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On numbers, statistics and combat logs


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#1
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I think that Bioware did a good job when they omitted numbers in the game. It contributes to the overall feeling I enjoy. Frankly, is it so hard to figure out what "moderate amount of healing" means after you have used the respective item? Would it be helpful, in any way, to know that it would heal 7 - 24 hitpoints and that the enemy's sword most likely does damage of 5-15 hitpoints? Is it not better to drink a potion when the health is somewhat low instead?

On the other hand, we have a percentage of fatigue in relation to each piece of armour. Does it help in determining whether a character is worn out too much? No. If you feel that your warrior is always down with their stamina, lower the armour and/or raise their Willpower until you are satisfied. The point is, you need to *see* it in action nonetheless.

As for the chance of stunning and other nasty effects, would a percentage help? I never figured out how probability works in computer games. When I played Civilization IV, for instance, I experienced six (!) consecutive attack failures in spite of having the probability of success over 98%. And that was not just a rare exemption confirming the rule. The result (success or failure) is all that matters. Would I feel better, knowing that the spell failure was in spite of a high probability of success? No, it would only anger me how unlucky I was. Any time there is a mere chance of success, the only thing I care about is to how to raise it and that there is always a room for failure.

In conclusion, I think that the basic numbers (attributes, attack, defence etc.) we have been provided with are perfectly enough.

On the other hand, I would appreciate some information on the effects that my actions had on the enemies. Sometimes it is very difficult to recognise whether an enemy is sleeping, stunned etc. unless I am willing to lose precious seconds watching whether they move (and thus missing the effect even if it actually had occurred). Tactics are helpful (Enemy-status-sleeping -> Cast Horror) but they do not solve this problem utterly. For example, how to make Morrigan cast horror on the most powerful sleeping enemy if there are more of them?

In conclusion, I think that some information would be helpful. I might be implemented in a form of a chart that would be displayed when moving a cursor over a particular enemy and pressing a specific key.

Modifié par Johohoho.Ehehehe, 16 novembre 2009 - 10:47 .


#2
Statue

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I strongly disagree that the ommission of stats is a good thing in DAO, and can provide numerous examples of how it hinders my gameplay - and will provide some below.


1) Selecting gear is guesswork or clumsy


"This character is receiving a bonus from set items" is way too vague. What is the extent of the bonus? If I'm wearing a set of three pieces of armour, and I'm told I'm getting a bonus but have no decent way of quantifying it, how do I decide whether to upgrade when I find a different piece of armour that could replace one of those set pieces?


Currently, I have two choices, both terrible. Firstly, I can guess. That's not a choice then. Alternatively I can try to deduce what the gains to my stats actually are using a clumsy and bizarre process: debuffing my character completely, stripping him naked, then watching my character stats as I equip and unequip the pieces of the set while noting my stats, then watching my character stats as I equip and unequip the piece/s I wish to compare, noting the changes in my stats. Is that more user-friendly than specific information in tooltips/descriptions? No. Is it more immersive? No. If I'm spending time trying outfits on and writing down the effects they have on my stats, I'm removed from the gameplay during those bizarre interludes and having to focus more than otherwise on the very numbers that the decision to not give stats attempts to reduce. Is it smoother or faster? No. Most other games in the genre, with specific tooltip or gear descriptions, I can make the necessary comparison in a couple of seconds, without having to do something as weird as debuffing, stripping, and equipping/unequipping.
Is it more realistic because people can't in real life judge the damage potential of weaponry and absorbing properties of armour? Perhaps it is (though ballistic science does have ways of quantifying damage potential). It's also realistic for humans to urinate every now and then and to breathe in and out, but thankfully it generally isn't demanded of game players to locate toilets or press buttons to breathe in and out.


