Combat logs, Damage stats and MMO Whiplash
#151
Posté 20 novembre 2009 - 04:26
#152
Posté 20 novembre 2009 - 04:28
SheffSteel wrote...
Greye...It might seem unreasonable to you but if a game programmer says so, how are you going to argue? Georg mentioned that the debug output was going through a VM - a virtual machine - which does add a layer of inefficiency compared perhaps to the older BG/NWN log systems.
I'm not arguing, I'm just very skeptical. To me, Bioware is a company trying to get the most money from people for as little as possible in return. The DLC they are doing pretty much shoves this in your face. This puts Bioware on the same playing field as a car dealership, or a bank, or any other company. You have to fight for what is right, because if you don't they will walk all over you.
Georg mentioned cookies. I really feel that since NWN, Bioware's RPG's are slowly declining into big bowls of console-friendly Sugar Corn Puffs. No, I don't understand how they are using a VM, but is it likely that it relates to simultaneous cross-platform development? I'm not yelling or throwing myself at a brick wall. I'm just skeptical and miss the good old days. *shrug*
Thanks very much for the explanation, anyway. And not that bowls of sugar are necessarily unfun.
Modifié par Greye, 20 novembre 2009 - 04:40 .
#153
Posté 20 novembre 2009 - 04:35
#154
Posté 20 novembre 2009 - 04:41
So to each his own. If you want to role play and angst about the various romance options and endings, go ahead. It's your jollies and your right.
#155
Posté 20 novembre 2009 - 04:59
#156
Posté 20 novembre 2009 - 05:02
A lot of games these days cut corners and developers string you along with promises that never quite make it.
Also, I am not a number cruncher. I just use the combat log to confirm if my spells are effective. I've said that before. However, I would ask those who are against combat logs to remember that even while we do not need combat logs to have fun, we use the knowledge that is gained from them ALL the time.
A lot of the FAQs or guides and character builds out there are the result of number crunching. Some of them are not, but the great ones that help you make a character that is fun in an overpowered/steamroll way are because of people going through the numbers of attributes and skills and spells. You may not use these on your first time around, but later on, when you are playing for alternative reasons, i.e. trying new characters and new things and new responses, these guides are nice to have.
There would be more of them around, I truly believe, if combat logs were enabled. Even if it were just a terrible log that outputs to a notepad text file (Crysis has this. An FPS! D:). Without it, I can kind of see the forums dumbed down a little. The posts go from informative to... what's going on with this stat/skill/talent?
So we indirectly benefit from having more information flowing through the elusive number cruncher playerbase. Number crunching should not be looked down upon or shunned!
Modifié par Sakiradesu, 20 novembre 2009 - 05:04 .
#157
Posté 20 novembre 2009 - 05:13
mmu1 wrote...
I'm not sure whether knowing that the Bioware development team consciously made a series of bad decisions actually makes me feel any better about the game.
#158
Posté 20 novembre 2009 - 05:25
As for not understanding why we use a VM (wtf are developers doing these days).
Let me explain to you how our forums work:
* You can ask questions
* We might answer
* If we answer, we don't lie - we you the truth (even when it hurts or you don't like it) or we make fun of you because we can't talk about what you asked about
Even more than NWN, the rules logic of the game is implemented in script, seperated from the engine. This has many benefits (including a lot of possibilities for the modding community) over hardcoding them (which inevitably leads to 'wtf are the developers doing, hardcoding all this) - most prominently you get much better iteration times out of it.
But the drawback of using a bytecode VM, even one with relatively low overhead, is that ever instruction is about 7-15x more expensive than it would be in native C++ code.
Dragon Age has to deal with two layers of abstraction - the DAScript vm and the actionscript VM inside the ScaleForm UI renderer. For high volume logging (15+vs 4-6) creatures spewing dozens of log statements per attack resolution this has an impact on performance that pushes some of the lower end machines off the cliff - and therefore reduces the sales potential and install base of the game.
