Alphard
Guest
Why you assuming the damage formula of a system different than subtraction will not take into account attacker stats?I'll play the devil's advocate, and say they wanted to avoid the omnipresent "shades of brown" colouration that has been a plague on the gaming industry for most of the last two decades.
A penal colony should not be like Disney.
But the fact that they got so many things wrong doing stuff on their own is not very promising, don't you agree? If they need the fanbase to tell them what to do, and what not to, I don't think they are capable enough as a team to do this project. Also whenever i hear "modernization", I immediately knot they sre gonna ruin stuff ( they already got a dialog wheel in). They went the Ass Effect route, instead of implementing clqssic dialog mechanic that works on every occasion. Even Skyrim got that right.
I don't know why developers love this fallout 4 dialog. The most popular FL4 mod literally replaces this BS with the classic dialog system
Having a subtraction system defenses absolutely ruin the immersion.
I smack this high level goblin head with my mace: 0 damage because my attack is lower than his defenses. That is absolutely right, right?
No, makes PERFECTLY SENSE. Your goblin example is wrong because goblins has poor armor.
If you swing you sword in a high armored NPC, it will deals no damage and makes sense.
If the damage reduction is by percentage, then a KITCHEN KNIFE WIELDED BY A LV 0 PLAYER AND A WARHAMMER WIELDED BY A 2.5M TALL ORC WILL BE EQUALLY EFFECTIVE VS PLATE ARMOR. Plate will just reduce X percent of the damage. Golems in any gothic game are far more susceptible to take damage from hammers than swords and it makes perfectly sense.
Your example of Dragon's Dogma is silly because in DD has much gear dependency.
Ofc a low level with rusty sword should do less damage than lv 999 with black sword of burning death.
On the other hand, doing literally 0 damage because you are below a certain treeshold feels artificial af. Unless it's some sort of magic, like a magic shield against an element, an attack should alway do damage, even if very little.