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Combat logs, Damage stats and MMO Whiplash


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#1
kelsjet

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WARNING: Long post, but worth the read, imo.

I see a great number of threads appearing on these forums each targetting the same topic. This being that some folks in this community believe DA:O would be 'better' if more detailed combat stats, combat logs, better/more detailed tooltips were available, presenting the core machinations of DA:O combat to the player with openess.

I do not agree. Infact, I strongly believe that the only reason many players are asking for such things is because they are suffering from the "MMO Whiplash" effect. Here, let me explain:

1. What purpose do Combat Logs, detailed numerical tooltips and other such "embellishments" serve?
  • Competative edge; In multiplayer games, you need to get a competative edge over your fellow player. A common method to achieve this is through "min-maxing". NB. In MMOs especially, it is never enough that you have killed the boss, you need to kill the boss better then the other guys did.
  • Due to the above, players feel that unless they are "min-maxing" they are doing a diservice to themselves and the friends who they play with. That they are, essentially, being 'carried'.
2. What is the 'MMO Whiplash' effect?
  • In simple terms, many of the people asking for combat logs, detailed tooltips, etc are MMO veterans. They have spent the better part of the past 5 years playing with combat logs, number crunching programs etc to gain that extra 0.002% performance.
  • In fact, they have done this for so long, that they are incapable of understanding that you do not need to have these things for every game, and that there can easily exist games for which having all this insight into the combat stats would not only be superflous, but may end up having a negative end effect.
  • When they approach DA:O with this MMO mindset, they suffer from whiplash, since they are encountering a game but are still thinking of it in a 'min-max' MMO mindset. They have, however, forgot a very key point. This being:
Dragon Age: Origins is not a MMO, it is a singleplayer game which has no need, requirement, or benefit to be gained by approaching it with a hardcore 'min-max' mindset similar to high end competitive MMO content.

In DA:O, there is no concept of "I killed X boss better than you". In DA:O, there is no need to spend 5+hrs theorycrafting to gain that extra 0.02% better damage on your fireball spell. Even if you could, the gameplay is set up in such a way that gaining that performance would have no realistic effect in the outcome.

What all this means, is that even if we had combat logs, detailed tooltips, and could min-max to our hearts content, the gain from all this development investment would be almost nothing, since in DA:O you don't need to have a second by second combat analysis running to be able to beat a boss. I mean seriously, its a singleplayer game guys.

As far as what you do need to know to beat the game, that much is already there. True, you need to ensure your guys are properly geared up and skilled, but the information you need for this is readily available. Gear show which 'tier' it is. Basics, such as how much armor, magic etc, are clearly shown. Skills are setup in such a way that you are not really choosing one spell over another because it is the exact same spell as the other but with more damage and so you have to choose between them from an efficiency/DPS/DPM standpoint (plus, almost all have cooldowns). Instead, you are choosing which spells to cast because of their secondary effect. Maybe you need to freeze something here, sleep something there, damage something there, defend someone here, etc.

We need to realize that having full disclosure of the combat mechanics of a game is only a good thing for certain types of games. For others, it is unnecessary and can end up being detrimental even.
As an extreme example, look at FPS type games. Not only do you not have combat logs, but health bars, gun damage amounts, enemy armor types and mostly all such things are not needed, simply because, at the end of the day, if the zombie running towards you dies, then that is good enough.


In my humble opinion, DA:O has given us just the right amount of combat info to keep us going and keep the gameplay fresh and intersting. So I would have to vote no, we do not need combat logs, detailed tooltips, armor penetration vs strength graphs and realtime combat simulation models. 

It would all be overkill.


DISCLAIMER: Since it is obvious that there will be some people that will misinterpret what I am saying, let me be clear. I am not advocating that we do not need any combat stats or information in this game. I am just saying that we already have the required detail of such things to not only enjoy the game but be complete effective in what we do. I assert that having detailed second by second combat logs and all that jazz serves no purpose in this game since there is no need to 'min-max' to the point where you are dealing with 0.03% performance gains.

DISCLAIMER 2: Just a quick point of clarification.
A few people are interpreting this post from a slightly different angle then I intended. Please understand, while I used MMOs and behavior commonly found in MMOs as a convex point of the original idea, I am in no way trying to imply that min/max behavior, powergaming, theorycrafting, sim modelling are ideas first born in MMO gaming. I fully understand that they have existed as niche playstyles for a long time now. However, please understand that this thread is about how numerical min/max gaming (with combat logs and detailed combat models) fits into DA:O, and not a conversation on the origins of min/max gaming.

