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Why don't RPGs ever include the relevant calculations or numbers in spell/ability descriptions?


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#51
Statue

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Ghandorian wrote...

yes thinking is scary.

And making observations based on graphical input and overall success or failure is far too much to expect from some people. A five year old can tell you 7 is bigger than 5. But paying attention to the overall outcome and analyzing strategies and tactics (without the aid of 7-5=+2 so its all good) takes much more thought and involvement.


The missing numbers from some descriptions being defended by claiming it is a good thing as it presents an additional challenge to the gamer is as flawed as the immersion and realism defences.

For one, as with the immersion and realism defences, it does not pay attention to the inconsistency in the absence or appearance of numbers in the game. If the idea was to make it harder than glancing at some values and force the player to playtest their choices and try to deduce the effectiveness of things, it would be applied to not just talent and spell descriptions - we'd also not be given the numbers in other equivalent descriptions, yet we are, so it can't logically be regarded as an effort to add a new type of gameplay any more than it can be regarded as being chosen for immersion or realism reasons. Appeals to realism, immersion, challenge, ease of use - all don't make sense in the context of the overall design which does, generally, provide numbers, and frequently. It's a case of "ah yes, no numbers in that spell description, that's great, more realistic" one minute, then pretending there aren't floaty numbers above heads and stats everywhere else the next. Doesn't hold up at all.

Secondly, as Dark83 a few posts above this points out, if the idea was that the player should deduce effects from visual feedback and outcomes, then that visual feedback would need to be more variable with the effects than it is.

Thirdly, the resulting 'challenge' would be one I'd consider an unnecessary and contrived one in the context of DAO and many CRPGs as a whole - it's fine to have some advanced mechanics stuff hidden from casual observation for players to dig up (perks for the hardcore going that extra mile are cool, I dig for them), but expecting in general for players to fight with an interface to know some basics rather than fighting with the enemies and genuine gameplay challenges is kind of like adding challenge by failing to inform the player what the controls are and thinking they'll be pleasantly challenged from pressing all the keys on their keyboard until they deduce which ones move their avatar in which direction - might be challenging, but it's a pointless, artificial, and contrived challenge.


Finally, regardless of whether a player feels pleasantly challenged by the absence of the numbers or disappointed and frustrated by it, attributing the absence to a wise design choice by appeals to realism, immersion, challenge, ease of use, etc. all overlook the point that the designers have provided their reason for it - they wanted to, but the descriptions were locked down for localization before they could put the numbers in. The appeals to realism, immersion, challenge, and/or ease of use also don't sit cohesively given that the absence of numbers is certainly not consistent across the game - numbers are more present than they are absent for the majority of the gameplay (so I can only assume that the spell/skill description part is seen by the challenge/realism/immersion/ease-of-use crowd as the best bit, and the rest isn't so hot because it has those meddling numbers in).


The scariest thinking I see on these forums is when consumers are so perturbed by the possibility of imperfection in something they love that they will abandon logic and reason to reframe those imperfections as strokes of genius with generally tenuous and self-conflicting reasoning, even after the creator admits to the imperfection and explains it isn't what was wanted and is an unfortunate consequence of scheduling. I like to think that I love DAO as much as its staunchest defenders, but I think it's good enough to not need its uglier aspects glossing over. If there's a spelling mistake on page 23 of the manual where Dragon Age is spelled Dargon Age, it's most likely a spelling mistake rather than a genius reference to the name of a fictional dragon in an obscure Russian folk story.*

*btw there isn't ;)

Modifié par Statue, 01 décembre 2009 - 11:27 .


#52
Treylinn

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I have an engineering degree and I teach math.  So yeah, I'm all about the numbers.  For a cRPG, especially one made by Bioware, I expect to see/know the numbers for the RPG system.  Look at any PnP RPG out there and you will see books upon books with all the fine details of the math behind the system.  Of course the math is not the only reason we play the game but it is very important for most Hardcore RPG players so we can understand the game world inside and out (as was mentioned previously).
Of course if LARPing is your thing more power to you.  I understand enjoying a good story without the math getting in the way.  But coming from the creators of Baldur's Gate and making a 'spiritual successor' to Baldur's Gate, not having the numbers behind the system to the level we had it in Baldur's Gate is a let down.

