Weapon and spell damage

Post » Thu Jan 27, 2011 12:20 pm

With technology progressing the way it is, it's very unlikely that the developers will suddenly feel the need to move the game backwards in terms of action.
That's just it though... As the technology improves, the games can afford to incorporate more real-time probability calculations, and incorporate the PC stats and skills into more and more aspects of play. Eventually, game studios will get access to the state of the art speech synthesis applications and be able to voice the minor NPC's via text files. This would allow massive dialog trees that could take the PC's social skills into account ~limiting access as per the PC's ability to converse, or their ability to 'connect the dots' about the concepts discussed.

You do know that the series has been heading down the action-RPG road for a while know? Not fully, but it's been taking a dip if you haven't noticed.
Sure. And as I recall [reading], there was some personnel shifts after Morrowind.

That's your opinion and your entitled to it.
You are absolutely right ~I should update that.

Your examples are very narrow minded. I have no intention of "choosing" either.
My examples were based on what appears [to me] to be the polar opinions.
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Sasha Brown
 
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Post » Fri Jan 28, 2011 12:20 am

Yes I am sure it was removed for a reason as well. And it was not to cater to the role playing market. It was an attempt to bring in other demographics. And while I have heard people complainn about the system, I have heard just as many people complain about the oblivion no dice roll system.

I am sure you played morrowind and enjoyed it, that does not make you the majority. Which is the entire point of my post. You keep throwing around that you are the majority with no facts to back it up. I can just as easily claim to be in the majority of purchasers, and that Bethesda should try to cater to us instead of engaging in a futile effort of trying to draw in the CoD crowd like Bioware does.


When did I state I was the majority? I simply stated that Gizmo is not the majority and when Skyrim is released, you'll see why I'm right. Y2K was more likely to happen than Bethesda adding a to-hit chance on Skyrim. There's a reason why they removed it, and I'm sure that reason isn't going to automagically change. It isn't coming back with Skyrim. Deal with it.
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Rinceoir
 
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Post » Thu Jan 27, 2011 9:36 pm

Just so you folks know, the question, "what is an RPG" is food for a flame war and a thread of it's own. Lets not drag this thread down that path as it's a big umbrella and many are correct on one end of the rpg definition to the other end and somewhere in between.

TES is and has always been stat based btw and has always included dice rolls. Not enough for some, too much for others and just right for others.

You want to discuss "what is an RPG", go to CD and do a search and join in. If you don't find an open thread about it, make one. But we won't have that debate in this section. Sorry.
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Lily
 
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Post » Thu Jan 27, 2011 9:52 am

I don't think it should be numbers at all for health or damage, but no one would ever consider it because it's not "RPG"-like. -.-
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DarkGypsy
 
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Post » Thu Jan 27, 2011 7:56 pm

What lack of concern, what are you talking about?
Mainly (and this is opinion) game design for a consumer that generally treats the character as only an alias in the game world.

Don't qualify for what exactly? Witcher gives you more roleplaying elements? Not really...

Witcher is more stat based? Definetly not, it doesn't even have attributes, only skills. There were definitely no to-hit rolls in this game and the damage was mainly based on your weapon...


Well first off, the Witcher actually provides a well formed character role, and the game reacts well [IMO] to player choices.

I don't see how you can claim no attributes though...
http://i271.photobucket.com/albums/jj125/Gizmojunk/Witcher.jpg
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Adrian Powers
 
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Post » Fri Jan 28, 2011 12:05 am

Mainly (and this is opinion) game design for a consumer that generally treats the character as only an alias in the game world.


I'm not exactly certain how you saw that in between the lines. You know, if you want your character to svck at sword fighting, you could very easily play terrible at sword fighting until you build your stats up. Very easily. Or you could just naturally svck. Whichever works for you.
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*Chloe*
 
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Post » Thu Jan 27, 2011 7:46 pm

I'm not exactly certain how you saw that in between the lines. You know, if you want your character to svck at sword fighting, you could very easily play terrible at sword fighting until you build your stats up. Very easily. Or you could just naturally svck. Whichever works for you.
I've been waiting three years for someone to say that one. :devil:

Just goes to show you that anticipation of something is usually better than actually getting it. Like an RPG that implies certain places and characters, but never focuses on them, verses one that tries to depict those places, (and even game mechanics), but cannot live up to the imagined ideal.

(* in fact this can even apply to art. I remember a Quake TC that had a fantasy setting, but I could not play it, due to the bad modeling :lol:; but I could play Curse of the Azure Bonds all night, because the monsters were abstract icons representing the creature's position and action during combat.)

I usually hope that a game won't rely on larping. I have seen websites advocating that Oblivion player's dress their PC as a guard and stand a post at one of the gates for three hours. To each there own I suppose.
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chinadoll
 
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Post » Thu Jan 27, 2011 12:47 pm

Mainly (and this is opinion) game design for a consumer that generally treats the character as only an alias in the game world.