So the benefits of me not being able to judge the comparative properties of my gear can be reduced to a tenuous argument that it perhaps is more realistic - but realism over fun isn't a good formula for game enjoyment. If realism is so valuable, we wouldn't be playing games that allow us to fight evil with swords, we'd be playing games where we go into an office and deal with paperwork before coming home tired and in dire need of some food and a shower. On top of the fact that realism doesn't trump fun and smooth gameplay, there's the fact that if realism is the goal, DAO and most other games fail in epic proportions. Magic? Numbers above character heads? Controlling 4 people? Pointy ears? I'm not knocking those things being in this or any other game - I'm saying that we accept them despite their departure from realism, because we aren't that concerned with absolute realism when we are escaping from reality in a game or film; these points are made here to ensure that the realism defence of hiding game-essential statistics is seen as what it is - both futile in the context of so much other unrealism and unhelpful in the context of establishing smooth gameplay.


2) Selecting skills/spells upon levelling is guesswork or clumsy


As with the gear example in (1), the descriptions of spells and such are so vague as to not allow for a levelling up player to make properly informed choices. They cannot be compared efficiently as values are hidden.


As with gear, a player has two choices. He can guess, which is not a choice. Or he can go through a clumsy process to determine the actual specific effects of spells by: choosing them, testing them in combat (made harder by the absence of a combat log - I'll come to that next in (3)), and then loading from a save before choosing that spell, then repeating with a different choice and finally comparing their notes. Is that more user-friendly than providing specific information in tooltips and descriptions? No. Is it more immersive? No. If I'm feeling like a playtester when I'm playing a game, testing out efficacy and then reloading an old save, scribbling down damage values and repeating the process in order to unearth actual spell effects, I'm not being carried away into the game world and playing it for enjoyment. Yes, I could just not go to the trouble of finding out the statistical effects of these things - and instead make guesses - but it has *always* been a key part of the RPG play experience to try to optimize your characters, their gear, their skills, and their approach to situations within the context of the game world and the player's visualisation of the characters from an RP perspective. Is it smoother and faster to learn afterwards that a spell doesn't perform like you gathered from a vague descriptor and reload an earlier save-game (or use a respec)? No.


Is it more realistic to not really know the quantitative effects of a spell? Probably. But again, if that's the sole defence of the absence of numbers, it's weak for the same reasons I covered on realism in (1).


3) Assessing the efficacy of combat techniques (I mean tactics, but I'm deliberately choosing a different word to differentiate it from the AI tactics that characters can be automated by) is hindered by the absence of a combat log


Players can gain a lot of satisfaction in an RPG tactical combat from making effective choices within an on-going battle. Players can use feedback immediately within a battle to adjust their approach, and can use it afterwards to assess what went well and what could have been improved upon.


Many CRPG players have experience of doing exactly this, especially those that have been part of well organised guild raids in MMOs. The combat logs of games such as EQ2 provide players with a wealth of information to inform the current battle, and to learn from for future ones. Questions abound like "why did the tank lose aggro halfway through that fight?" and "Does this enemy resist certain damage types more than others?". The answers to those are all in the combat log - the tank lost aggro because the mage fired off 2 nukes within quick succession, the enemy is resistant to non-magical damage. Before anyone reminds me, I do know this isn't EQ2, and it isn't an MMO. Regardless of what DAO is or isn't, it does have tactical combat with multiple characters fighting multiple enemies, and with an emphasis on effective use of the party to gain victory. Some tactical decisions work better than others against different enemies and in different environments. Just as the detailed feedback in other RPG combat log windows is useful to modify and improve player performance in current and future battles, it would be useful in DAO.


The absence of a combat log, and the non-specific stats in general, can be argued to have advantages. I've read a few, can understand them well enough, but don't agree that overall they make a convincing rationale for that design choice.