#53
Treylinn

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Double posts are fun.  Enchantment?  Enchantment!

Modifié par Treylinn, 01 décembre 2009 - 11:29 .


#54
Statue

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"Enchantment? Enchantment!" is most definitely a stroke of genius. I'm having lots of fun (+10 mirth) incorporating it into everyday conversation in real life. For fun value it's up there with actually saying "LOL" instead of laughing.

#55
Statue

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Salvation may be at hand: detailed tooltips project at http://social.biowar...t/1117/#details

Modifié par Statue, 02 décembre 2009 - 01:43 .


#56
Dark83

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Revik wrote...

Then quite frankly learn by failure.  I got through my first play through with out any respecs on hard using a mage no less.  Would it have been nice to know what things did before I tried them sure but part of the fun is trying out new abilities and seeing what they do.
If you are so against the idea and have to be a perfectionist that why there is a respec mod for. Go download it and use it.
I dunno maybe I have a good intiutive sense when it comes to these games but I found the descriptions to be pretty accurate to my expected results.

You've missed the point.
I actually don't care - for minor differences, I tend to wear what looks good. :whistle:
At this point, I'm fully aware of all the background numbers thanks to people digging them out.
That doesn't change the fact that we're missing information that should be there. I don't really care about the exact damage formula, but what I would have liked to know is if a spell is instant cast (Fireball, Earthquake) or not (Mass Paralysis).

#57
Sibelius1

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Taleroth wrote...

Mechanics of abilities are usually in flux for a significant period of time after the text strings are locked in during the course of development.


Surely for every other game I have played with accurate tooltips and descriptions, the devs have completed balancing the game then "locked down text strings".

How hard can it be to schedule your tasks logically?

#58
AustrianAndI

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I haven't read this whole thread so don't get angry at me if I state what has already been said, but the way I see things, your character (probably) isn't some calculating super-computer for mathematical probability, he wouldn't know EXACTLY how much damage his flame bursts are going to do to each enemy, he wouldn't know exactly how different stances would effect his style of fighting, but he would have a good idea of the general effect that they have on his fighting style.



So I think it's a matter of wanting to power game, and pick the most BA overpowered skills, or to "live your character" and try to pick the kind of skills you can see him using.

#59
Statue

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Yes you haven't read the whole thread. I addressed that "your character wouldn't know" argument on the previous page.

To summarize it, ask yourself whether you find it consistent that your character, that you are suggesting wouldn't know numerical values for spells, manages to know numerical values for fatigue, armour, damage, and all the other numbers everywhere else in the game. There's no addition to realism from not knowing numbers in just spells and talents yet knowing numbers elsewhere.


Anyway, for those wanting their spell descriptions to be in line with the other descriptions (unless they want to roleplay a character that has numerical insight only in 80% of the game but not spells and talents), the description mod I linked to does indeed do the trick.

Modifié par Statue, 02 décembre 2009 - 05:44 .


#60
Sibelius1

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Sylvius the Mad wrote...

Statue wrote...

It's not that he didn't believe in doing it. The opposite is the case. He not only believes in the numbers being there, but would have *loved* them to be there. Example of one of multiple quotes where he states he wanted to have the numbers in the descriptions:

Georg Zoeller wrote...

I would have loved to ship talent and spell descriptions with detailed numbers, but due to the localization schedule, that was not possible.

from http://social.biowar...45995/3#246992

But given that, why not release those descriptions to us now?  Clearly BioWare knows how their spells and talents work.  Just throw the data up on the forum somewhere and let us piece it together.



Because it is cheaper to get the community to fix it for you.

#61
Sibelius1

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Double ****ing post

Modifié par Sibelius1, 02 décembre 2009 - 05:56 .


#62
Dark83

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AustrianAndI wrote...