That is untrue, in fact games tend to move the other way around.

In Mass Effect you can only play as Shepard a commander of the Systems Alliance who just became a Specter. You are even given several background story choices to flesh out your character.

In Dragon Age: Origins, again you are given several background choices to play as. In Dragon Age 2, you can only play as Hawke, with a pre-determined family and relations.

Well first off, the Witcher actually provides a well formed character role, and the game reacts well [IMO] to player choices.

I don't see how you can claim no attributes though...
http://i271.photobucket.com/albums/jj125/Gizmojunk/Witcher.jpg

Then I remembered it wrong, my mistake. But those stats didn't affected you any differently than in, say Oblivion. Like, I'm pretty sure there were no to-hit rolls.

As for the well formed character role, I said before that other games did it as well.
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Cesar Gomez
 
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Post » Thu Jan 27, 2011 5:04 pm

Then I remembered it wrong, my mistake. But those stats didn't affected you any differently than in, say Oblivion. Like, I'm pretty sure there were no to-hit rolls.
I've never delved into its internals, or modded it ~yet, but IIRC having low skill made it very easy for the more dangerous creatures to block & parry; which would equate to a "chance to hit". Weapon styles made a difference, and I'm not certain if they were the only thing making a difference, but I don't think so.

As for the well formed character role, I said before that other games did it as well.
Like Morrowind & Oblivion?
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Franko AlVarado
 
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Post » Thu Jan 27, 2011 9:35 pm

I usually hope that a game won't rely on larping. I have seen websites advocating that Oblivion player's dress their PC as a guard and stand a post at one of the gates for three hours. To each there own I suppose.


If you so strongly feel that someone with a sword skill of 50 should always get smashed by someone with a sword skill of 90 in a one versus one duel, then go ahead a do some "Live Action Role-Playing". Not your cup of tea? Go play another game then because it's obvious that Skyrim probably won't meet your vicious attitude of "stats determine everything and player skill be gone".
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Laura Richards
 
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Post » Thu Jan 27, 2011 11:51 pm

"being stat-based" and "having the player know of those stats" are two very different things. just because a game can make it seemless doesn't mean it's not an RPG



indeed
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Ronald
 
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Post » Thu Jan 27, 2011 12:59 pm

If you so strongly feel that someone with a sword skill of 50 should always get smashed by someone with a sword skill of 90 in a one versus one duel, then go ahead a do some "Live Action Role-Playing". Not your cup of tea? Go play another game then because it's obvious that Skyrim probably won't meet your vicious attitude of "stats determine everything and player skill be gone".
I would have said Vicarious over Vicious... I'm not sure I understand your intended point.
(Though it is my opinion that stats (and skills) should determine everything PC related, as far as the game's reaction is concerned.)

I've long known the [TES] series was not my cup of tea, as every character and NPC in the game is a mage. (But I like to mod :shrug:, and this series has pretty good tools.)


On the subject of 'min/max' variation.... Until the RPG's can (or attempt to) depict minor and major hits (Like a scratch in the cheek, or arm vs. a stab to the neck or severed fingers...), I would always prefer having a min/max mechanic in place.
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Roisan Sweeney
 
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Post » Thu Jan 27, 2011 7:41 pm

I would have said Vicarious over Vicious...


To each their own I suppose.
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Emilie Joseph
 
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Post » Thu Jan 27, 2011 4:11 pm

Although I would very much like to avoid dice rolls deciding, to-hit chance, given that this will collide with controls granted to the player through First Person Perspective. I feel that weapon damage having a min-max range is pretty essential, and exactly what Oblivion would have benefited from.

Because hitting is governed by physics, and the direction & position of the PC, in the physical game world, is governed by the player (a good thing given the perspective), it becomes more essential that the character is expressed in the actual hit. This is because the actual hit, is where the player has no (direct) influence, and so is an opportune moment to express skill, without it overriding player skill (which isn't there). Giving weapons a damage interval, and having character skill (among other factors**) govern what damage within this interval, the character has the highest chance of giving, would in theory do exactly that.

**For example, damage zones on the body (head = potential for high damage).

The resulting game, would be a First Person Perspective Action Rpg, where the Roleplay element will have a greater influence on the output of the Action, but without colliding with the implemented perspective. And we haven't even begone talking about Critical strike/fail.
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Alina loves Alexandra
 
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Post » Thu Jan 27, 2011 4:43 pm

**For example, damage zones on the body (head = potential for high damage).

The resulting game, would be a First Person Perspective Action Rpg, where the Roleplay element will have a greater influence on the output of the Action, but without colliding with the implemented perspective. And we haven't even begone talking about Critical strike/fail.
Does that mean that any hit to the head does extra damage? (And if so... does that allow for something like a minor scratch, for being almost out of range as they attempt to dodge?)