In this way, let us please understand that my term "MMO whiplash" as well as my comparison to MMO gaming was but a conduit to explain the core point of this view, nothing more. Enjoy.

Modifié par kelsjet, 20 novembre 2009 - 07:18 .


#2
Schyzm

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I think you were right to make a new thread, your insight is way too important to leave squandered in some other earlier, appropriate thread. I'm also very heartened to hear that in your sophisticated and TOTALLY independent opinion that bioware has given you "exactly the right amount" of information. I assume by this corollary that you similarly hate the amount of information given in baldurs gate and neverwinter nights.



it is truly a joyous day when bioware can finally meet the demands of its totally independent thinkers who have for so long campaigned against the awfulness of the information provided in baldurs gate and neverwinter nights. the day is yours.

#3
Timortis

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Baldur's Gate had a combat log, end of story. This has nothing to do with MMOs whatsoever.

#4
JamesX

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Had and Need are not the same thing.

But I tend to be a perfectionist, so I would enjoy looking at the combat log to see if I am playing "right".

It isn't about competition. It is about a standard of performance you want to achieve.

#5
kelsjet

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Schyzm wrote...
I'm also very heartened to hear that in your sophisticated and TOTALLY independent opinion that bioware has given you "exactly the right amount" of information. I assume by this corollary that you similarly hate the amount of information given in baldurs gate and neverwinter nights.


Non-sequitor.

DA:O has just the right amount of information for DA:O. This doesn't mean that any game that has more or less information than DA:O is automatically 'bad'. The amount of information required for a game needs to be analyzed on a game by game basis, which is my point. We cannot create an arbritraty line and say "any game that does not have this amount of info is a bad game".

#6
soteria

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I disagree with your analysis. Previous Bioware games were not MMOs and had more detailed information, including combat logs. In fact, a lot of them had more transparent systems than most MMOs. It took players a lot of testing to figure out certain numbers and formulae in WoW, for example. Again, though, a number of the people asking for a combat log aren't MMO veterans; they are asking for something they have come to expect from playing previous Bioware games, not MMOs.



This is a tactical game, with a lot going on in some fights. If I have someone die suddenly that I wasn't watching, it can be difficult to find out why in DA:O since there is no log. I can't go back and say, "Ok, the Emissary cast death hex and then a hurlock alpha flurried him."



Furthermore, the lack of detailed tooltips doesn't even accomplish the apparent purpose. If I want to know how much Heroic Offense will grant me, I have to check my attack, cast the spell, and check my attack again. The numbers aren't hidden. It's pretty easy to figure out that the spell is giving me 10 or 15 attack or whatever it is, and the game knows that number before I cast the spell, so it wouldn't be impossible to have a tooltip that reflects that number instead of making me go the extra step of checking around.

#7
Schyzm

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kelsjet wrote...

Schyzm wrote...
I'm also very heartened to hear that in your sophisticated and TOTALLY independent opinion that bioware has given you "exactly the right amount" of information. I assume by this corollary that you similarly hate the amount of information given in baldurs gate and neverwinter nights.


Non-sequitor.

DA:O has just the right amount of information for DA:O. This doesn't mean that any game that has more or less information than DA:O is automatically 'bad'. The amount of information required for a game needs to be analyzed on a game by game basis, which is my point. We cannot create an arbritraty line and say "any game that does not have this amount of info is a bad game".


oh yes of course, obviously the previous games had exactly the right amount information in them too.  I see now.  it's all coming together, all these games with different amounts of information have exactly the right amount of information.  I want to assure you that this in no way is a completely standard fanboi argument.  and that other people's slavish devotion to what can sensibly be called un-think in regards to products by bioware is not similar to your very subtle and complex assessment of the continued perfection of bioware's information delivery procedures.

#8
kelsjet

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Timortis wrote...

Baldur's Gate had a combat log, end of story. This has nothing to do with MMOs whatsoever.


Baldur's Gate was also based off an entirely different ruleset. Furthermore, one game having a combat log does not automatically mean that a combat log would be useful in another game.

#9
Sakiradesu

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I just want to know how often my spells land, resist, and whatnot.

