates. And you will win a lot. But is that fun in a game that allows you to build more interesting synergies/combos/deck styles?

    See the problem with competition is that it's a double edged sword. Yes, it helps identify the best of X and that's great and all, but that's often boring. Just because something is effective doesn't mean it's enjoyable and the only reason players use that thing is because winning is enjoyable. So those of us who are pursuing fun see that and think, "that's essentially the concept of work - doing something that you don't particularly like or prefer to do, but you do it for the result (money in the case of work)."

    And that's inherently unfun. Yes, very nice, warriors are FOTM after patch X, all of a sudden teams are full of them. Many people who would otherwise be playing their Wizard are instead playing a warrior because it's "better". But it's only better for winning, not better for having fun.

    Look, I like to win too, but it really matters how I get there. And that's why people get irritated by the hyper-competitive crowd. Those people are always looking for the next advantage because they don't care about having fun while playing, they care about winning. And like I said, winning is fun, I enjoy it greatly. But I don't enjoy it enough to just go with the most optimal route that I'm not interested in.

  • XarkoXarko Member EpicPosts: 1,180
    Chance to hit is a terrible stat in the first place, doesnt make sense and shouldnt be in any game.
  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by Xarko
    Chance to hit is a terrible stat in the first place, doesnt make sense and shouldnt be in any game.

     

     

    LOL^

     

    Because you've always ever hit a baseball, or made a basket, or even landed a punch on the playground.... right?

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • XarkoXarko Member EpicPosts: 1,180
    Originally posted by Phelcher
    Originally posted by Xarko
    Chance to hit is a terrible stat in the first place, doesnt make sense and shouldnt be in any game.

     

     

    LOL^

     

    Because you've always ever hit a baseball, or made a basket, or even landed a punch on the playground.... right?

    LOL^

    Imagine your baseball being a size of a man, standing right in front of you.. and you are there to swing to hit it. Dont tell me there is ANY chance to miss it.

    Your examples are completly stupid, Ive never played a game where my char was trying to hit a small flying object with a sword.

  • GholosGholos Member Posts: 209
    Level based chance to hit? Works great for me.

    image


    "Brute force not work? It because you not use enought of it"
    -Karg, Ogryn Bone'ead.

  • Arkade99Arkade99 Member RarePosts: 538
    Originally posted by Xarko
    Originally posted by Phelcher
    Originally posted by Xarko
    Chance to hit is a terrible stat in the first place, doesnt make sense and shouldnt be in any game.

     

     

    LOL^

     

    Because you've always ever hit a baseball, or made a basket, or even landed a punch on the playground.... right?

    LOL^

    Imagine your baseball being a size of a man, standing right in front of you.. and you are there to swing to hit it. Dont tell me there is ANY chance to miss it.

    Your examples are completly stupid, Ive never played a game where my char was trying to hit a small flying object with a sword.

    So if you swing a sword at someone, they have no chance of dodging out of the way? There's no chance that you slip or that you misjudge the distance between you and your target? You never launch at attack with the INTENTION of missing? A feint or just an attack designed to keep the other guy on the defensive? You just always hit the target with every swing?

  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by Xarko
    Originally posted by Phelcher
    Originally posted by Xarko
    Chance to hit is a terrible stat in the first place, doesnt make sense and shouldnt be in any game.

     

     

    LOL^

     

    Because you've always ever hit a baseball, or made a basket, or even landed a punch on the playground.... right?

    LOL^

    Imagine your baseball being a size of a man, standing right in front of you.. and you are there to swing to hit it. Dont tell me there is ANY chance to miss it.

    Your examples are completly stupid, Ive never played a game where my char was trying to hit a small flying object with a sword.

     

     

    LOL^

    I'll stand in front you.. u can have a sword and I will let you try and hit me..  U won't and chances are You will most likely receive a kick to the back of the head, the moment you try to swing that sword.

    Coincidentally, that is the diff between fighting just me... VS an imaginary magical Dragon.

     

    I hope the are much fizzle on spell casting to0..

     

     

    People miss bro...  u aint good with a sword, so why should your avatar be? U have to put time in to gain those skills, then less misses.

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • jazz.bejazz.be Member UncommonPosts: 962

    Trying to bring human logic into games is usually not a good idea.

    Because where does it stop? How can we store 10 skulls in our bags? Shouldn't this be limited to one, or two?

     

    Instead I think it's good to first start with the purpose. What's the purpose? The purpose is to balance strong vs weak. And the method is using things like misses etc. Applying logic to this doesn't make it better imo. Because it isn't logic that we have to slash 15 times to kill a boar. There is no logic in the use of magic etc.  :)

    How does it help the balance of strong vs weak if it's overruled by real life logic, like only being able to avoid the one you focus.

  • SirBalinSirBalin Member UncommonPosts: 1,300
    Originally posted by capitalT

    Level based chance to hit. 

    You know , the thing in those games where if a mob is too far above you in levels , you can't fight it JUST because you miss every time?

    I think that needs to be eliminated forever from gaming. 

    This is NOT the same as you missing constantly because the higher level creature has higher avoidance skills. But in that case avoidance skills should only work well if the creature is focused on you.   If you and a buddy are fighting a mob , the mob will focus on one of you , the other will have a much easier time hitting the mob. 

     

    This sort of behavior would allow a much wider diversity in group levels. It really sucks sometimes when you are leveling up with friends and one or some outlevel you. This would allow you to step up to the content they are doing , even though it would be risky.

    Exp gain or skill gain would of course need to be scaled somewhat , but there isn't anything wrong with that

    R you guessing this, or was this announced? If so...that means it's tab target...which is so dead to me...to each his own, but that would suck.

    Incognito
    www.incognito-gaming.us
    "You're either with us or against us"

Sign In or Register to comment.