The best method of melee combat (conceptually), that I have ever seen done in a game, was done in "Die by the Sword". It was ahead of it's time, and needed better controllers to hook most players, but that game had physics based melee, with locational wounding on the victim, dismemberment for all joints, death by decapitation, and the weapons did damage based on how hard they happened to hit. Blocking with shield or weapon was possible (expected of you), but had to be done manually. See... the game let you swing your sword (or ax, or mace), where ever you wanted ~same as if you were really holding one and swinging it around you.
DbtS was not an RPG... it was more of an action adventure.

*And it shipped in 1998 (same year as Fallout 2).
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Eduardo Rosas
 
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Post » Fri Jan 28, 2011 2:58 am

Does that mean that any hit to the head does extra damage? (And if so... does that allow for something like a minor scratch, for being almost out of range as they attempt to dodge?)


Well we can say it's a damage amplifier like: damage given = [base damage](amplification) , amplifying the base damage chosen from the interval (by the skill). This will result in low base damage, receiving little amplification, ( fx 22 = 4 ) , while high base damage receives high amplification ( fx 332 = 1089 ). And who controls base damage -> character skill, now character skill even has an influence in amplification.

Alternately, we can go with a a baldurs gate approach of helmet protecting against head zone amplification. (well critical hits, but you get the point)

Of course the AI should try not getting hit in the head as well.
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Jamie Lee
 
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Post » Thu Jan 27, 2011 11:02 am

Does that mean that any hit to the head does extra damage? (And if so... does that allow for something like a minor scratch, for being almost out of range as they attempt to dodge?)

The best method of melee combat (conceptually), that I have ever seen done in a game, was done in "Die by the Sword". It was ahead of it's time, and needed better controllers to hook most players, but that game had physics based melee, with locational wounding on the victim, dismemberment for all joints, death by decapitation, and the weapons did damage based on how hard they happened to hit. Blocking with shield or weapon was possible (expected of you), but had to be done manually. See... the game let you swing your sword (or ax, or mace), where ever you wanted ~same as if you were really holding one and swinging it around you.
DbtS was not an RPG... it was more of an action adventure.

*And it shipped in 1998 (same year as Fallout 2).


I was a really big fan of Die by the sword, well I was intrigued by the combat system. Like you say the controls wasn't that good, but the concept was still a fun approach.
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Peetay
 
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Post » Fri Jan 28, 2011 12:36 am

I see nothing in the phrase "role playing game" that precludes using a system other than dice-roll stats based. This is your PERSONAL bias that has nothing to do with the definition of a role playing game.





I never said anything about liking dice rolls in a action RPG. In fact if you look through this forum my opinion is the exact opposite of that. Find me a game that is considered a RPG by the industry and doesn't have stats and I'll give you a cookie.
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jaideep singh
 
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Post » Thu Jan 27, 2011 3:06 pm

I was a really big fan of Die by the sword, well I was intrigued by the combat system. Like you say the controls wasn't that good, but the concept was still a fun approach.
I wish that modern games could manage this; Skyrim would greatly benefit from it I'd think.

* There is a hack for DbtS, that uses the Wii controllers for weapon and shield control. http://www.youtube.com/watch?v=ge96uISNrNM

(If they put DbtS on the Wii, I'd buy one. :laugh:)

Find me a game that is considered a RPG by the industry and doesn't have stats and I'll give you a cookie.
DoomRPG http://wireless.ign.com/articles/652/652161p1.html
PocketRPG as well (perhaps) http://www.slidetoplay.com/story/pocket-rpg-hands-on-preview

*I know these are just phone games.

Dungeon Siege series doesn't seem to have stats; (I'm not positive, but I don't see any during character creation). DS 1 & 2 are listed as RPGs on Moby games. :shrug:
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Damien Mulvenna
 
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Post » Thu Jan 27, 2011 9:35 pm

I wish that modern games could manage this; Skyrim would greatly benefit from it I'd think.

* There is a hack for DbtS, that uses the Wii controllers for weapon and shield control. http://www.youtube.com/watch?v=ge96uISNrNM

(If they put DbtS on the Wii, I'd buy one. :laugh:)

DoomRPG http://wireless.ign.com/articles/652/652161p1.html
PocketRPG as well (perhaps) http://www.slidetoplay.com/story/pocket-rpg-hands-on-preview

*I know these are just phone games.

Dungeon Siege series doesn't seem to have stats; (I'm not positive, but I don't see any during character creation). DS 1 & 2 are listed as RPGs on Moby games. :shrug:


First suggestion: Turn based therefore it needs things like chance to hit, and such.
Second Suggestion: Has classes, leveling up, and attributes.