It's frustrating to keep track of effects by different swirlies, meshing auras, and such. You can see your own debuffs but not your debuffs on enemies. :[

Someone wrote...

Furthermore, one game having a combat log does not automatically mean that a combat log would be useful in another game. 


I think a lot of people find it would be useful in this game as well. It wouldn't be as big of a deal if it was just one person desiring a combat log.

Everyone enjoys the game. Some people just want to add something that was made available to them in past games. Everyone can and has played without it. It's just a nice addition.

Also, in response to the argument that there is no competition in DA:O, you're right. There isn't. You are happy with what Bioware has provided. Them adding combat logs in the future (which can be hidden, most likely) will not affect your happiness in the least. So why are you so adamant in impeding on their enjoyment?

Modifié par Sakiradesu, 20 novembre 2009 - 12:44 .


#10
kelsjet

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Schyzm wrote...
oh yes of course, obviously the previous games had exactly the right amount information in them too.  I see now.  it's all coming together, all these games with different amounts of information have exactly the right amount of information.  I want to assure you that this in no way is a completely standard fanboi argument.  and that other people's slavish devotion to what can sensibly be called un-think in regards to products by bioware is not similar to your very subtle and complex assessment of the continued perfection of bioware's information delivery procedures.


Sarcasm as a form of argument is not only poor form, but actually shows that you cannot make a counterpoint. Furthermore, nowhere have I asserted that all games, everywhere have the right amount of information, instead, I am saying the amount of info for a game must be analyzed on a game by game basis to ascertain if it has enough or not, instead of using a different game as your only source of analysis.

Schyzm wrote...
I want to assure you that this in no way is a completely standard
fanboi argument.  and that other people's slavish devotion to what can
sensibly be called un-think in regards to products by bioware is not
similar to your very subtle and complex assessment of the continued
perfection of bioware's information delivery procedures.


This is not only humorous, but indicative of your desperation. It is a common practice for many people to resort to bombastic claims of oppression by 'the man' when they have no argument to stand on. Sadly, it does not work so well for you :(

#11
XavierGrimwand

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soteria wrote...

This is a tactical game, with a lot going on in some fights. If I have someone die suddenly that I wasn't watching, it can be difficult to find out why in DA:O since there is no log. I can't go back and say, "Ok, the Emissary cast death hex and then a hurlock alpha flurried him."


This is it, exactly. THIS is why we NEED a combat log.

#12
kelsjet

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Sakiradesu wrote...

I just want to know how often my spells land, resist, and whatnot.

It's frustrating to keep track of effects by different swirlies, meshing auras, and such. You can see your own debuffs but not your debuffs on enemies. :[


A valid point. Though I am still not convinced we need a second by second "combat log" to provide the same information. This can easily be accomplished by adding a number or two to the character info screen, down near where other common combat stats exist (chance to hit, defense, etc).

#13
Schyzm

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kelsjet wrote...

Schyzm wrote...
oh yes of course, obviously the previous games had exactly the right amount information in them too.  I see now.  it's all coming together, all these games with different amounts of information have exactly the right amount of information.  I want to assure you that this in no way is a completely standard fanboi argument.  and that other people's slavish devotion to what can sensibly be called un-think in regards to products by bioware is not similar to your very subtle and complex assessment of the continued perfection of bioware's information delivery procedures.


Sarcasm as a form of argument is not only poor form, but actually shows that you cannot make a counterpoint. Furthermore, nowhere have I asserted that all games, everywhere have the right amount of information, instead, I am saying the amount of info for a game must be analyzed on a game by game basis to ascertain if it has enough or not, instead of using a different game as your only source of analysis.

Schyzm wrote...
I want to assure you that this in no way is a completely standard
fanboi argument.  and that other people's slavish devotion to what can
sensibly be called un-think in regards to products by bioware is not
similar to your very subtle and complex assessment of the continued
perfection of bioware's information delivery procedures.


This is not only humorous, but indicative of your desperation. It is a common practice for many people to resort to bombastic claims of oppression by 'the man' when they have no argument to stand on. Sadly, it does not work so well for you :(



funny I don't feel oppressed, desperate or bombastic.  you are certainly an insightful person!  not only able to recognize bioware's continuing perfection but also able to ably ascertain the emotional deficiencies of your adversaries!  towit!

