Weird thread. Both for the title and the fact that I legitimately can't tell if several replies are serious or not.
Maria Caliban wrote...
The Witcher 2 should never be used as a combat model for anything. Ever.
I'm a big supporter of TW2 and I don't agree with Maria on many things, but combat was easily one of the weakest aspects of that game. Not a great model.
fdgvdddvdfdfbdfb wrote...
And it does actually not look out of place against something like the Kraken or anything large enough.
Kayran?
Bonus:
You know the reason rolling works in games but not life? My sound
theory is that you have no vision, you don't know what's coming next and
you don't even know which way to roll. Where as in a third person game
you have an omniscient view of everything.
Even if you could see in every direction it still pointlessly wastes time, giving your opponent the opportunity to attack while you're transitioning....
MichaelStuart wrote...
Me personal, I find having success/failure being ultimately decided by random numbers, just cheapens the whole experience.
If win, its because I got lucky, I haven't accomplished anything.
No, if you win it's because you made intelligent choices both in your character build(s) as well as tactics. Luck has very little to do with the result if you'd done everything right, or wrong. The rolls are simply conceptual abstractions used to represent the various factors involved in combat that are very difficult to represent visually.
MichaelStuart wrote...
Character builds will still be viable.
A player will still have to deal with the strengths and weakness of the character they created.
A player thats playing with a fast character but weak character will have to take extra care to not get hit, while a strong but slow will have to put effort into hitting enemies. Either way your forced to rethink your plan.
This is exactly what attack/defense rolls accomplish. It's a far easier solution than trying to model combat between objects moving at different speeds, from different angles, tracking hitboxes the entire time. That's a much more realistic approach for an action game where fewer variables are involved.
MichaelStuart wrote...
Fast Jimmy wrote...
A level one character beating a level thirty character is the real life equivalent of a 4 year old getting into a fist fight with a Navy Seal and winning. It should be so far out of the realm of likelihood that it may as well be impossible.
But were not playing as 4 year olds.
Were playing playing as adults with years of training.
A Navy Seal should always have a good chance of winning against another Navy Seal.
Levels are precisely the abstraction that is there to represent those years of training. That's why level 30 > level 1.
fdgvdddvdfdfbdfb wrote...
If you want to talk reality, people don't change all that much at all. Mike Tyson was knocking out adults as a 13 year old. The difference in abilites between a level 1 and level 100 are absurd, you can't possible improve that much even with unrelenting determination
People can change considerably and that's a very poor choice of argument. Mike Tyson was able to knock people out as a 13 year old because
physically he was mostly developed by that time, and the fact is, almost any 13 year
old who isn't frail or sickly can knock out an adult if the blow is placed right. Tyson's skill, on the other hand, changed considerably. His technique didn't change drastically, because the style that best complemented his body type and skill set was always quite simple.
Modifié par Anomaly-, 09 novembre 2012 - 01:05 .