Weapon and spell damage

Post » Thu Jan 27, 2011 8:14 pm

So are you against to hit rolls or for them. Because what you just said would be a good way to describe THAC0. The fencer's level of training determines how easily he can parry or step out of the way of the attack which would be reflected in his AC, the other fencers ability to shove pointy object into a meat sack would be the to hit stat. The die roll reflects the subtle nuances that determine how well each of them did, because i am guessing in your example Fencer A doe snot always side step the blow perfectly nor does Fencer B always hit despite an attempted parry.

I am for to hit rolls and preferably damage based on how well you hit. Now D&D used a d20 to determine a to hit roll, I don't like it. It is too random. I've been out of statistics longer than a lot of you have been alive so forgive me if I no longer remember the terms. But a d20 has a flat probability, you are just as likely to roll a 1 as a 20. Something like the hero system has a more bell curve based system since it uses a 3d6 roll. You are frequently going to be rolling in the 8-14 range but the crit rolls or crit fumble rolls will happen rarely. I prefer something like that.

The die roll should be reflected in the game by an animation. Heck Dragon Age 2 uses die rolls, now they removed the ability to miss, but a bad roll got you a glancing blow. While it can be paused for a turn based feel, it is not a turn based RPG it is very action oriented. Now I understand there are a decent number of non-rpg types who get irritated that their fantasy FPS game had some weird miss thing happening despite them lining up the perfect shot, but that is what makes the difference between a shooter and a RPG. Without the to hit roll you have the same massive fail that was the oblivion lock picking mini-game where skill 5 characters could routinely open the hardest locks on the planet. The other option ends up being just as bad I think, you can remove the to hit roll and make the damage based on skill. I am not sure it adds anything to the game to always hit the neck when you want but only hit for 1 point of damage with your 2 handed sword. I don't see that as any more satisfying for non roll types but maybe it is.


Why not have the randomness instead be caused/represented by the particular skills of the player: i.e. a low level swordsman will have a slower swing than a high level one, and as a result will miss more than the high level. That's just one example. You could add numerous affects that are directly related to avatar skill level: power of swing, balance (i.e. recovery time after strike), location of armor on opponent, quality of armor of opponent, speed/agility of opponent, awareness level of opponent (including effects of blinding spells), distance to target/location with respect to target (whilst target attempts to move out of the way), location of where the swing lands (a strike to armor will either glance off or only cause minimal damage, while a strike to an unprotected area will cause high damage), and so on.

There are numerous ways the randomness of battle can be simulated, and some are far closer to reality than others. A sword hitting an enemy in the face and registering zero damage is HORRIBLY UNREALISTIC, whilst a slash to the face that misses because THE ENEMY DUCKS is FAR MORE REALISTIC. Ecetera, ecetera.
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Thu Jan 27, 2011 7:34 am

But put a sword in the hands of a 10 year old with neither training in the occult nor in melee weapons and he can hit someone with it. Moreover, whether or not he misses depends entirely on the location of his sword compared to the location of his target at a given instant of time.
Only if they were tied up. :laugh:

The thing is... with character based RPG's... The concept is that you are not in physical control of the PC. In most RPGs you indicate where they should try to move to ~and they try. You indicate who they should attack, and they try. Its awkward in First Person, but even Fallout 3 & NV still do a bit of this, because they are character RPG's. The PC shoots gun in the general direction you indicate, to the best of their ability. :shrug:

EDIT- your SKILLS should not be "percent to hit" ....
It should be if you want the game you've designed, to have the character attempt an action to the best of their ability.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Thu Jan 27, 2011 6:43 pm

I have no stake in your argument, but again, what you said is far from the truth.

http://en.wikipedia.org/wiki/Uncertainty_principle


Are you saying the Heisenberg uncertainty principle proves me wrong? No it doesn't. The Heisenberg uncertainty principle was invented to try and understand the seemly random behavior of electrons, and the fact that they are moving too fast to see. There behavior isn't random; it's controlled by the laws of physics. The Heisenberg uncertainty principle is the only why of comprehending what the electrons is doing, but it's still not random, and therefore chance is just a way of explaining what’s going on, because the human can’t really understand what is going on.
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Thu Jan 27, 2011 9:23 am

Only if they were tied up. :laugh:


I suppose that explains why there are so many kids who are in juvenile hall for murder with such weapons. :laugh: Physics does not respect age in this context. If a swing is on target, regardless of the age or size of the wielder, there will be a connection.