Still - performance was not the deciding reason why we cut the combat log. As elaborated we decided that the combat log was a legacy feature that was adding not enough to the game for the implementation cost and implications it created. It's a simple design decision, but yes, we totally were aware some people would hate the game because of it. That's fine. One thing you learn in game design, especiallyon RPGs, is that you never can please everyone and sometimes you just have to bite the bullet and cut a feature some people like in order to get the time for another feature or even just to stick with your design principles.
That sounds paradox, doesn't it? Unfortunately, the truth looks something like that:Why did Baldur's Gate have a combat log running on a machine with a
Pentium 166 MHz with 16 MB of RAM, and I can't have it on my dual
core 2 GHz with 4 GB of RAM? It *does* sound very odd.
Even though processing power has gone up as devices keep pushing moores law, the actual % of CPU time available to design side and AI functions on modern games has actually declined back from the Baldur's Gate days.
Why?
- Graphics requires a lot more, % wise obviously.
- Animation, a category which did not even exist back then, is taking up a lot.
- Physics / Collision, a category which did not exist back then, is taking up quite a bit.
- Terrain - same deal.
- Sound went from 2D to 3D and much higher fidelity
- UI is more expensive these days as you're rendering flash movies instead of static BMPs.
When making a game, there is fierce fighting about all kinds of budgets, memory, cpu, etc - and overall, while processing power and memory have gone up, consumption of resources has kept up just nicely with that - and modern games have a load of additional systems that nobody cared about back then.
But again, performance was just a contributing factor in the combat log decision, not a primary reason. It is however prohibitive to introducing one at this point.
Greye wrote...
SheffSteel wrote...
Greye...It might seem unreasonable to you but if a game programmer says so, how are you going to argue? Georg mentioned that the debug output was going through a VM - a virtual machine - which does add a layer of inefficiency compared perhaps to the older BG/NWN log systems.
I'm not arguing, I'm just very skeptical. To me, Bioware is a company trying to get the most money from people for as little as possible in return. The DLC they are doing pretty much shoves this in your face. This puts Bioware on the same playing field as a car dealership, or a bank, or any other company. You have to fight for what is right, because if you don't they will walk all over you.
Georg mentioned cookies. I really feel that since NWN, Bioware's RPG's are slowly declining into big bowls of console-friendly Sugar Corn Puffs. No, I don't understand how they are using a VM, but is it likely that it relates to simultaneous cross-platform development? I'm not yelling or throwing myself at a brick wall. I'm just skeptical and miss the good old days. *shrug*
Thanks very much for the explanation, anyway. And not that bowls of sugar are necessarily unfun.It's still a great game, and I appreciate Bioware keeping the RP in RPG. I hope DA:O does fantastically and we see more of them.
Modifié par Georg Zoeller, 20 novembre 2009 - 05:40 .
#159
Posté 20 novembre 2009 - 05:25
I'm with the OP poster, while logs are not exclusivly from MMO's it really seems like there is a lot of MMO backlash with DA:O on various topics.
#160
Posté 20 novembre 2009 - 05:26
WillieStyle wrote...
Georg Zoeller wrote...
There is a HUGE difference between having numbers for abilities and having a combat log though. We had a combat log in prototypes and it not working, so it got cut. Nobody at BioWare missed it, in fact it helped us declutter the interface significantly.
Perhaps if you had a combat log, the dagger/dex bug wouldn't have gone live.
#161
Posté 20 novembre 2009 - 05:30
Dragon Age is a RPG that goes all in on immersion. Good voiceacting, good storyline, the "origins", interesting dark fantasy world etc. But how do they react when a vast portion of the community cant relate to their characters due to lack of information wich prohibits meaningful choices?
Some corporation-pet comes here stating a combat log is "not needed". So I guess you think this is the perfect game then? No lacking qualites to correct, no need to listen to the community?
