Mastermind
Cognito Elite Material
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- Apr 15, 2010
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Vault Dweller said:Against multiple opponents? Do tell.
I beat the demo with pretty much just leg shots + kiting (assuming the enemy actually posed a challenge).
Vault Dweller said:Against multiple opponents? Do tell.
Almost immune would be an exaggeration.Surf Solar said:It DID have an effect, but a rather minor one. Floaters or Centaurs were very weak against flame damage but almost immune to other damage types.
What I said was:As for a game feeling a bit odd when travelling with an entourage (yeah I'm late to the party) in story heavy games - I disagree. Imo it was done very well in Torment. Maybe I just misinterpreted the term entourage though.
Vault Dweller said:Almost immune would be an exaggeration.Surf Solar said:It DID have an effect, but a rather minor one. Floaters or Centaurs were very weak against flame damage but almost immune to other damage types.
What I said was:As for a game feeling a bit odd when travelling with an entourage (yeah I'm late to the party) in story heavy games - I disagree. Imo it was done very well in Torment. Maybe I just misinterpreted the term entourage though.
Yes, they do.Vault Dweller said:Do they?Good ones do. :DWhy? Do most RPGs feature damage types (other than physical/elemental)?.
"No effect" is an exaggeration. Various damage types and resistances were not game-changing (except for robots and EMP damage), but they had an in-game effect. Could it be more significant? Of course it could, but that's outside the point of what we're talking about. Damage types are not "pointless" - they are "underused". Which means Fallout's approach should rather be improved upon, not removed altogether....which had no effect whatsoever. You were never given a reason to switch to a different weapon because the one you had wasn't very effective against your target (because of the damage type).Fallout has six damage types (if I recall)...
Same applies. When did you have to choose between a slashing weapon or a piercing weapon? You can as easily play the entire game with a hammer as you can with an axe or a dagger/sword/ravel's fingernail.PST (and every other D&D-based game) has three for physical attacks alone (piercing / slashing / bashing), not to mention various elemental types.
If You wanted me to admit that Diablo 2 is a game with a much higher complexity of combat mechanics than most other cRPGs then yeah, I admit it. Sadly.And in how many of them do you really have to think of what opponent you're facing and prepare the right weapon? I think D2 is the only action game that did it right (on higher difficulty levels). In most the fast nature of these games makes damage types nothing but flavor.Also most ARPGS and H&S games, which have Diablo-derived types of damage - usually at least four or five.
At the same time frequently losing your gear isn't fun.As for breakable gear, I won't miss it much, but introducing breakable weapons would allow You to diversify various gear a lot more than it is possible now. For example, most armors would probably have weaker damage protection against piercing weapons, but piercing weapons would be the most fragile ones - easiest to break. Or maybe piercing weapons would get more chance to score a critical hit (or a hit halving enemy's damage resistance).
Well, that's exactly what I wanted toTo be honest, I like the concept of different damage types and I regret not having them the most. However, I can't think of a game that did them right and in the absence of a template to follow, I didn't want to overcomplicate things. Maybe in our next game.
What is wrong in giving the player ability to react during enemy's turn? I do that all the time in P&P Warhammer (if only to decide if a character is going to dodge or block). I don't think it would be very hard to code too.Not as simple and fun as it sounds. First, it means that we should give you an automatic pause during your opponent's turn to decide if you're blocking or dodging.It would also increase viablity of certain buils. For example, a brute force warrior with a large hammer would able to break opponent's weapons and shields if they try to block his attacks. It would be wiser to dodge his attacks, even if a block would have higher chance of succeeding than a dodge = new tactical options.
As for viability of dodging if You have all the points in Block skill, we are treading on another topic here - the character system itself. AoD encourages focusing on one defensive skill - either block or dodge. I've tried a build that used both skills a little, and it sucked, while my "dodger" who dumped literally 2/3 of his skill points into Dodge had some viability. Not the design I would personally go for, but if the game works this way I'll just roll with it. Don't want to start another discussion here.Second, it means that we should give you a lot more skill points to make this choice viable (if most of your points are in Block, then giving you a choice between Blocking and Dodging isn't a choice at all)
Not really. Diminishing returns would take care of that, I think.in which case you can simply put all these extra points in Dodge becoming untouchable. Huge balance issue.