The thin is... with character based RPG's... The concept is that you are not in physical control of the PC. In most RPGs you indicate where they should try to move to ~and they try. You indicate who they should attack, and they try. Its awkward in First Person, but even Fallout 3 & NV still do a bit of this, because they are character RPG's. The PC shoots gun in the general direction you indicate, to the best of their ability. :shrug:

It should be if you want the game you've designed, to have the character attempt an action to the best of their ability.


This is not Final Fantasy. It is not a turn based RPG. It is an http://en.wikipedia.org/wiki/Action_role-playing_game, where user skill and reflexes come into play a lot more than in turn based RPGs. Now, there are other ways to add specific strengths and weaknesses to your character (physical speed, balance, etc of your character) than mere rolls of dice.


D&D, Rifts and other games still exist for you to play, if you so desire, not to mention a myriad of turn based RPGs.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Thu Jan 27, 2011 10:19 am

It's still not chance. If any of those people choose not to go to that coffee shop, they won't have all meet there.
You mean by chance?

**Guys, I am quitting this thread (though I don't want to; Its interesting).
I have been here long enough to anticipate the eventual (though unintentional and unfortunate) pressuring someone (via replies) to break the terms of use here.

User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Thu Jan 27, 2011 10:33 am

Are you saying the Heisenberg uncertainty principle proves me wrong? No it doesn't. The Heisenberg uncertainty principle was invented to try and understand the seemly random behavior of electrons, and the fact that they are moving too fast to see.


That is false. Their speed has nothing to do with it. What field of science do you claim to study? The HUP is a result of the physical nature of reality and is not in any way dependent upon observation techniques or observational weaknesses.

There behavior isn't random; it's controlled by the laws of physics. The Heisenberg uncertainty principle is the only why of comprehending what the electrons is doing, but it's still not random, and therefore chance is just a way of explaining what’s going on, because the human can’t really understand what is going on.


That is so false. It's because of the nature of waves. The location of a particle is related to the amplitude of its matter wave. By "compressing" the wave, you gain knowledge about location. However, by doing so you essentially are adding together sine waves, and it's momentum is proportional to the wave number of one of them, but could be ANY of them. Amplitude gives location, wavelength gives momentum. A single point constitutes an indefinite wavelength (i.e. ZERO knowledge of momentum and 100% knowledge of location). One the other hand, an infinite regular periodic oscillation (like the sine function on a calculator) gives 100% knowledge about wavelength => i.e. momentum, but since the wave is not concentrated in any one point, there is zero knowledge about location.

It's not a failure of human understanding. It's a failure of the previous human model. Humans assumed certain things about the universe (that particles behave classically) that turned out to be false.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Thu Jan 27, 2011 7:30 am

Its awkward in First Person, but even Fallout 3 & NV still do a bit of this, because they are character RPG's. The PC shoots gun in the general direction you indicate, to the best of their ability. :shrug:

Uh, no, in (mainly first person) action based RPGs you have more control over your character. You don't just point to the general direction, you actually aim the weapon yourself. Skills/attributes still matter as they hinder if they're too low, and help if they're high.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Thu Jan 27, 2011 6:53 am

That is false. Their speed has nothing to do with it. What field of science do you claim to study? The HUP is a result of the physical nature of reality and is not in any way dependent upon observation techniques or observational weaknesses.
That is so false. It's because of the nature of waves. The location of a particle is related to the amplitude of its matter wave. By "compressing" the wave, you gain knowledge about location. However, by doing so you essentially are adding together sine waves, and it's momentum is proportional to the wave number of one of them, but could be ANY of them. Amplitude gives location, wavelength gives momentum. A single point constitutes an indefinite wavelength (i.e. ZERO knowledge of momentum and 100% knowledge of location). One the other hand, an infinite regular periodic oscillation (like the sine function on a calculator) gives 100% knowledge about wavelength => i.e. momentum, but since the wave is not concentrated in any one point, there is zero knowledge about location.

It's not a failure of human understanding. It's a failure of the previous human model. Humans assumed certain things about the universe (that particles behave classically) that turned out to be false.

Thumbs up to BattleMage--it's not missing information or confusion, it's the actual state of the universe.

Discount_Flunky, if you're really interested, try looking up "coherent superposition".