So what was the point of this RPG then Bioware? What did you want to achieve, if not immersion, what where you going for? Surely not the strategical element of combat since its severly lacking, surely not an "artsy" aim since the graphics arent any special.
#162
Posté 20 novembre 2009 - 05:31
However, in reality, about 80% of abilities had extensive changes to them in the last year of development (balancing / make it fun period) that go way beyond tweaking numbers.
Again, I'm the first to say I'm unhappy that we could not ship with detailed numbered descriptions - and if there was any reasonable solution that could have helped us implementing them, by god, I'd have been the first to push for it. Sadly, there was not.
You can take my word for it or you can assume we're a bunch of fumbling idiots who have no idea of game development because the solutions are to all problems are just so obvious. Really, your choice
Kojiyama wrote...
Georg Zoeller wrote...
Given the massive undertaking it would be to redo and retranslate nearly a thousand ability and descriptions in all languages (not to mention the costs associated with that), this is unlikely as far an official patch goes.Statue wrote...
Any predictions on whether developments will encompass clarifications of the in-game tooltips/descriptions? ("chance to paralyze" becoming "x% chance to paralyze", "low to moderate" becoming "40-50", "character is getting a bonus to armour for wearing a set" becoming "character is getting a bonus of x to armour for wearing a set" etc.)?
Not to be overly difficult or anything... but is there really an extensive localization cost in swapping out a word for "number%" or "number-number" text when said numbers plus a percentage sign does not actually require localization in almost every locale that the game was released in?
Sounds more like people avoiding the actual work involved in properly detailing the effects of the RPG system rather than avoiding the nearly nonexistant localization costs of such a task.
#163
Posté 20 novembre 2009 - 05:34
Georg Zoeller wrote...
But there are other solutions to some of your concerns as well - what if pause would also pause the floaty system for example...
That would already be a great improvement. I don't care too much if I have XY.ZZZ% to hit and rolled a whatever. I want to know what just happened. Who hit what for how much damage. Who resisted effect X and who just got lucky and was outside the aoe. The floating numbers are hard to track in real time, especially when there's a lot of stuff going on on-screen.
#164
Posté 20 novembre 2009 - 05:44
Dream Warden wrote...
Some corporation-pet comes here stating a combat log is "not needed". So I guess you think this is the perfect game then? No lacking qualites to correct, no need to listen to the community?
Why the name calling seriously? Doesn't help your point at all you know.
Some people (like myself) do not have an issue with there being no log. I fact we/they may think the game is a better overall experience for it. I believe this game has some issues and things that could be better and there are things I do not like, it is by no means a "perfect" game.
I like that there is no log, this is my opinion.
You dislike that there is no log, this is your opinion.
A dev stated that they have no plans to implement a combat log themselves, this is a current fact.
Dream Warden wrote...
So what was the
point of this RPG then Bioware? What did you want to achieve, if not
immersion, what where you going for? Surely not the strategical element
of combat since its severly lacking, surely not an "artsy" aim since
the graphics arent any special.
One thing I do not understand is how arbitrary numbers and seeing calculations when your character swings a sword = imersion. Maybe thats just me.
Modifié par Tennmuerti, 20 novembre 2009 - 05:51 .
#165
Posté 20 novembre 2009 - 05:44
Attitude of people. I bet, right now, after BioWare stated they will not be adding an in-game combatlog any time soon, the OP and his supporters must feel extremely victorious as a few replies here and there have shown.
Well, I can't resist to say that I loathe such people incredibly. They attempt to deny a feature to others that they are not forced to use at all. "I don't like it and I don't think it fits so I don't want you to have it". These people are extremely selfish. Yes, selfish. For anything where people have options, to deny them options at all is nothing but selfish. I really had to get that off my chest.
Secondly, I couldn't care much about whether a combatlog is actually added or not. It would be nice to have, if only to look at it to see "wtf in the world just happened to me!?". Tools have their use and purpose and could add extra value to certain players.
