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I Don't Care What The Dice Roll Said...


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#51
Sylixe

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A miss just means you did no damage with your swing. I does not mean you completely missed your target every time.

#52
Sidrat2009

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chance is used for games that don't employ a mathematician or even someone half way decent using spreadsheets. As I've played Eve Online for four years I feel I know what I'm talking about.

Anyway when chance looms it's ugly maggot filled head please do not call on the...let's call her the Green Lady shall we, I'm sure you can look it up if you need to, just don't use Her name or it'll all go wrong.

I am wanting to buy this game, but tro..sorry reading the forums puts me off somewhat between this thread and the tool kit issues I'm wondering if I should buy new shoes this week instead.

Oh and using 'chance' in an RPG is awful - it's like watching a Dr Who episode where he gets in trouble and runs to the Tardis and runs away - well it's not like that at all, but it is a cop out is what I'm saying.

Badly.

Maybe I should just re-install fall out 3?

Oh yes games that employed the 'elastic AI' in years gone by weren't very fun - anti-competitive I reckon - and games using an invisible set of dice is just as bad.

Modifié par Sidrat2009, 25 novembre 2009 - 02:30 .


#53
RampantBeaver

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ladydesire wrote...
One thing that needs to be considered is how many animations need to be made to show all possibilities; these take time to make and might also leave you open to attacks that the rules say shouldn't happen (the "dance of death" from NWN, for example).


In the oh so near future why not just have the target duck back. Thats one animation. Add a higher chance to dodge and parry. Perhaps later add a further animation for armour hits that do no damage, like a "clunk" with a few sparks.

There done.

#54
RampantBeaver

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Sidrat2009 wrote...

chance is used for games that don't employ a mathematician or even someone half way decent using spreadsheets. As I've played Eve Online for four years I feel I know what I'm talking about.

Anyway when chance looms it's ugly maggot filled head please do not call on the...let's call her the Green Lady shall we, I'm sure you can look it up if you need to, just don't use Her name or it'll all go wrong.

I am wanting to buy this game, but tro..sorry reading the forums puts me off somewhat between this thread and the tool kit issues I'm wondering if I should buy new shoes this week instead.

Oh and using 'chance' in an RPG is awful - it's like watching a Dr Who episode where he gets in trouble and runs to the Tardis and runs away - well it's not like that at all, but it is a cop out is what I'm saying.

Badly.

Maybe I should just re-install fall out 3?

Oh yes games that employed the 'elastic AI' in years gone by weren't very fun - anti-competitive I reckon - and games using an invisible set of dice is just as bad.


I'm sorry if my post has put you off the game. With all that’s said I still largely enjoyed it and am currently on my third play through. I would recommend it to you and especially over fallout 3, which imo lacked any sort of compelling story and got repetitive a short way into my first play through.

Unfortunately in DA:O chance is too large a factor in combat and its something i highly dislike. Hero's, i.e. Grey Wardens, are heroes because they well practiced, champions of their profession, therefore limiting chance. Their
attributes take over and they win because they're the best at what they do.

To add chance means that they are no longer hitting because they are skilled at hitting but because they are lucky. Your no longer an adept warrior who bests everyone they face, your the lucky commoner who fluked his way to killing an Archdemon.

I mean think about it, if you're reloading a battle several times after failing due to missing a target you are simply cutting out the most likely scenario; that you just died like the inferior contender you are. You’re cheating in a way, your making your character into someone he's not.

Now I know chance is always on the table, for example you’re fighting an army of darkspawn you need some luck on your side. But that is looking at the big picture, there are many factors involved and you could go any number of directions so chance has a larger role to play.

However in something as mundane as hitting a target, even one that’s immobile, it has no place affecting a seasoned warrior.

Think of an Olympic athlete; they are the best at what they do because they have limited chance.

DA combat mechanics relies on it too much and it takes away the combats credibility. If it is indeed other factors that are in play, like many have argued, then show them. If feel I shouldn't need to imagine something as basic as hitting a target or in this case missing.

Perhaps my concerns are simply cosmetic but I feel strongly that it is a poor format for a modern game and never should have been implemented as so.

Modifié par RampantBeaver, 25 novembre 2009 - 12:37 .


#55
Lotion Soronarr

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I say: Bio should hire a few peopel from ARMA to do motion capture...Heck, -i think the people there would gladly do it for FREE and practicly nobody knows more about REAL swordfighting then them.



You could implement a action_response combat system.



You got your starting stances(guards) and possible moves for each guard..both attacks and defenses (some are interchangable. you can block a low left swipše with a right swipe of your own)



So fighter A starts in high guard and performs attack move 1, fighter B responds with one of the defensive moves from his list.

The more skilled a character is, the more guards and moves are unlocked..and they are used automaticly (aside from special moves).



So you basicly have a set of possible positions for a character, and a set of possibel moves for each position. Anmd some picking algorithm that does better with higher skill and more moves.



Woul make for very real looking battles.

#56
Sinfulvannila

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Yeah if Arkham Asylum, an ACTION game, could have perfect animation and RPG defifintely could pull it off.