The screen is undoubtedly cleaner without a combat log. It could be even cleaner without skillbars and game icons but would be harder to play. Clean isn't everything, especially where the relative improvement to the appearance of screenshots is weighed up against the impact upon gameplay. And it shouldn't be forgotten that many games with combat log windows have configurable windows. Don't want to see it at all? Close it. Want it smaller? Resize it. Want it to show x, y, z info but not a,b, c?  Select the options you want to be displayed. Want it less opague? Fade it some. Anyone reasonably familiar with combat log windows from countless other RPGs will have seen these and other configuration options provided to allow players to achieve their own favourite balance between what information they'd like displayed and how uncluttered their screen looks.


The absence of a log and stats in general can be argued to be less intimidating to players new to the genre. Well, again: options could have allowed it to be both ways. Have it default to not show a log, with an option to turn it on/configure it. The hypothetical players who are scared of RPG mechanics get to avoid nightmares, the hardcore of RPGers that are used to using one avoid the nightmare of there not being one. Similarly, have the stats only show up when tooltipping or inspecting (because it's fair to assume that if a player is deliberately hovering a cursor over something or clicking inspect/examine, they ARE hoping to find specific information). Are new players to the genre really all numerophobics incapable of understanding some simple numbers? The game was sold at £29.99, not "a handful of notes and coins". I think paternalistically protecting people from having to handle "4D6" or "4-24" and instead giving them "moderate damage" is not giving enough credit to the average numeric competence of PC gamers. It hurts more than it helps - the newcomers and veterans both have to jump through clumsy gameplay hoops to actually know the quantitative effects of anything.


4) General conclusions on the absence of stats, precision, and a combat log:


Is it more fun to not know? No. I didn't enjoy being uncertain about exactly what would come in the collector's edition in my region, and I don't enjoy being uncertain about whether my new breastplate actually is an improvement over my old one, or whether I'm selecting a spell that will turn out to be different from what I deduced from a vague descriptor. I do enjoy feeling like I'm able to play better and improve, and feedback is handy for that. I'll admit I'm a control freak - it's not an unusual trait in RPGers to appear obsessed with specifics and details. But there are genuine gameplay reasons why information is useful to RPG players.


Is it more realistic for players not to know how anything works? Quite possibly. Congratulations, the uncertainties of real life that we spend much of our time trying to figure out and/or avoiding are introduced in a gameplay setting - when games are played to engage with realities that are more fun, more exciting, and less laborious than real life. Some things are best left to real life.


Do things run smoother without specifics, stats, and a combat log? No. Because without them, I have to use clumsy and immersion-breaking methods to unearth the specific stats (the fashion-week changing room antics of (1) or the unpaid playtesting work of (2)). Yes, I have the choice not to do so - but that choice demands that I not care about the effects of my choices of equipment or spells, so is not one for me. I do care what effect my choices have, and I don't think it is wise for an RPG to discourage me from caring about my choices of equipment or skills.


Is it different from other RPGs, does it challenge conventions? Yes it does. So would a novel without any words or a piece of music with only one note. Different and convention-breaking, yes. Better for it, certainly not.


I worry that my opinions on the ambiguities of equipment, skills, spells, etc., and my stance on the combat log, will wrongly give the impression that I'm a DAO-hater. To clarify that, I'd like to end my rant by stating that I love DAO and admire so much of the work and the design that has gone into it that I am hugely respectful and overall very pleased with the game - but it does have a few very ugly warts that for me are all the more tragic because they could so easily have been avoided, and they still can be remedied with patching (and maybe modding - though I'm not sure if that would be feasible). I suspect BW will be reluctant to reverse their design choice with regard to obscuring stats, and can understand that - it might feel like admitting they got it wrong in the first place. I hope they wouldn't feel that way if they did reconsider, and trust they'd work from a position that there's always room for improvement, and also plenty of room for keeping players happy. Providing options so players can choose to have a combat log or not would broaden appeal without compromising the intentions of not providing it upon release.