#14
-XM-

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Someone has never played:

DnD

DnD derived cRPGs

D20 based cRPGs

The Baldur's Gate series

The Neverwinter Nights series

KotOR

or any cRPG based on non-deterministic variables that can't be assessed from ability descriptions only...



Mentioning MMOs in this context only serves to make you look stupid. In an RPG, the abilities are only useful as a way to create a character that plays the way you want. You don't need to know the numbers for non-combat interactions because this is the part you have direct control over. However, without knowing what the abilities do, since several of them are bugged, use very misleading adjectives ("significant" when it's minor, "partially" when it's a lot), make it impossible to distinguish some pairs of abilities ( c.f. Dirty Fighting vs. Upset Balance) or are just plain wrong in their representation of what the abilities do (e.g. trap making increasing trap detection radius), it is not possible to create a character that plays the way you envision in a knowledgeable way. It's as simple as that.



Character creation is an important part of RPGs and by no having (1) Accurate ability/skill descriptions (2) a combat log (3) a proper manual, we have to resort to looking through script files, forums, wikis, experiments. I bought an RPG, not "guess what this badly worded and entirely qualitative ability actually does". If we had one of the three items above, I would be happy. I don't need all of them, just one would do. Since they won't do (1) or (3), we are hoping for (2). Ever wonder why one of the key Bioware devs had to go create a website called "The Missing Manual"? I would think the website name alone gives it away...

#15
kelsjet

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soteria wrote...

I disagree with your analysis. Previous Bioware games were not MMOs and had more detailed information, including combat logs.


Mass effect did not. Neither did any of the KOTORs.

soteria wrote...
This is a tactical game, with a lot going on in some fights. If I have someone die suddenly that I wasn't watching, it can be difficult to find out why in DA:O since there is no log. I can't go back and say, "Ok, the Emissary cast death hex and then a hurlock alpha flurried him."


I find this a very unlikely scenario, which may only occur due to a massive error on your part. You have 4 people you need to watch, you can pause the game, no mob exists that will just one shot a party member unless there is some grave error on your part (i.e the big hulking ogre is running from across the room to your mage and you don't do anything about it). I am not arguing a combat log wouldn't help if this scenario did happen, I am just arguing that the scenario itself is a bit problematic, and that preventing this scenario from occuring needs better combat management, and not neccesarily a combat log.

soteria wrote...
Furthermore, the lack of detailed tooltips doesn't even accomplish the apparent purpose. If I want to know how much Heroic Offense will grant me, I have to check my attack, cast the spell, and check my attack again. The numbers aren't hidden. It's pretty easy to figure out that the spell is giving me 10 or 15 attack or whatever it is, and the game knows that number before I cast the spell, so it wouldn't be impossible to have a tooltip that reflects that number instead of making me go the extra step of checking around.


Simple point. How would your behavoir change if you did have the Heroic Offense numbers? My claim, it wouldn't change one bit. You would still cast Heroic Offense exactly where you would have cast it if you didn't know its exact stat. This is the point I was making earlier, that being, that added stats are superflous.

#16
Dex1701

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kelsjet wrote...

Timortis wrote...

Baldur's Gate had a combat log, end of story. This has nothing to do with MMOs whatsoever.


Baldur's Gate was also based off an entirely different ruleset. Furthermore, one game having a combat log does not automatically mean that a combat log would be useful in another game.

I think what people are taking exception to is that you're saying that anyone that's trying to figure out how the RPG system works is an MMO vet obsessed with min/maxing.  This isn't true.  I don't play any MMOs at all (played Guild Wars for a while).  I am, however, very interested in how RPG systems work, and it's also interesting and useful to understand how various abilities and attributes function...both out of curiosity as well as a desire to create at least a semi-effective build for your character.

I'm not obsessed with min/maxing, nor am I a power-gamer, but I'd love to see a combat log because I like to see how the systems work.

#17
JamesX

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kelsjet wrote...

Simple point. How would your behavoir change if you did have the Heroic Offense numbers? My claim, it wouldn't change one bit. You would still cast Heroic Offense exactly where you would have cast it if you didn't know its exact stat. This is the point I was making earlier, that being, that added stats are superflous.

While it is not directed at me, I can tell you what I would do. :D

I would look at the number compare to the cost of the spell and see if it is worth the mana.  If it is then I will cast it.  If not then I won't.

At this point it is mostly guess work.