All of these are stats based, but have a cookie anyway for doing this research.
:cookie:
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Soph
 
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Post » Fri Jan 28, 2011 12:46 am

First suggestion: Turn based therefore it needs things like chance to hit, and such.
Second Suggestion: Has classes, leveling up, and attributes.

All of these are stats based, but have a cookie anyway for doing this research.
:cookie:
Cool!

I haven't played any of these games. I looked, but did not see stats in the character creation of Dungeon Siege, and could not find a character page (screen cap) of Pocket RPG. :(

*Turn based does not require "chance to hit", unless it is character based. (Ha!... the game I was thinking of does in fact use chance to hit, but I still don't think its a requirement.)
Does anyone know if the Diablo series uses "Chance to hit"?
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Sista Sila
 
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Post » Thu Jan 27, 2011 1:45 pm



I usually hope that a game won't rely on larping. I have seen websites advocating that Oblivion player's dress their PC as a guard and stand a post at one of the gates for three hours. To each there own I suppose.

Why would that bother you since you don't like the TES series or this type of game anyway? Door to door salesman? :P

It's actually a series that attracts many varied people, including larpers. It's how some folks like to play and it harms nobody.
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glot
 
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Post » Thu Jan 27, 2011 7:12 pm

I want to see Morrowind's system back. More realistic. :thumbsup:
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Dragonz Dancer
 
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Post » Thu Jan 27, 2011 1:35 pm

Why would that bother you since you don't like the TES series or this type of game anyway? Door to door salesman? :P

It's actually a series that attracts many varied people, including larpers. It's how some folks like to play and it harms nobody.
I don't mind it... I just hope its not mandatory ~such affects the design of the game, and perhaps the next one. The context (as I understand it), was that it was suggested to me to play at being incompetent if it meant being in character ~which can be done; but I always hope that the game is "in on it", and such role playing is acknowledged (or better yet ~enforced)... Which it wasn't in Oblivion.

RPGs that impress me are the ones that react very astutely to the player's choices during the game (and use some of them :chaos:).
Even if the graphics are CGA and the voices 4 bit audio (or none)... I will still appreciate a game with those qualities.
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Kelli Wolfe
 
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Post » Fri Jan 28, 2011 3:35 am

Not intending to be rude, but this is a textbook example of reasoning that I call the liberal-arts fallacy. It goes something like this: If I can describe X in a very vague way, then it must be very simple to build Y. It's just details.

For example: There are very tall buildings in many cities in modern times. In the old days, buildings were only a couple of stories tall. Modern engineering has allowed us to make them much taller. Adding more height is just putting one story on top of another, right? So I expect to see million-story buildings tomorrow. (And if I don't it's because people are too lazy. -- You didn't say this, but this is often included in the argument.)

Also, your hockey comparison is a bad example, because the collision calculations in that example would be relatively simple compared to what (I think) would be required for satisfactory combat. Combat would require a system that involves angles, surfaces, many different types of micro-movements, sway, balance, and probably many more dimensions. And the calculations would also have to factor in many different elements related to particular weapons.

I'm not sure where you would draw the line at approximating all of the above, and I'm sure that different people would have different opinions on what would be good enough. But you wouldn't have to go very deep to end up with a system that would be more complicated and compute-intensive than the physics engines we're seeing in games right now.


No rude intention taken.

However, your example of, what is in essence, an infinite story building, is not an example which properly depicts the situation.

Your examples says, that if you just have to stack on level onto another, then you can make buildings higher tomorrow than they are today.

What I'm saying, is that buildings are so high today, and so tomorrow you could build a building of the same height. I.e. your building example refers to technology that exists today, and building upon it to create technology that doesn't exist today, but could logically exist tomorrow. I'm saying that the technology to do so already exists.

Your balance, sway, micro-movements, and all the examples you gave, are exactly what goes into creating a real-time physics engine, and so no, the hockey example was not simplified or what you claim to be a "liberal-arts fallacy."

Balance, sway, and micro-movements are all based upon the same thing--numbers. It's all calculations. The momentum of an object (mace, or whatever the case is), is calculated similarly to a hockey playing skating. Weight, speed, momentum are all taken into account.

Surfaces and angles are the same thing that are taken into account in real-time physics as well. Having an NPC "react" to something a PCA does, is not far-fetched nor state-of-the-art. I'm not oversimplifying "x" and determining "y" from that, (your building example). I'm saying that X exists, so let's use it, because it doesn't make any sense to use technology that was developed over ten years ago, when we have newer technology that is much better and just as practical for our purposes.

You can simplify my example all you want, and say that hockey, or a physics engine isn't all that complicated, but most people only see the results of an extremely complex system used in a very specific context, which can, (and has), been extended into other uses.
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Catharine Krupinski
 
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