» Fri May 27, 2011 10:31 pm
Argument 1: If you are unskilled in using a weapon, you SHOULD be missing most of the time with it.
Counterargument: I have a 3 in "baseball bats", and can still KO a pitcher with a line drive. Life isn't rolling 1d100 to see if I hit that ball. It checks "is the bat trying to occupy the same space as the ball?". When it hits true, the ball goes flying. Since I'm at bat, the likely trajectory intersects the pitcher's head. If I were Miguel Cabrera, I'd be selecting a better angle, and perhaps hitting a little harder, but not tremendously so. However, I would be able to hit a faster pitch and many more slower pitches because I'd have better timing.
Suggested Resolution: The easiest way is to alter *non-swing* portions of the animation. Slow wind-up, or long recovery. Intermediate options would be to figure out the differences in swing technique, and animating them with corrolating effects on damage. Advanced options to mimic life while making character skill matter involve offering "reach aids" to players, and having them not quite be accurate (think a red/green cursor that turns to green too early or too late, and mastery turns it on EXACTLY right)
Argument 2: dice rolls are RPGs.
Counterargument: If I modify D&D 4th edition to work off of a computer-generated trick of Euchre, is it now something else? What if I simulate randomness by making the players walk to the kitchen blindfolded, and count the number of times they walk into random objects? or, what if we choose to resolve combat related rolls by basemant WWE matches? Is the game less of an RPG just because we took away your dice?
Suggested Resolution: There is not and never will be one, I'm afraid. That said, if anyone at Bethesda can proof of concept a Random Euchre Generator for lockpicking, combat, or any other system, I'd be dutifully grateful. And looking for a way to always have right-left-ace in my virtual hand.
Argument 3: all Morrowind needed was the correct animations.
Counterargument: Ok, so I pick up a sword. No training, no nothing. I slash at you. Because I'm unskilled, the world retroactively makes you dodge. HUH? Ok, so we roll the dice the instant you release the button... but what if the dodge animation doesn't get the mudcrab clear? Is it now a hit? Or is it still a magical mystical miss?
Suggested Resolution: The only logical answer to the problem is that "if your sword cuts through the character model, it's a hit." What lengths we go to make that happen less often is an entirely different mattter. However, it's clearly NOT an animation issue. What's on-screen must match the game state.
Argument 4: Seriously, just add dodge animations.
Counterargument: So you have a creature equally agile to the player... and the AI doesn't dodge. I attack. It still doesn't dodge. Physics engine says "well, it's going to hit". Dice roll engine says "NO!". Dodge played. Cast Fortify Blade for 20 points/30 sec. Creature suddenly loses its dodging mojo. How is THAT believable.
Suggested Resolution: The dodging needs to happen BEFORE the swing gets going. It needs to be based on an AI decision, not a check of the PC's skill. However, then we have options. low PC skill could, for example, "telegraph" the attack. The AI would have 2-3 world updates to realize "hey, dodging would be a better idea than trying to bite an ankle." and react. Thus, the creature is moving back when the sword starts to move forward. The blow is avoided or not, and it looks completely natural. As PC skill improves, the telegraph strength and window vanish. Casting Fortify Blade doesn't overtly change the look and feel, just the outcome.
Simple answer: Logically speaking, Morrowind simply didn't decide whether it wanted to be a P&P RPG, or whether it wanted to be a true first person real-time game. Oblivion, on the other hand, decided that "skill" equated directly to "damage output". Neither one has been a home run. Reality holds the best clues: experience is about decision-making moreso than hit/miss or damage, AI needs to anticipate and dodge better. Skilled weapon users have significantly less "Tell" in them.
Anyone care to guess how I voted?