#18
kelsjet

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JamesX wrote...
I would look at the number compare to the cost of the spell and see if it is worth the mana.  If it is then I will cast it.  If not then I won't.


Compare the cost of the spell.. to what? Some other spell that does exactly the same thing Heroic Offense does? No such spell exists. You will cast heroic offense because what it does is unique, and you need to have its effect.

#19
Seifz

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-XM- wrote...

Someone has never played:
DnD
DnD derived cRPGs
D20 based cRPGs
The Baldur's Gate series
The Neverwinter Nights series
KotOR


Every one of those uses D&D/d20 and every one of them didn't need a combat log.  Detailed descriptions of stats, equipment, spells, feats, and skills were all available online.  Almost all of it was available from the free SRD (d20srd.org)!  I don't know if a similar reference exists for the v2 games, but that system's pretty terrible for a CRPG anyway.

The system in DA:O was designed for DA:O and it was designed so that you didn't need a combat log.  Seriously, you don't need one.  You could pick practically any talents at all and beat this game.  The idea is that you chose what makes sense for your character, not what's the "best."

Developing a combat log would waste precious zots that are better used for bug fixing, DLC, and expansions.  We don't need a combat log.

#20
Shannara13

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kelsjet wrote...

[*]In simple terms, many of the people asking for combat logs, detailed tooltips, etc are MMO veterans. They have spent the better part of the past 5 years playing with combat logs, number crunching programs etc to gain that extra 0.002% performance. 
[*]


I don't need to be an MMO vet to know that I would like to know WTF the ability that I am working towards does. Knowing that Arcane Mastery only give +5 Spell power would have kept me from wasting points in the arcane tree.

#21
MrFish

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Exactly.

#22
JamesX

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kelsjet wrote...

JamesX wrote...
I would look at the number compare to the cost of the spell and see if it is worth the mana.  If it is then I will cast it.  If not then I won't.


Compare the cost of the spell.. to what? Some other spell that does exactly the same thing Heroic Offense does? No such spell exists. You will cast heroic offense because what it does is unique, and you need to have its effect.

Let say for example.. Spell adds +5 attack for 50 mana, and no other spell does that.
Let say you have a spell that makes the oppoent -5 defense for 25 mana. 
If you had the number then you would obviously pick the defense -5 for cheaper mana, because it has the same effect.

Now you have: XXX Spell: Makes your attack slightly more accurate for 50 mana
YYY Spell: makes your enemy slightly less dodgy for 25 mana

Which do you pick?  You just have to guess don't you?  This is a more simple example.  It gets more complicated once you consider: Is 50 mana for 2 fireballs for 25 dmg each and adding knock down better than 50 mana for +2 to damage on all my meleeing party members.

#23
Sakiradesu

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Some people prefer to know, and some prefer to go with it.



I can understand where a lot of the prejudice against combat logs come from. We... all know where it comes from.



Just understand that people want it for their own reasons. A combat log is a tool. Nothing more.

#24
Dex1701

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kelsjet wrote...

JamesX wrote...
I would look at the number compare to the cost of the spell and see if it is worth the mana.  If it is then I will cast it.  If not then I won't.


Compare the cost of the spell.. to what? Some other spell that does exactly the same thing Heroic Offense does? No such spell exists. You will cast heroic offense because what it does is unique, and you need to have its effect.

Compared to the benefit gained from the spell's effects, of course.

Ok, if your point is that focusing on the numbers distracts from enjoyment of other aspects of the game, making it more of a min/max chore than an entertainment experience I'd see your point.  This reply seems intentionally obtuse.

Modifié par Dex1701, 20 novembre 2009 - 01:02 .


#25
Dwazgull

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DA:O is based on DnD 3.5 iirc. So in that aspect we roll dices to either miss or hit. I want to see if I miss and why. Is it because I am unlucky or is it because the mobs defense is to high compared to my attack. These kind of things I like about a RPG and therefor I like to have a combat log.

But I doubt DA:O is suitable for a combat log. For example if you have high DEX, you have high reflex saves, but until now I never have seen someone save from a trap and so one. Meybe I am wrong about this though as I have never fully tested it.

Still a combat log would be nice but not a necessity if DA:O does not allow it or want to mask "certain" game mechanism in combination with the DnD rules.

Still combat logs are not MMO related.

Modifié par Dwazgull, 20 novembre 2009 - 01:03 .