LONG POST, SO HERE'S THE SHORT VERSION:
The absence of specific stats and the absence of a combat log hinders selection of equipment, spells/skills, and player efficacy in combat, without adding much value to compensate for it. It discourages and disables players from making effective choices that are generally a key part of RPGs, or at least forces the player to use clumsy workarounds to disambiguate what could so easily have been transparent in the first place. There'd be no harm done to the hypothetical mass of players with aversions to stats and combat logs for those things to be provided optionally. Patch ftw.

Modifié par Statue, 16 novembre 2009 - 02:39 .


#3
Wolff Laarcen

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Statue wrote...
The absence of specific stats and the absence of a combat log hinders selection of equipment, spells/skills, and player efficacy in combat, without adding much value to compensate for it. It discourages and disables players from making effective choices that are generally a key part of RPGs, or at least forces the player to use clumsy workarounds to disambiguate what could so easily have been transparent in the first place. There'd be no harm done to the hypothetical mass of players with aversions to stats and combat logs for those things to be provided optionally. Patch ftw.

Preach it brother.

I don't think anyone would argue that the lack of concrete numbers, statistics and quantifiable information regarding talent, gear and abilities choices is bad, especially considering that without a mod the player would be unable to correct spec mistakes. 

You shouldn't even be ABLE to make spec mistakes - the entire lack of information regarding stats is the reason why talent synergy is so bad in the first place.  If an ability said 'restores 25% mana at the cost of 15% health' then you would know where you stood. 'significant mana gain for a small health cost' tells me nothing, and I have no way of knowing if that ability sucks or not until i get and use it - at which point its too late.

#4
Eunomiac

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100% disagree with OP
100% agree with 2P

You can include
numbers in your RPG for people who want to understand them without
hurting the experience for those who don't. Casual gamers already have
an RPG: Fable.

To be a tactical game, you need to understand the
ins and outs of your abilities -- when to use what where, what's better
than what, and in what circumstance. How am I supposed to use
Telekinetic Weapons and Flaming Weapons tactically when the game hides all of the information you might use to compare them?

Did
the developers really intend that we should get a sheet of graph paper
out and run tests, collecting our own data by furiously copying down
the flow of damage numbers as they fly past? It's what I had to do, and
I still have no idea when to use Telekinetic Weapons vs. Flaming
Weapons.

So now I just use Telekinetic Weapons all the time, and my game has lost what could have been an interesting tactical dimension.

Modifié par Eunomiac, 16 novembre 2009 - 07:02 .


#5
Eunomiac

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Ok, these forums are driving me insane. Please know I tried to edit the above post like five times and it just got worse each time until I gave up. So I apologize for that :P

Why, in this day and age, is a company like BioWare having such a hard time cobbling together functional forum code? A highschooler in his basement could put together a more functional forum that this.:pinched:

(somehow, :pinched: is not the angry smily I was hoping for)

Modifié par Eunomiac, 16 novembre 2009 - 07:04 .


#6
chizow

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Agree with Statue, at least what I read (the first sentence or two under each bullet).

I have no problems with keeping the formulae and modifiers simple, but not disclosing the end sum and results of those various formulae is not acceptable.

The biggest problems that result from the omission of a chat log and verifiable method of checking formulas and combat effectiveness are clearly manifested in the overall balance and QA problems we see in Dragon Age's end product:

  • 1) Items and stat modifiers do not do what they say they do. Two clear examples, DEX bug on daggers/bows and +% healing items. Again, apologists can make all the excuses they like, but these are significant bugs that would've been easily detected with a simple chat/combat log.
  • 2) Broken/inaccurate tooltips. I've read the excuses from Bioware, but again, many other games (yes, MMOs) have no problems with localization by simply pulling numeric string values. Last I check, numbers don't need to go through localization.... The lack of chat/combat log makes it even more difficult to make informed build decisions, which is further exarcerbated by the fact Bioware does not allow an official character re-spec option.
  • 3) Clear game imbalances. Just look at some of the mana vs. stamina disparities or even effectiveness of weapon skills within a weapon's talent tree. Accurate damage parsing would've gone a long way to rebalance these differences. People love flaunting the notion of "choice" in Bioware games, but how much choice is there really when you're funneled toward a few skills/builds due to balance issues?
Anyways, I can understand some people like their games to K.I.S.S., but in the end, I think it results in an inferior product and game experience overall for the end user.