It all comes down to the combat system mechanics. Just make dumping all points into Dodge bad approach for the player. Apart from diminishing returns (for which I have mixed feelings), there are many other ways to ensure that. P&P Warhammer, for example allows You to dodge only one attack per turn. No matter how good You are at it, it will only save You once, so being outnubered sucks. This is a bit extreme, true, so how about a penalty to every subsequent dodge in the same turn? Should work.It's easy to come up with a seemingly good idea, expecting the player to pick both skills to alternative, but then they don't, which breaks the system.
It's a start, true. That gives me some hopes for the future.Third, we already have it to some degree with axes and shield splitting.
It's not. If I don't have a reason to change weapons/ammo, then different damage types have no effect on gameplay. At least that's how I see it.MicoSelva said:"No effect" is an exaggeration.
The problem is that making it work is tricky. By making it work I mean achieving that perfect balance where it becomes a praised feature, instead of an annoying one, which merely forces you to carry different weapons and change them every 5 min.Various damage types and resistances were not game-changing (except for robots and EMP damage), but they had an in-game effect. Could it be more significant? Of course it could, but that's outside the point of what we're talking about. Damage types are not "pointless" - they are "underused". Which means Fallout's approach should rather be improved upon, not removed altogether.
Which wasn't a big deal. I remember running into those golems in that girl's keep. I had no blunt weapons, but I found the flail of ages (which was probably there to help you with the golems), switched to it, and even though I had no proficiencies, I managed just fine, which didn't make me think highly of the feature.Of course You could (except the sword part). Again, that's not the point. Take BG2 for example. Some armors got bonus/penalty against some types of weapons - not game changing, but still made me pick splint mails over chain mails every time. Selected items granted additional protection from certain damage types (Girdle of Piercing was far from useless, for example). Skeletons were all but immune (90% resistance) to piercing damage meaning You could shoot them with arrows half a day but switching to a hammer made short work of them. Some golems were resistant or even completely immune to some types of weapons, forcing You to seek suitable gear, which in many cases was less than optimal for Your characters.
I would too, so why don't you put some design together?All in all, not too much but still increasing the level of complexity and giving some (limited, admittedly) tactical options. I would really like to see a well-done system including this mechanic. Maybe someday.
And that's the right direction, I think. Roguelikes do it well. Scrolls can get wet and damaged, acid can destroy your metal items, etc. This way it's tied to certain and avoidable challenges, not number of attacks.I see no problem with repairing the damaged stuff, though. Either by PC themselves or by some NPC craftsmen. This way breakable gear would actually contribute to hoarding, as You could repair Your acid-splashed masterwork uber armor, not decide between buying anew one or loading the game.
Ok. Since I see it a bit differently, so we probably won't reach a consensus.Vault Dweller said:It's not. If I don't have a reason to change weapons/ammo, then different damage types have no effect on gameplay. At least that's how I see it.MicoSelva said:"No effect" is an exaggeration.
I think that, from the examples I know, BG2 did it best (but still not well enough) from a gameplay perpective. You could use Your favourite weapon(s) most of the time. It would work great in some moments and a bit worse in others - that's life. But You also had to keep a backup in case of some special encounters that could prove unwinnable without it. Now if only there were more than three such encounters in the game and were not all resolved by the same backup weapon...The problem is that making it work is tricky. By making it work I mean achieving that perfect balance where it becomes a praised feature, instead of an annoying one, which merely forces you to carry different weapons and change them every 5 min.
Since combat isn't the main course, I didn't want to pile up more problems to solve on our plate.
Well, that was the game's way of teaching the palyer about the damage resistance/immunity. Since that moment You probably always had a strong blunt weapon handy in case You met more golems, which was the point, I guess.Which wasn't a big deal. I remember running into those golems in that girl's keep. I had no blunt weapons, but I found the flail of ages (which was probably there to help you with the golems), switched to it, and even though I had no proficiencies, I managed just fine, which didn't make me think highly of the feature.[BG2] Some golems were resistant or even completely immune to some types of weapons, forcing You to seek suitable gear, which in many cases was less than optimal for Your characters.
