Vault Dweller said:
First, you assume that everyone likes percentages, then you assume that dice rolls are harder to comprehend then percentages.
Okay I see where you might have gotten confused with my argument. Maybe I should clear it up a bit. I don't assume everyone
likes percentages. I assume everyone is famaliar with them and can immediately understand a percentage chance of success. On the other hand when you have a system, and it has mulitple different dice that can be used depending on the situation, then you give them all these stats and numbers that unless you think about their interaction carefully you can't determine what they do, you make many people confused.
What does this agility rating mean to my character. Sure you could read the manual, goof around a bit then reload, etc, but for someone that only has half an hour to an hour to play at any one time and is only looking to play the game, not do reading, or guessing on just how many points to put in a skill or stat to get a specific outcome, these systems tend to be overly complex for them.
Vault Dweller said:
I'd like to note that I prefer percentages, but being a good host, I'm entertaining you by participating in this discussion and helping you to work on your points :wink:
Why thank you for you considerate nature. You knew that I wanted an argument so you gave it to me. :mrgreen: Though if you are just arguing for the sake of arguing then I'm not so happy. I do have a more ulterior goal, I want to know what people think of different systems, and what systems they like.
Vault Dweller said:
I just don't think that one particular system would be more preferable and solve more problem then the other. Still, some examples would have been nice.
I have given you countless examples, but I guess you are just glossing over them. Instead of having the interaction of a number of different skills and stats shown, why not streamline those stats by combining them and turning them into percentage chance of success? Here's a quote from an earlier post of mine:
I said:
For example if you are trying to hit someone with a weapon. They might have a percent change to dodge, a percent chance to deflect the blow, etc. The thing is, when you combine all that information together you come out with one value: the percent of incoming attacks that they can avoid. You then find the distribution of enemies compared to their ability to avoid incoming attacks and voila, you can get the average, and it's meaningful to boot!
So either you are not reading my posts carefully, or you are just trying to be contrary. I have no problem with you finding something wrong with the argument and picking it apart, but overlooking it and then saying I haven't explained my case is quite irksome.
Vault Dweller said:
...especially if it might lead to more exposure for the cRPG market by seemingly lowering the barrier of complexity, which would hopefully increase diversity and the number of games available.
That is the biggest assumption I've ever seen in my life.
I think you're being a bit overly hyperbolic with that statement. Look at the fact that games like Dungeon Siege have sold more copies than most other tradtional style cRPGs that use incomprehensible systems. True Dungeon Siege doesn't use percentages, but they use a simple forumla. If you want to use an item you have to have a certain number of points in a stat. In order to get a certain number of points in a stat you have to use the stat. The problem is, it's too over simplified. GPG knows that, and that's why they are trying to go for a different but probably just as simple approach with Dungeon Siege II.
People don't want to have to figure all sorts of things out, like what is the best weapon to use, what is the best skill to have, etc. and there are many developers out there that understand this fact. When GPG mentioned the fact that it's going to automatically tell the user what the best weapon that they can use is, people here at the Codex had a
hissy fit. To quote you: "I guess weapon statistics are too complicated for some people to read." Well in truth it isn't, it's just taking more of the drudgery out of the game. Instead of having to look through all the loot you have and compare stats (bore!), you get to instantly know what weapon you were likely to choose anyway. Now maybe you wanted a weapon that did fire damage, or cold damage, or whatever but the most powerful weapon you have doesn't have that feature. Well you are still free to choose that weapon over the highlighted one, but for those people that just want to have fun and remove the boring bullshit I think the weapon highlighting thing is very useful.
People aren't interested in making complex choices for things they think are mundane. In other words, if they want to use the best weapon, they don't want to have to constantly keep checking statistics and so forth to find if they are currently equipping the best weapon or not.
Just look at console/Japanese style RPGs. They tend to be more streamlined, with fewer choices because it allows people to experience the parts of the game that they find most interesting: the character and story interaction. Unfortunately those type of games don't tend to give you much freedom in meaningful choices (multiple ways to complete quests, multiple endings, etc). And before I get bashed for saying this, it tends to be true for the majority of those games, but not for all.
So if you could streamline a lot of the "complexity" while still keeping those things that we a love in a good cRPG, then why not. Maybe some people like having a huge array of numbers and stats, but I know that many people including msyelf don't. They are needlessly convoluted, especially if you can take any one of those systems and reformulate it using percentages in the method that I described. The only extra work that would be required is to make a database of weapons, traps, enemies, stats, etc so that you can calculate the distributions. Then for any action on a specific target you can let the player know their chance of success. This system can also be thought of as more real to life because when people evaluate a task before doing it, they tend to formulate an idea of their chance of success and the length of time to achieve the result based on previous experience. True, people don't think of it in terms of specific percentages, but they do think of it comparatively.
Another long spiel ended, whew!