Modifié par chizow, 16 novembre 2009 - 07:14 .


#7
MarcAntony

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I cannot agree with this more - this, to me, is the one single major flaw of this game which is keeping it from being an absolute grand-slam.  It makes me want to bite a hole through my keyboard to not be able to theorycraft and maximize my character's ability. 

To many of us, this is worse than having a major RPG without currency of any sort.....  Its just unnatural and frustrating.  

And I also agree - this game is phenomenal.  But I too, like the other poster, find myself spending obscene amounts of tedious time manually attempting to figure these things out with droning trial and error. But more than the negative side effects caused by this facet of the game is the lack of a positive and so much fun element that stings the most. 

Modifié par MarcAntony, 16 novembre 2009 - 08:15 .


#8
Denlath Vestor

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Statue wrote...
Providing options so players can choose to have a combat log or not would broaden appeal without compromising the intentions of not providing it upon release.

This statement alone is really the solution to this ongoing, fiercely-debated issue.

Providing, via a patch from BW, changes in the UI, tooltips, etc., that provide the information for those who prefer the hard statistics (if that is even possible to do such a thing at this point), and (here's the key) making the changes optional (checkbox to turn on/off), will satisfy both sides of the issue.

My 2¢

#9
MarcAntony

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^



Would be a TouchDown

#10
scyld

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Without numbers, it's really hard to tell which abilities are better than others.

Does Blizzard do less damage than Inferno because of the other effects associated with it? Probably, but by how much?

Even more difficult to determine is against melee, is Arcane Shield better than Rock Armor? I'm assuming Rock Armor is better, but how am I suppose to know?

I guess I'm just used to the numbers game from MMOs (and also I'm hardly intimidated by simple arithmetic), but I would love to know what skills and effects actually do :P

Modifié par scyld, 16 novembre 2009 - 09:21 .


#11
Endarken

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I agree with 2nd poster. I have seen 3-4 different sets of heavy/massive armor and basically I just gave up trying to figure out what the bonuses were and I just equipped it based off of raw armor value.



I think that sucks :/




#12
SkiTheMadRussian

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Agree with 2nd poster. If you give us a choice in armors, might wanna tell us how exactly they're different....

#13
Statue

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.

Modifié par Statue, 16 novembre 2009 - 11:25 .


#14
Statue

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I have created two polls on this issue. Unfortunately, I'm not sure how to link them or add them to this post in any way :/

I suspect the only way to get to the polls is to click on my name and view my polls.

If anyone knows a way to post a user poll *into* a forum topic, please let me know.

In the meantime, feel free to register your votes in the polls from my profile page. Click my name, select the polls tab, click on the polls (the first is called "Unhide Game Mechanics?", the second is called "Would you like a combat log window"), then select one of the four options. I split them into two polls, as having it all in one would be a little confusing and result in too many options, and it is conceivable that someone might feel differently about the two aspects.

Modifié par Statue, 16 novembre 2009 - 11:56 .


#15
Archie591

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Don't care the slightest about the numbers. I'm smart enough to figure out whether something is good or not on my own.



I think the numbers were left out for a reason. They wanted to make the game more fluid. And nothing breaks the fluidity like staring at a bunch or armors and calculating my damage resistance and damage dealing potential using college level mathematics.



I think things are fairly clear as it is. There are 2 types of armor for each material lvl and type. For example Steel Chainmail and Steel Scalemail ( I think they are the same lvl). One gives different bonuses then the other one. How much of a bonus? Should be simple enough to realize if you take but one glance at your character. If you are a serious gamer you should know your hero's stats anyway.