Most physicists didn't want to drop determinism, and up to the early 1980s many physicists continued to believe in classical mechanics and the related philosophy of determinism, despite knowing that quantum mechanics worked better. Many wanted to believe, as you do, that it was just tricks and not how the world really works. In 1982 Alaine Aspect did an experiment that put the nail in the coffin for classical mechanics and determinism. Within a few years, just about every physicist in the world caved, and went to the "dark side" of QM, that is, not just using it because it was better, but actually accepting that it was the "truth".
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Thu Jan 27, 2011 6:06 am

Why not have the randomness instead be caused/represented by the particular skills of the player: i.e. a low level swordsman will have a slower swing than a high level one, and as a result will miss more than the high level. That's just one example. You could add numerous affects that are directly related to avatar skill level: power of swing, balance (i.e. recovery time after strike), location of armor on opponent, quality of armor of opponent, speed/agility of opponent, awareness level of opponent (including effects of blinding spells), distance to target/location with respect to target (whilst target attempts to move out of the way), location of where the swing lands (a strike to armor will either glance off or only cause minimal damage, while a strike to an unprotected area will cause high damage), and so on.

There are numerous ways the randomness of battle can be simulated, and some are far closer to reality than others. A sword hitting an enemy in the face and registering zero damage is HORRIBLY UNREALISTIC, whilst a slash to the face that misses because THE ENEMY DUCKS is FAR MORE REALISTIC. Ecetera, ecetera.


Because you then end up with the security mini-game fail. The player will quickly adapt to the slow swing and then know how to always hit with that limitation. A die roll is a great way to reflect your skill level. The key in FP rpgs is to try and have the animations reflect the die rolls outcome better. So the enemy should duck the blow, but what determines if they duck, parry, block, dodge should be a die roll. I roll a 5 to hit, but I need a 10 that cues the animation appropriate for that creature. A animal might dodge, a warrior block, a unarmed brute might shift his body so the deflects off him.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Thu Jan 27, 2011 11:01 am

Because you then end up with the security mini-game fail. The player will quickly adapt to the slow swing and then know how to always hit with that limitation.


Well, wouldn't someone with a slow swing IRL do the same?

This minmax system is far behind in terms of technology. When you take a shotgun blast to the stomach, it doesnt randomly miss. Minmax only works in an environment where you don't physically aim.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Thu Jan 27, 2011 6:52 pm

What about quantum effects? (inb4 correspondence principle) Regardless, the classical model of the universe is wrong. Having all knowledge of every particle in the universe at a given time not only will not give you the ability to in principle predict everything, it is in fact NOT POSSIBLE to have all knowledge about every particle in the universe. You can't even know both the exact location and exact momentum to 100% precision of a single particle... :celebration:




Yes it's true that you can't know where every particle is at all times. That's why you have to use probability to comprehend what is going on, but it's still not random. If you could know, you could predict everything, but you can't know, so you have to make up a probability of model. For instance my dice example, if you know all the variables you can not only predict where it lands, but know exactly where it lands, but there's why too many variables to consider, so it can't really be done. What I was trying to explain was that what it lands on is not governed by chance, but by the laws of physics.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Thu Jan 27, 2011 6:46 pm

That is false. Their speed has nothing to do with it. What field of science do you claim to study? The HUP is a result of the physical nature of reality and is not in any way dependent upon observation techniques or observational weaknesses.



That is so false. It's because of the nature of waves. The location of a particle is related to the amplitude of its matter wave. By "compressing" the wave, you gain knowledge about location. However, by doing so you essentially are adding together sine waves, and it's momentum is proportional to the wave number of one of them, but could be ANY of them. Amplitude gives location, wavelength gives momentum. A single point constitutes an indefinite wavelength (i.e. ZERO knowledge of momentum and 100% knowledge of location). One the other hand, an infinite regular periodic oscillation (like the sine function on a calculator) gives 100% knowledge about wavelength => i.e. momentum, but since the wave is not concentrated in any one point, there is zero knowledge about location.

It's not a failure of human understanding. It's a failure of the previous human model. Humans assumed certain things about the universe (that particles behave classically) that turned out to be false.



