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However, if the objective is to have the chance of a hit represented by the character skill. Then Character skill should also overrule player skill when you're lousier than your character is, ergo, if you miss where based on your characters skills, it is not reasonable that you should have missed, character skill should overrule player skill as it does in the case of player skill > character skill, and it should make it a hit. This is not represented in morrowind, understandably, because it is also impossible. ergo, the system is broken.
So what I am proposing, is a system where player skill always hits, and then factor in character skills/stats in some other way. i.e. what happens when you hit.
Consequently, this is also what your proposing. I think. I'm confused at this point.
I'm confused with this more than you.
You're describing the system as broken. I say it is a fair sacrifice. Do you want dodging(missing) to be a part of the game? You see, it is impossible to fix player miss, but that certainly not an excuse to bring full contact system of Oblivion's. A computer is faster than light!!! What you think as a perfect hit may turn into a miss. It is decided on the fly. This is a physics based system. If you want dodging be part of the game then I think you would like the system I am planning. Bad thing I am not a dev.
Can't argue with that. I've actually thought of one skill not only being governed by a single attribute. Like you say, short blade needs speed, but also intelligence, or agility for that matter.
Direct: Speed and agility can affect gameplay, possible swinging numbers. Indirectly: Intelligence affecting where you aim, lethal damage points.
I don't think the issue is to eliminate player skill, it is to have character skill have the greatest impact, for worse, and better, and I don't think that this can be done by tampering with Hit chances, but I think it can be done by making character skill count when you hit. Then it doesn't matter that player skill guarantees a hit, because character skills rules the world that is how you hit.
I think it is my bad wording. I am playing The Witcher(or should I say I quit playing it). In it, you have to click the mouse button when cursor turns into a flaming arrow. OK, this makes me feel like a moron. I can get a monkey and train it to do that for me. I want tactical and realtime control. They offer me different types combat options just to click a mouse button. I want to be able to swing when I say so. Combat is also a part of my roleplaying. It is not like all I want is to do hard work of clicking mouse buttons. I can enhance/loose my combat with my own role playing if they give me the control. OK, I admit. I want action. My action philosophy demands more misses and satisfying hits.
If we don't include the hit chance(this is not pure luck, this has a formula)... You said "worse and better",
skill 20 -> hit point 4
skill 70 -> hit point 40.
This has no worse. Worse part is now player skill of clicking the mouse button 60 times in a minute will ruin immersion. 4 x 60 = 240 hit points.
As long as you don't have misses/dodges/blockings/armor protection, you can't fix this problem. But we can still use skill for deciding the final damage.
Level scaling is like that too. In a system where leveling is seen as going up, PC will always turn into a god. If you scale the world to PC level, again you killed your RPG's immersion. Worse part can't be there even if you limit it or halve it. Leveling down must be there to complete ying yang. I'm always giving the prison stat penalties. Untrained skills go down. This can fix everything. Your character will mature in time. (side effects of long posts)
I haven't seen rob roy or princess bride, so I wont click them. I have the princess bride coming tomorrow from amazon, so I really won't spoil the experience, but if I like princess bride and the others are like it, I might buy them as well
I love fencing duels.
I'm glad you didn't click them. I would feel bad if you do. Liam Neeson and Tim Roth are great in Rob Roy. You can check great duels, it is mostly about dodging and fatigue. Hit chance is always there but it happens a couple of times and when it did, it is lethal. There is always a great sense of danger in a system like this. It is both realistic and fits our need of a stat system. Here I found one with ending part cut. Slight spoilers, I guess.
http://www.youtube.com/watch?v=7oABf9GOJiM
I have to see those again.
In any case, I think we're saying the same thing, only differently...if that makes sense.
I think so too. You have to play the game I imagine. I am sure you will like it.
Cliff Racer problem. Animal AI. If I have a sheathed bow, I expect them not to attack me. I play this game called http://www.thehunter.com/pub/.. I played for hours, I didn't see one living animal. I expect the wild life being a little unreachable like that. Smart in camouflaging too.