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.
Dude, we know why... agility.
More agility, means your character (or that being) is quicker, thus meant to be dealt with differently. In a role playing game, that is decided by a dice roll for who gets first hit, or initiative, etc.
It really hard to hit a monk, but when u do, they almost take full dmg, why hitting an armored Paladin is easier and more often than a Monk, but they take less dmg per hit. Combat is different each skill has a preceeding crutch.
"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."
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.
Dude, we know why... agility. More agility, means your character (or that being) is quicker, thus meant to be dealt with differently. In a role playing game, that is decided by a dice roll for who gets first hit, or initiative, etc.
It really hard to hit a monk, but when u do, they almost take full dmg, why hitting an armored Paladin is easier and more often than a Monk, but they take less dmg per hit. Combat is different each skill has a preceeding crutch.
And Agility grows as you advance in levels, or as you get stronger.
So it's a balance of strong on one side, and weak on the other. I'm not disagreeing.
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?
Using the baseball and or punching on the playground analogies , its like if the pitcher is 4 years older than you , there is no possible way for you to hit a ball he throws to you , ever, even if he throws a pitch even a blind person could hit
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 & You'll 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, no, no .. you wont do shit, because this MY ACTION, MY CHANCE TO HIT and it has nothing to do with your actions. In this case you are just a target dummy stading there, because we are not talking about your actions, your chance to dodge or counter attack or whatever is something completely different, different stats.
Do you see that empty bottle on your table? Try to hit it with your hand, chance to hit is pure 100%, any time you want.
People dont miss bro, they only miss when they are completly drunk lol. Target avoiding or dodging a hit is of course very possible, but its his stat and his action.
I hate the level check. In open world this means you go from mobs that are no challenge to mobs that you cannot hit.
I didn't notice it as much in EQ as other games, but it seems like a mob that has more HP, damages more, regenerates faster and has a wider variety of attacks should be able to take my 20 pts of damage and kill me. Instead they do a level check and tell me I hit for zero pts?
Instead of making a much higher level mob that will kill me fast they artificially tell me I can't fight it until I can kill it easily. That's just wrong.
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
all % chance stuff related to combat should be fogotten and buried that kind of thing depends too much on luck for example Critical hit chance % chance to block% chance to Stun% chance to blind% and all other crap where player ability has nothing to do with it is just poor design from designers in charge of combat
if i win just because i have 1% more crit hit chance, i wouldnt feel good about it
that is why real time action combat is the future
the age of "Weapon makes the man" is over and the age of "Man makes the weapon" is rising
and what comes to "levels" the level system should be buried and the focus should be shifted towards stat based character progression
Originally posted by MMOExposed Character levels need to be eliminated from MMOs. Then this wouldn't be a problem to begin with.
Why is this a problem in the first place?
It is perfectly reasonable, and fun that there are powerful monsters that you cannot kill now, but may be later when you become more powerful yourself.
Sounds like the OP wants to play FPS. Removing skill-based (level-based) chance to hit thus removes the RPG element from gameplay.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon. In F2P I think it's more a case of the game's trying to play the player's. -laserit
Comments
I don't think level based avoidance should be eliminated but I do think it should be scaled back a good bit.
Dude, we know why... agility.
More agility, means your character (or that being) is quicker, thus meant to be dealt with differently. In a role playing game, that is decided by a dice roll for who gets first hit, or initiative, etc.
It really hard to hit a monk, but when u do, they almost take full dmg, why hitting an armored Paladin is easier and more often than a Monk, but they take less dmg per hit. Combat is different each skill has a preceeding crutch.
"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
And Agility grows as you advance in levels, or as you get stronger.
So it's a balance of strong on one side, and weak on the other. I'm not disagreeing.
What is your point exactly? Not sure what it is.
Using the baseball and or punching on the playground analogies , its like if the pitcher is 4 years older than you , there is no possible way for you to hit a ball he throws to you , ever, even if he throws a pitch even a blind person could hit
No, no, no .. you wont do shit, because this MY ACTION, MY CHANCE TO HIT and it has nothing to do with your actions. In this case you are just a target dummy stading there, because we are not talking about your actions, your chance to dodge or counter attack or whatever is something completely different, different stats.
Do you see that empty bottle on your table? Try to hit it with your hand, chance to hit is pure 100%, any time you want.
People dont miss bro, they only miss when they are completly drunk lol. Target avoiding or dodging a hit is of course very possible, but its his stat and his action.
Classic. :-)
I hate the level check. In open world this means you go from mobs that are no challenge to mobs that you cannot hit.
I didn't notice it as much in EQ as other games, but it seems like a mob that has more HP, damages more, regenerates faster and has a wider variety of attacks should be able to take my 20 pts of damage and kill me. Instead they do a level check and tell me I hit for zero pts?
Instead of making a much higher level mob that will kill me fast they artificially tell me I can't fight it until I can kill it easily. That's just wrong.
Asdar
all % chance stuff related to combat should be fogotten and buried that kind of thing depends too much on luck for example Critical hit chance % chance to block% chance to Stun% chance to blind% and all other crap where player ability has nothing to do with it is just poor design from designers in charge of combat
if i win just because i have 1% more crit hit chance, i wouldnt feel good about it
that is why real time action combat is the future
the age of "Weapon makes the man" is over and the age of "Man makes the weapon" is rising
and what comes to "levels" the level system should be buried and the focus should be shifted towards stat based character progression
Why is this a problem in the first place?
It is perfectly reasonable, and fun that there are powerful monsters that you cannot kill now, but may be later when you become more powerful yourself.
Sounds like the OP wants to play FPS. Removing skill-based (level-based) chance to hit thus removes the RPG element from gameplay.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit