Hardly a good reason to ditch something. "yeah, it's too complex, most people can't into numbers, you know... they just want to have fun, not look at spreadsheets". And who the fuck needs to look at a spreadsheet? If you see that your slashing weapon isn't very effective against, say, skeletons because suddenly you do a quarter of your normal damage, you pull out a hammer and see if it works any better.
Basically, if the difference is so minor that you need a spreadsheet to catch it, you don't need to switch weapons to increase your DPS by 3.8%. If the difference is noticeable, then you don't need a spreadsheet.
Not so much about not being fun (though there's that too), but more about turning the game into this:
<snip>
Of course lots of people will say, look at the complexity! Look at my options! I could try to put the star into the round hole, or into the square hole if I want.
Simply adding more options doesn't make the game more strategic.
Not so much about not being fun (though there's that too), but more about turning the game into this:
Of course lots of people will say, look at the complexity! Look at my options! I could try to put the star into the round hole, or into the square hole if I want.
Simply adding more options doesn't make the game more strategic.
maybe, but turning the game into
instead is hardly an improvement.
maybe, but turning the game into
instead is hardly an improvement.
What's gone except for the illusion of complexity? It's like those dialogue options in BG2 that lead to the same response no matter what you pick.
A: Will you do my quest?
1. Of course!
2. I'll have to think about it.
3. For a knave like you? Never!
4. Do your quest? I'll find a way to hunt you down and kill you one day.
If the player chooses 1, 2, 3, or 4, then:
A: Think carefully about this, for you will be rewarded greatly if you do it. This quest will be open to you whenever you choose to go forward and complete it. I need you to kill a Dragon in the west and bring me back its head.
What's the point? To feel like I'm doing something instead of being forced to see the reality that I'm doing nothing?
What's gone except for the illusion of complexity? It's like those dialogue options in BG2 that lead to the same response no matter what you pick.
A: Will you do my quest?
1. Of course!
2. I'll have to think about it.
3. For a knave like you? Never!
4. Do your quest? I'll find a way to hunt you down and kill you one day.
If the player chooses 1, 2, 3, or 4, then:
A: Think carefully about this, for you will be rewarded greatly if you do it. This quest will be open to you whenever you choose to go forward and complete it. I need you to kill a Dragon in the west and bring me back its head.
What's the point? To feel like I'm doing something instead of being forced to see the reality that I'm doing nothing?
Also, I think you aren't considering the impact of different weapons against armor. It isn't just what is the best weapon for each monster. Since inventory is limited, you have to consider what is the best weapon (or maybe weapons) overall against the monsters in each area. So, you have a betting element, and a limited information element.
Well, then add real options, instead of merely cosmetic ones.
Also, I think you aren't considering the impact of different weapons against armor. It isn't just what is the best weapon for each monster. Since inventory is limited, you have to consider what is the best weapon (or maybe weapons) overall against the monsters in each area. So, you have a betting element, and a limited information element.
I can't fucking believe that people ON CODEX are saying that they want simple games. Worse even, the example given by Almond is a strawman. NO ONE wants that kind of complexity. Having more options is always good and typically implies that such options are overlapping a bit and not Star does Not Fit Squares childishness, I mean seriously? I can think of better ways to implement a large number of options at 5 am in the morning.
Fucking retards can't handle tactical depth.
If there is exactly one way to go about a particular issue, then the game is SHALLOW even if there are a lot of ways. The depth always comes from having multiple good ways to solve the same problem and NONE of them overpowered
I can't fucking believe that people ON CODEX are saying that they want simple games. Worse even, the example given by Almond is a strawman. NO ONE wants that kind of complexity.
And who the fuck needs to look at a spreadsheet? If you see that your slashing weapon isn't very effective against, say, skeletons because suddenly you do a quarter of your normal damage, you pull out a hammer and see if it works any better.
You want good and easily memorable diversity without having to look up fucking tables? Take a fucking cue from real life for once, Josh. Here is more or less how it works IRL, Josh:
Plate: Impervious to Slash / low susceptibility to Pierce / average susceptibility to Crush
Mail: low susceptibility to Slash / medium-high susceptibility to Pierce / high susceptibility to Crush
Other: medium to high susceptibility to pretty much everything.
But why not have a NWN2-style display window showing you the combat mechanics, that way you can just see a -10 next to your damage output and figure out that you might want to switch weapons
It was not possible for players to make informed decisions about what weapons to use against a given armor type because doing so required making relative damage vs. DT calculations for all weapon types , i.e. having a spreadsheet open for comparison at all times.
What's so fucking wrong with a spreadsheet? Are we babies or something?
:declining:
It sounded like attacking heavy armor with piercing or slashing was going to lead to doing minimum damage before, and it will likely be the same now.The difference with the old system was that one could probably do well enough attacking someone with slashing and piercing weapons or crushing and piercing depending entirely on the damage output of whichever the "ineffiecient" weapon/person was. Now that we have a straight up 50% loss before DT is even applied I see very little reason at all to use anything except slashing for no-armor, piercing for light-armor, crushing for heavy.
I think this is a sign of good things down the road for this game.
What, the beard?
Do you actually read this site? You have to go back 5 years to see anything else.I can't fucking believe that people ON CODEX are saying that they want simple games.
Theya re too retarded to see that's what they are getting or even asking for.Worse even, the example given by Almond is a strawman. NO ONE wants that kind of complexity. Having more options is always good and typically implies that such options are overlapping a bit and not Star does Not Fit Squares childishness, I mean seriously? I can think of better ways to implement a large number of options at 5 am in the morning.
hohohoFucking retards can't handle tactical depth.
I'm not sure about that but I'll play along even though I rather thing it's the quality of the options, the depth if you will. Not x ways to do some simple task but a way to do more complex tasks, such as setting up a big multijump in checkers.If there is exactly one way to go about a particular issue, then the game is SHALLOW even if there are a lot of ways. The depth always comes from having multiple good ways to solve the same problem and NONE of them overpowered.
So...tactics = multiple choice? Then really, may as well have no choice. Especially when you see sawyer is making all the choices equally good.e.g. The party encounter a Troll who is resistant to blunt weapons because of its thick skin and hardy against cold type damage due to its natural habitat in snowy mountains. Also, it is very difficult to affect its mind since it is so simple.
Now can you think of more than one way to fight it?
That is tactical depth.
So, say something, it is poorly received, and then backtrack?
That's the collaborative development process of Kickstarter, my friend.