Spells are a different story. I understand how people might be upset not knowing how much damage a spell can inflict. Personally I don't care at all.

The higher the spells level, the more powerful/useful it is.



I don't see how knowing the exact damage is going to change the gameplay much at all. You still have no idea how strong your enemies are. If one or two points in damage between spells would actually decide whether you live or die - I'd agree. But it doesn't. Every spell is useful and the higher the spell level the more powerful/more uses it has. Common sense stuff.



Do you play the game because you want to be the master of numbers or do you want to be immersed in the game?

If Bioware put numbers in the game, what would happen is that people would calculate in a few hours the exact optimal gear, spell choices and weapons you should use to have the most powerful character possible. And the fun being where?



I refuse to alter my playing style in any way, simply because some mathhead somewhere discovered that using this spell, with this character on that enemy does 1,7% more damage and therefore is the best way to beat him.

I don't care. I like to make my own choices, experiment and stick to my ideas and battle plans.



They put more effort into making the combat's outcome be decided more on your skill to plan attacks and abilities in general - rather than making the player with the highest Math test scores be the ultimate player.

And I like it. I never enjoyed having to do algebra in a videogame to finish it. It should not be in any way needed. And in DAO it's not.





But I suppose that people will continue to want it regardless what I think. Go ahead, make your polls and pleas. But don't hold your breath.

Obviously BioWare was wrong in thinking that storytelling and creating a living and breathin world would be enough. Not being able to nitpick about that, players found something else.

#16
jasonirma

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I appreciate the passion people are feeling about this issue. But, as I've posted previously, the combat log is a necessity.



I think the OPs sentiments are reasonable, but the logic doesn't flow. In real life we wouldn't just play these characters, we'd have lived their lives. I have a more-or-less good sense of what kind of damage me punching someone would do. Likewise I have a feeling for how I'd match up in a fight (not well, I'm afraid :)).



So, to argue that this provides more realism isn't quite true. Additionally, weapons and armor in any real life sense, are tested, communicated, and known to provide certain amounts of resistance or damage potential. Even medieval knights could gauge the damage potential of their weapons, and which mail armor was likely to offer better protections or add hinderance.



The combat log in good ol' D&D is transparent: you roll dice, you see numbers, the DM has tables that then extrapolate your hit, miss, parry, etc. Many of us were raised on these games and are fairly accustomed to understanding the rich interplay that goes into the behind-the-scenes portion of the game.



That the current visual feedback provides most of that combat information for fleeting fractions of a second argues that the devs did wish for us to know something of what our actions would produce in game. If the goal was pure realism, creatures wouldn't have health bars, and wouldn't flash their specials above their heads when they execute an action.



In short: give us the combat log. It does make a difference for some of us, if for no other reason than the data we are seeing now are too fleeting to meaningfully help us best understand our characters.

#17
Eunomiac

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Archie591 wrote...
Obviously BioWare was wrong in thinking that storytelling and creating a living and breathin world would be enough. Not being able to nitpick about that, players found something else.

Oh get over yourself. This is a fantastic, fantastic game that has a lot of really frustrating problems. Airing out one's frustrations over the latter does not cheapen the former. If the game is as unassailably perfect as you so clearly want to believe, then there's no need for sneering condescension coming to its defense.

#18
Greye

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Statue wrote...
LONG POST, SO HERE'S THE SHORT VERSION:
The absence of specific stats and the absence of a combat log hinders selection of equipment, spells/skills, and player efficacy in combat, without adding much value to compensate for it...


I like what Champions Online did to accomodate different types of players.  They have a basic description, with an optional "advanced" roll-out if you click to find out more.  I'm sure they have many headaches making sure these stats are as accurate as possible.

Imo, Bioware is onto something here, and the simple-can-still-be-fun methodology can be a winner.  They've just taken it a little too far, almost to the point of looking like they took it so far purposefully to allow themselves to save work when they tweak things by keeping it all under the table.  It looks worse though when things are still broken and not working properly.