Thirdly, Georg, what kind of VM are you using? I suspsect you're not using a LUA VM. LUA is extremely performant and easy to work with, and by using that, doing string operations would end up to be native on the platform of choice. LUA is open-source as well. I don't find performance a good excuse to omit something like a combat log. How many logical combat actions happen per second..? up to 30 - 50 at most? Let's be lenient and say 100. How much time 100 conditionals are going to take? 100 checks on an "enabled" bool? Let's take a 1.2GHz oldie Atlon +1800 for example. Doing a CMP [Location], 1 followed by the JZ LogCombatAction takes what.. 6 clock cycles? Let's be lenient and make it 10, I don't have the x86 assy manual at hand right now. 10 cycles at 1.2GHz clock, that is 8 nano seconds. "Dude", 8 nano seconds !? I call shenigans on the performance argument.
Like I said, I won't fret over the non-existence of a combat log, and your generic explanation is just fine Georg. I just had a few things to clear up here
#166
Posté 20 novembre 2009 - 05:45
Schyzm wrote...
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.
What is the deal man? Put your hackles down. The guy gave his opinion on the subject and in no way was he offensive about it. The first thing you do is react in a condescending manner. You could just respectfully disagree and provide your counter opinion like others have done...because they make a compelling counter stance without all the angst.
#167
Posté 20 novembre 2009 - 05:47
Dream Warden wrote...
My faith for bioware sank like a stone just now. To me its always been a company that live for their community, not off it. Im starting to change my opinion on that.
Dragon Age is a RPG that goes all in on immersion. Good voiceacting, good storyline, the "origins", interesting dark fantasy world etc. But how do they react when a vast portion of the community cant relate to their characters due to lack of information wich prohibits meaningful choices?
Some corporation-pet comes here stating a combat log is "not needed". So I guess you think this is the perfect game then? No lacking qualites to correct, no need to listen to the community?
So what was the point of this RPG then Bioware? What did you want to achieve, if not immersion, what where you going for? Surely not the strategical element of combat since its severly lacking, surely not an "artsy" aim since the graphics arent any special.
How would a combat log add to immersion again? I doubt any of us imagine that on that sales tag for the super uber sword of mayhem it says "+4 to damage, +2 to all attributes, and radiates aura of ass kicking" How does a screen popping up saying "attack 20 +5 = miss on xxxxxxxxx" add to immersion? As far as I know if I was to run up and stab you the only information I would have that It was succesfull is that my knife would be bloody. I would not see numbers floating up over your head would I?
Would you rather have him say "we are thinking about it" and never have any plans to actually deliver it? Of course not but you would still be complaining about his response because its not the one you wanted to hear. Oh and trust me they listen to and read a lot of what this community has to say.
#168
Posté 20 novembre 2009 - 05:51
Unfortunately for you, I'm not a 'corporation pet', I was the Lead Systems Designer for Dragon Age and, along with Brent Knowles, the guy who had to make the decision to cut the combat log, for the reasons stated. Not that I enjoyed it, but given the alternatives and arguments against it, it was the right choice and I don't regret it.
You have the right to agree or disagree with that decision, but apart from that, you have very little leverage. If you really wanted us to listen to you, you certainly wouldn't spew stuff like 'corporate pet' in the face of the few people who come here to actually interact with the community and get feedback (which is not the modus operandi for 99% of the entertainment industry). It's counter productive.
Really - and this is like the third time I have to say this in a week - do not ask questions or request features on this forum if you can not take 'no' for an answer or if you suspect you can't take the answer without throwing a tantrum.
Finally - the definition of 'listen to the community' in my book does not include an implicit ' and do what they demand' . I'm sure a flying cloak-wearing - long haired horse RPG would've been great, no doubt, but sadly for you that's not how things work.
Dream Warden wrote...