This is the definition of the Heisenberg uncertainty principle I got from my Ph. D physics teacher. "The Heisenberg uncertainty principle states that the exact location of an electron is impossible to determine because by the time you've observed the electron it's all ready in another location. Therefore we most assign a probably of where it is most likely going to be, which is its quantum energy shell. However in reality it can be anywhere, including a thousand miles away form its respective atom." Chance shows were it might be, and how likely it is to be there, but it doesn't not decide where it actually is. Your statment doesn't not disprove me.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Thu Jan 27, 2011 8:03 am

Because you then end up with the security mini-game fail. The player will quickly adapt to the slow swing and then know how to always hit with that limitation. A die roll is a great way to reflect your skill level. The key in FP rpgs is to try and have the animations reflect the die rolls outcome better. So the enemy should duck the blow, but what determines if they duck, parry, block, dodge should be a die roll. I roll a 5 to hit, but I need a 10 that cues the animation appropriate for that creature. A animal might dodge, a warrior block, a unarmed brute might shift his body so the deflects off him.


That "mini-game fail" would only happen if the exact reaction of the defending NPC was predictable every time. Even if you try to 'time" your swing, if you don't know the exact direction your enemy will dodge or parry (whether to the right, left, backstep, or charge with shield), you aren't going to always hit him. More to the point, if the NPC is faster than you, then he will be able to move his shield to the correct location more often than not (his reaction time, awareness, etc will be subject to his own skill levels, plus an additional random factor on each possible decision he could make).

Yes it's true that you can't know where every particle is at all times. That's why you have to use probability to comprehend what is going on, but it's still not random. If you could know, you could predict everything, but you can't know, so you have to make up a probability of model. For instance my dice example, if you know all the variables you can not only predict where it lands, but know exactly where it lands, but there's why too many variables to consider, so it can't really be done. What I was trying to explain was that what it lands on is not governed by chance, but by the laws of physics.


What if chance is built into the laws of physics?
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Thu Jan 27, 2011 9:04 am

For me, min and max with dice roll chance to hit. Complete with major flukes and fails.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Thu Jan 27, 2011 7:18 pm

The chance of Bethesda adding a miss-hit dice roll on normal strikes? Slim to none ;)
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Thu Jan 27, 2011 11:08 am

I like the way Oblivion did it more.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Thu Jan 27, 2011 3:18 pm

none

I hope the damage is so seamless that we don't need "numbers" on them anymore.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Thu Jan 27, 2011 8:52 pm

none

I hope the damage is so seamless that we don't need "numbers" on them anymore.


That would be un RPG like.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Thu Jan 27, 2011 8:34 am

it doesnt matter which way the game goes. Im still gonna kill everything. doesnt matter how its calculated.
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Thu Jan 27, 2011 5:28 pm

I never really understood why a iron longsword did less damage to an unarmored opponent than a daedric longsword did, besides weight, which seems like it should just slow you down. I'm not sure if I need to have a damage rating at all. It should be based on the weight of the weapon, the condition that it's in, the armor your opponent is wearing, any special resistances they have (iron doesn't hurt ghosts, for instance), and special effects you have, and your overall ability to wield that weapon. 23 damage for an iron longsword compared and 56 for a daedric longsword are just pointless numbers to me.
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Thu Jan 27, 2011 11:37 am

Spells will most probably still deal flat damage and weapons will hit based on the area they hit (aka there will be something similar to min/max damage, but it won't be RNG). If the scenes from the gameplay trailers are really from ingame then that's what logically will be done. Especially since Skyrim has a combat system where you direct your hits (probably similar to AoC).
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Thu Jan 27, 2011 1:23 pm

If it's a min max system I want to be able to see the numbers slowly float above the bad guys head.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Thu Jan 27, 2011 8:14 pm

If it's a min max system I want to be able to see the numbers slowly float above the bad guys head.

I believe that since Skyrim is a 2011 game it should be far more advanced and have it showing DPS on the bad guy's head instead of numbers, then we can instantly see that we really must improve, instead of seeing it after doing some complicated calculations with the damage numbers we did.
trollface
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Thu Jan 27, 2011 9:11 pm

That would be un RPG like.


Are you aware of the existence of Action RPG's and how they differ from traditional RPG's? (if not that would be a little ironic since that's exactly type of game that TES are)

Or is it just that you don't consider Action RPG's to be "RPG-like?"
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Thu Jan 27, 2011 1:37 pm

Are you aware of the existence of Action RPG's and how they differ from traditional RPG's? (if not that would be a little ironic since that's exactly type of game that TES are)

Or is it just that you don't consider Action RPG's to be "RPG-like?"



RPG's are supposed to be stats based. Without stats it's just a FPS.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

PreviousNext

Return to V - Skyrim