#19
Statue

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Archie591 wrote...
I think the numbers were left out for a reason. They wanted to make the game more fluid. And nothing breaks the fluidity like staring at a bunch or armors and calculating my damage resistance and damage dealing potential using college level mathematics.


Regarding fluidity, I would spend far less time determining what the effects of different equipment was if the tooltip just point blank told me, so I actually think by hiding specifics fluidity is lessened rather than improved. I'm only having to calculate it in a round-about way (debuffing, unequipping, equipping while watching my stats) *because* that information isn't in the tooltips and descriptions. It isn't more fluid for me having to do that than it would be to just read a specific description.

No college level mathematics would be needed to read "20 - 40 damage" instead of "low damage" or to recognise one number as greater than another in an instant.

#20
onodi

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I agree with the 2nd poster.



We need an option for a combat log. I would also like to see more

auto-pause options like BG2.

#21
19percent

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Archie591 wrote...

I think things are fairly clear as it is. There are 2 types of armor for each material lvl and type. For example Steel Chainmail and Steel Scalemail ( I think they are the same lvl). One gives different bonuses then the other one. How much of a bonus? Should be simple enough to realize if you take but one glance at your character. If you are a serious gamer you should know your hero's stats anyway.


You really hit the nail on the head. It should be simple enough to realize if you take but one glance at your character. Unfortunately it's not, which is why the rest of us are politely requesting a combat log/other ui improvements.

Spells are a different story. I understand how people might be upset not knowing how much damage a spell can inflict. Personally I don't care at all.
The higher the spells level, the more powerful/useful it is. ... Every spell is useful and the higher the spell level the more powerful/more uses it has. Common sense stuff.


Except force field is the best spell in the game, and it's only tier 2. Another god tier spell is shimmering shield, which is better than the final spell in its line (although unlike force field this spell is presumably bugged). Meanwhile all of shapeshifting is more or less worthless in its entirety. If you have three points in shapeshifting you'll get more use from putting your next point in literally any tier 1 spell instead of the tier 4 shapeshifting buff.

Common sense you say?

They put more effort into making the combat's outcome be decided more on your skill to plan attacks and abilities in general


That's why it would be nice to know what those abilities even do, which in many cases you can't really figure out even by playing the game. It's not clear that you can pick locks without the lock picking talents, but you can. It's not clear that you can fail at lock picking with a maxed out talent line either, which is even worse since many people will assume that's how the talent line works without any information present to correct their - I would say valid - assumptions. In fact as far as I can tell the information on how lock picking actually works is not available anywhere in the game, in the manual, or on the wiki (official at least).

What exactly does Threaten do? Is it better at building threat than Taunt? No, turns out it's another more or less useless ability and on my next playthrough Alistair will skip the top warrior line (besides Powerful which he starts with anyway).

#22
Statue

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Has anyone seen the way equipment stat notifications work in Divinity 2 btw? It's really very fast and informative at the same time. When the cursor is hovered over a piece of equipment, not only does the tooltip that pops up list the specific effects of the gear next to those of the currently equipped piece (which is quite standard in such games) , but also at the same time, the character stats shown underneath the inventory update during the hover to show what differences would be made on equipping it (green numbers for ones increased, red for ones reduced). That makes it so simple and fast to compare gear effects it's dreamy. Hover on, hover off. Fast and fluid, and specific.

You can see it at work in the video at (fleeting glimpse at around 2:08, new videos will show the tooltips listing both the prospective piece and the currently equipped equivalent, older videos will show the tooltips listing only the prospective piece - guess they've updated it).

Modifié par Statue, 17 novembre 2009 - 01:46 .