My faith for bioware sank like a stone just now. To me its always been a company that live for their community, not off it. Im starting to change my opinion on that.
Dragon Age is a RPG that goes all in on immersion. Good voiceacting, good storyline, the "origins", interesting dark fantasy world etc. But how do they react when a vast portion of the community cant relate to their characters due to lack of information wich prohibits meaningful choices?
Some corporation-pet comes here stating a combat log is "not needed". So I guess you think this is the perfect game then? No lacking qualites to correct, no need to listen to the community?
So what was the point of this RPG then Bioware? What did you want to achieve, if not immersion, what where you going for? Surely not the strategical element of combat since its severly lacking, surely not an "artsy" aim since the graphics arent any special.
Modifié par Georg Zoeller, 20 novembre 2009 - 05:57 .
#169
Posté 20 novembre 2009 - 05:53
seeing calculations when your character swings a sword = imersion.
Maybe thats just me.
Let's be honest. There is very little immersion in the combat because there is basically no connection between how hard you hit something and how it reacts OTHER than the number. The number is your reward and indicator; it is your God. This is a combat system abstraction, like D&D, and it's designed around being comprehensible to the player.
Now if they had perhaps hidden the numbers, put in loads of different reaction types to different attacks, and tried to get you to work out how much damage you were doing from mob reactions (like in, say, Titan quest, where a monster overkilled by a huge hit goes flying off the screen in a splay of ragdoll parts), then complaining about a combat log would be very legitimate. You can say that you are trying to dig up hidden variables that genuinely DO obstruct immersion, as they are revealing the simulation, the man behind the curtain. The problem is, the style of simulation DAO uses ALREADY has the man sticking out from behind the curtain - it's all numbers, stats and coefficients. You even open your character sheet and have your damage defined by a NUMBER!
Given this, it is hardly surprising that some people wish to observe the numbers more closely, and interview this curious number man to see how he ticks. If you are rewarded by kicking ass - and surely you are - then to do so it is very helpful to have a good track of the numbers and mechanics.
On the other hand...
They have given good reasons why they didn't put one in, and I actually think they made quite thoroughly the right decision. Siding with the modders on this one is an excellent idea.
EDIT: Some of you chaps really need to work on ingesting the concept of a cost/benefit analysis.
Modifié par surrealitycheck, 20 novembre 2009 - 05:56 .
#170
Posté 20 novembre 2009 - 05:54
Greye wrote...
I'm not arguing, I'm just very skeptical. To me, Bioware is a company trying to get the most money from people for as little as possible in return. The DLC they are doing pretty much shoves this in your face. This puts Bioware on the same playing field as a car dealership, or a bank, or any other company. You have to fight for what is right, because if you don't they will walk all over you.
If thats how you feel, then why did you buy the game?? Not buying it sends a message. But buying it then whinning about how it wasn't custom tailored to you, is how you loose all credability.
Modifié par Adthesus, 20 novembre 2009 - 06:01 .
#171
Posté 20 novembre 2009 - 06:00
#172
Posté 20 novembre 2009 - 06:03
Magic Zarim wrote...
Thirdly, Georg, what kind of VM are you using? I suspsect you're not using a LUA VM. LUA is extremely performant and easy to work with, and by using that, doing string operations would end up to be native on the platform of choice. LUA is open-source as well. I don't find performance a good excuse to omit something like a combat log. How many logical combat actions happen per second..? up to 30 - 50 at most? Let's be lenient and say 100. How much time 100 conditionals are going to take? 100 checks on an "enabled" bool? Let's take a 1.2GHz oldie Atlon +1800 for example. Doing a CMP [Location], 1 followed by the JZ LogCombatAction takes what.. 6 clock cycles? Let's be lenient and make it 10, I don't have the x86 assy manual at hand right now. 10 cycles at 1.2GHz clock, that is 8 nano seconds. "Dude", 8 nano seconds !? I call shenigans on the performance argument.
jobs.bioware.com.