I haven't read this whole thread so don't get angry at me if I state what has already been said, but the way I see things, your character (probably) isn't some calculating super-computer for mathematical probability, he wouldn't know EXACTLY how much damage his flame bursts are going to do to each enemy, he wouldn't know exactly how different stances would effect his style of fighting, but he would have a good idea of the general effect that they have on his fighting style.

This is beside the point. You have numbers in some things, and none in other things. There is a difference between player knowledge and character knowledge, which is never the same. You may as well say you we shouldn't be able to pause because the character can't do that.

AustrianAndI wrote...
So I think it's a matter of wanting to power game, and pick the most BA overpowered skills, or to "live your character" and try to pick the kind of skills you can see him using.

This is a false dilemma, and potentially intended to be insulting. It's the same issue and stance of people in P&P RPGs who can't be bothered to learn the system and end up making crap characters.

#63
Jest118

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I prefer not having the specific numbers. It's a given to anyone who's played RPG's enough that someone is going to dig through the code and reveal the numbers eventually regardless... but by not having the numbers (specifically for the skills that you're speccing) actually makes you sit and think about what you're speccing in terms of how you play.

Yes it's trial and error but there's absolutely nothing wrong with trial and error. If you're so concerned about failing or making a mistake... why not just make yourself a bunch of God Items and you won't have to worry about ever failing?

If you give the exact numbers of what each skill does... then every class will have a very obvious "best way" to spec. I'd rather have to figure out what I like then have 30 threads going over the numbers to spec your class to be most effective.

Of course one could argue that I "didn't have to look" at such threads but I could just as easily argue that one could "look in the tool kit" to get the numbers they seek.

I honestly think that it's fine the way it is. After a playthrough or two you'll know all you need to spec your characters effectively.

Modifié par Jest118, 02 décembre 2009 - 05:59 .


#64
Jolly Teaparty

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Man I couldn't agree more with the OP, fix the tooltips. In future use more transparent systems. A hit % is useful because everyone know what you mean when you say you have a 75% chance to hit. An obscure attack rating without explanation is not.

#65
Matthew Young CT

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How would they write it as a %, when it depends on the enemies defense? Any game that can show you a hit % is going to be too simple to care about frankly.



Anyway it will be modded in with precisely what the scripts do. It is quite understandable that Bio didn't do that so they could continue tweaking after localization.

#66
Statue

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Jest118 wrote...
If you give the exact numbers of what each skill does... then every class will have a very obvious "best way" to spec.


That would be a balance issue, not a result of the player knowing what skills do.

#67
Dark83

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Jest118 wrote...

Yes it's trial and error but there's absolutely nothing wrong with trial and error. If you're so concerned about failing or making a mistake... why not just make yourself a bunch of God Items and you won't have to worry about ever failing?
 

Right.
"I don't know if I should buy the Audi RS6 or the BMW M6. I'd like more information."
"Pft, there's nothing wrong with just test driving them. If you're worried about making a mistake, why don't you just steal them both?"

People want information to make an informed decision, and you say... nothing constructive, apparently.

#68
Jolly Teaparty

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Matthew Young CT wrote...

How would they write it as a %, when it depends on the enemies defense?


That's not for me to work out. Ratings systems are fine as long as they eventually relate back to something tangible. The current system by and large doesn't due to poor documentation.

Matthew Young CT wrote...

Anyway it will be modded in
with precisely what the scripts do. It is quite understandable that Bio
didn't do that so they could continue tweaking after
localization.


Why? I don't think it's understandable or even reasonable. You make the ability, you make the tooltip. You update the ability, you update the tooltip. What's the problem here?

Modifié par Jolly Teaparty, 02 décembre 2009 - 08:44 .


#69
Dark83

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Matthew Young CT wrote...

How would they write it as a %, when it depends on the enemies defense? Any game that can show you a hit % is going to be too simple to care about frankly.

You can always have average expected values. Always. That's what "average" means. :innocent:

Edit: Not that I want %s. I just wanted a cast time on the spells - even Long and Short would have been nice. Of course, by this point I know the cast times for them all anyways.

Modifié par Dark83, 02 décembre 2009 - 09:24 .