My time as an amateur game designer is long gone and has not produced anything worth seeing, so I'll pass and place my hopes in ITS instead. :DI would too, so why don't you put some design together?All in all, not too much but still increasing the level of complexity and giving some (limited, admittedly) tactical options. I would really like to see a well-done system including this mechanic. Maybe someday.
I agree with "binary" destructibility of scrolls and other small and less durable items, but complex things like weapons and armor should have some kind of durability stat that will make them have at least three states (fully usable / partially usable / unusable).And that's the right direction, I think. Roguelikes do it well. Scrolls can get wet and damaged, acid can destroy your metal items, etc. This way it's tied to certain and avoidable challenges, not number of attacks.I see no problem with repairing the damaged stuff, though. Either by PC themselves or by some NPC craftsmen. This way breakable gear would actually contribute to hoarding, as You could repair Your acid-splashed masterwork uber armor, not decide between buying a new one or loading the game.
And how do you sell it to the player? What makes this armor unusable? Even your chain mail armor has a few holes, won't you be better off putting it on? Unless you mean that an item simply falls apart after a number of hits and needs to be reforged.MicoSelva said:I agree with "binary" destructibility of scrolls and other small and less durable items, but complex things like weapons and armor should have some kind of durability stat that will make them have at least three states (fully usable / partially usable / unusable).
Again:Johannes said:In the combat demo I didn't find there to be too much to do in the combat itself. It did matter a bit who you attacked first, and whether you used the best (combination of) attacks or something worse, but this was fairly easy to figure out what to do, then it was in the hands of your build&equipment, and RNG and these seemed to matter much more than difference between attacking hammer guy or ax buy first. Just too formulaic, and the same fight usually always went more or less the same way, there wasn't any ingenious stuff to pull off when you get unlucky or just are outgunned - if it's a tough fight and I get an unlucky hit in, all I can do really is hope for a lucky streak of my own to catch up, it's too 1-dimensional. You're not responding to your opponents moves much at all.
If the combat demo was a multiplayer game, I don't see a lot of room to outplay an opponent who's familiar with the rules and not an idiot, winning that would come down to luck.
And what would you have preferred? Feats? Something else?Esquilax said:Sure, if AoD was purely a combat RPG, it would be decent but quite lacking based on the Combat Demo. There were a few things I disliked in that building a combat character boiled down to picking a weapon skill and picking a defensive skill, which wasn't that interesting.
Vault Dweller said:And what would you have preferred? Feats? Something else?
We are not considering adding any, unless the overwhelming majority will simply insist on more attacks when the full demo is released.Fryjar said:I don't think adding many additional attacks would be wise at this point...
I don't see how the suggestion will fix it this alleged problem. If spamming highest damage attacks is all you need to do to win, why would you need charging or feinting?I think this would go a long way in providing options to tackle a battle in a defensive or offensive way. Optimally, you would then have three ways to tackle a battle as opposed to one right now:
i) Spam highest dmg attack combination per round as often as possible
Doing what exactly? We already have counter attacks. Let's say we add defensive actions, so when you get your turn, you select a defence option that increases your chance to dodge/block and counter-attack. Why do you feel that choosing to do nothing, basically, is more exciting than choosing an appropriate attack?ii) A defensive way to tackle a battle by sacrificing some attacks and relying on high defensive skills (not in currently)
You mean like fast attacks that we already have?iii) Providing with feint a way to break through high defense opponents and relying on fewer high dmg attacks that are more likely to hit.
I don’t think that luck matters that much. When we were beta testing the demo, we added save/load last, which means that many people repeatedly beat the demo ironman style. It takes skills and shows that even though luck is always a factor, a good grasp of the system beats luck most of the time.While one might argue that this doesn't expand the options compared to i), the main thing here is that this would provide a good way to reduce the amount of luck involved in battles against opponents that block the majority of your attacks and make combat a bit more predictable.