Come out and try, we're always interested in hiring people who are smarter than the principal programmers and architects with 8-15 years in the industry we employ. Being able to describe the benefits of LUA along with some sprinkled assembly commands in a forum post is a great plus in the application process too. I'm sure you have a great future ahead of you.
#173
Posté 20 novembre 2009 - 06:03
Magic Zarim wrote...
Thirdly, Georg, what kind of VM are you using? I suspsect you're not using a LUA VM. LUA is extremely performant and easy to work with, and by using that, doing string operations would end up to be native on the platform of choice. LUA is open-source as well. I don't find performance a good excuse to omit something like a combat log. How many logical combat actions happen per second..? up to 30 - 50 at most? Let's be lenient and say 100. How much time 100 conditionals are going to take? 100 checks on an "enabled" bool? Let's take a 1.2GHz oldie Atlon +1800 for example. Doing a CMP [Location], 1 followed by the JZ LogCombatAction takes what.. 6 clock cycles? Let's be lenient and make it 10, I don't have the x86 assy manual at hand right now. 10 cycles at 1.2GHz clock, that is 8 nano seconds. "Dude", 8 nano seconds !? I call shenigans on the performance argument.
jobs.bioware.com.
Come out and try, we're always interested in hiring people who are smarter than the principal programmers and architects with 8-15 years in the industry we employ. Being able to describe the benefits of LUA along with some sprinkled assembly commands in a forum post is a great plus in the application process too. I'm sure you have a great future ahead of you.
#174
Posté 20 novembre 2009 - 06:06
Your conclusion that MMO playing is the cause of people wanting combat logs is way off.kelsjet wrote...
...
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.
I, for one, would like to see a combat log feature added (more on that in a sec).
I have never in my life played an MMO. The only online multiplayer gaming I have ever done is some deathmatches with Half LIfe I back in the late 90s.
My preference for the combat log is due to the fact that I played BG and NWN (all releases of obth games) - again, I never played any mulitplayer components of those games - and found extremely useful the feedback I got during combat of exactly who did what when. In DAO I constantly find myself asking what spell that enemy just cast. That, and the numbers that float above the characters go away way too quick in my opinion.
Now, you Anti-Combat Log people have been extremely adamant about not adding a combat log component.
I think the obvious solution - and this is one that both sides of this debate can be satisfied with - is to include the combat log, but make it optional to display. If it's off there will be no difference whatsoever. Problem solved - debating the issue becomes a moot point.
How can this not be a satisfactory solution to everyone?
#175
Posté 20 novembre 2009 - 06:06
Georg Zoeller wrote...
Magic Zarim wrote...
Thirdly, Georg, what kind of VM are you using? I suspsect you're not using a LUA VM. LUA is extremely performant and easy to work with, and by using that, doing string operations would end up to be native on the platform of choice. LUA is open-source as well. I don't find performance a good excuse to omit something like a combat log. How many logical combat actions happen per second..? up to 30 - 50 at most? Let's be lenient and say 100. How much time 100 conditionals are going to take? 100 checks on an "enabled" bool? Let's take a 1.2GHz oldie Atlon +1800 for example. Doing a CMP [Location], 1 followed by the JZ LogCombatAction takes what.. 6 clock cycles? Let's be lenient and make it 10, I don't have the x86 assy manual at hand right now. 10 cycles at 1.2GHz clock, that is 8 nano seconds. "Dude", 8 nano seconds !? I call shenigans on the performance argument.
jobs.bioware.com.
Come out and try, we're always interested in hiring people who are smarter than the principal programmers and architects with 8-15 years in the industry we employ. Being able to describe the benefits of LUA along with some sprinkled assembly commands in a forum post is a great plus in the application process too. I'm sure you have a great future ahead of you.
I really hope you're not being sarcastic, so I can politely decline as I already work as a Senior Software engineer at a major business solutions company.





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