#23
Guest_Johohoho.Ehehehe_*

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Thank you for your opinions. Since I don't debate only to win (I'm not indicating that you do) I'm always ready to correct my statements or even twist my opinion utterly if I face good arguments. I pondered you points a bit and I would like to specify my opinion further:

I have never said anything about realism. Quite the contrary, I don't like it: social.bioware.com/forum/1/topic/9/index/159797

I must admit that my first conclusion

Johohoho.Ehehehe wrote...

In conclusion, I think that the basic numbers (attributes, attack,
defence etc.) we have been provided with are perfectly enough.

was a bit snap. Some things I omitted and some I realised afterwards. The set armour bonus is one example of my forgetfulness. Indeed, it would be nice to know what that bonus is since it was implemented in the game. As for talents, my opinion was based primarily on warrior and rogue talents in which case I really don't need numbers. It is pretty straightforward that a character should stick to one weapon style. I wasn't thinking about spells; you got me there. On the other hand, you were able to realise that some spells are powerful yet being second tier and, in contrast, that some high tier spells are useless, both without numbers. You hadn't chance to assess it before picking the spells and you are right at this point. You can't figure the exact comparison of particular spells even now and, again, you are right at this point.

However, I think in a way similar to Archie591 and I wish to elaborate further: In my opinion, there are information related to game strategy and information related merely to maximising your character. An example of the former would be a combat log giving information which enemy resisted (or is immune) to a spell. Some information can be found during the game by experience, e.g. I won't cast another Sleep on Revenant unless I raise my Spellpower significantly upon which I will try it again. Some information would be nice to know beforehand, e.g. when choosing spells since it would take several playthroughs to pick and try them all.

The difference in opinions that last even after this post is imo the reflection of the difference of the game style. Frankly, I don't need a perfect character. It doesn't mean that I don't care at all; I planned my rogue quite thoroughly in order to satisfy all prerequisites for talents I liked. (The game makes it difficult and sometimes impossible for mages; this I have admitted above.) On the other hand, I don't need all information on everything and I'm not worried whether there was a better dagger or gloves. Do I feel that my rogue is weak and useless? No, actually I think he rocks. I'm perfectly satisfied with him and I don't need any further data to chew. Do I feel that Sten is a slowmo? Yes I do. Is there an Attack Speed stat? No, so it is caused either by low Dexterity (which would be unfair since there is nothing about attack speed in dexterity's description) or it is because he uses two-handed weapon. Doesn't matter, I replaced him by Oghren namely because he doesn't fit in my current roleplaying style, and I see whether Oghren will be faster. If not, well *** it.

This is my personality: I don't care about details, I'm more intuitive. It is both advantage and disadvantage, as everything. However, I think that final clarification is needy:

(1) I would also appreciate some combat log or at least information on enemies, their resistances and effect of my spells and abilities on them.

(2) My post was indented only for theoretical debate and I would never say "I'm satisfied without something, so please don't implement it for those who wish it". It would be stupid since more numbers and data can be implemented in the game for me to ignore and for others to enjoy.

Modifié par Johohoho.Ehehehe, 17 novembre 2009 - 11:06 .


#24
Statue

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I'm glad that the majority of people do consider other players preferences and try to accommodate them. As you point out, features added that improve gameplay for part of the playerbase but in a way that doesn't detract from the experience of others are more sensitive to diverse tastes. That's part of the reason that I included two dimensions in my polls on combat logs and stats - an individial want/don't want choice, and a nested second dimension within those choices to allow people to state whether they would want their preference extended to others or for the features to be optional to allow for conflicting preferences. The majority of voters both for and against do vote with the preferences of other players in mind, which is encouraging :)

#25
Luv_Muppet

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I would be happy if the game simply let me know if an item was an upgrade, even if the specific numbers were left out. Just highlight upgrades green or some such in the inventory. (and have it take into consideration set-breaking pieces as well, so that it's the character's overall stats that are guaged. This would make upgrades immediately obvious.) As it stands I dont find the game fluid at all, since as it stands it's extremely difficult to determine what is or isnt an upgrade.