In less welcoming RPGs we had things like damage resistances towards certain types of damage. DR 10/crushing or 20/cold iron etc. I remember that it seemed like a smart move to use certain weapons in certain circumstances.
But as we have already established, AD&D like systems already have a set amount of HP delivered each second...It's not a choice, it's a direct result of the glancing system. When damage is delivered per second, no matter how small, then you must have enough HP to be able to absorb it long enough to have a chance to win.HP bloat is a design choice of itself, and I don't see any reason why less random damagedealing calculations would inevitably lead to it.
In many fantasy RPGs, including all D&D games, it is better to use blunt weapons against most undead or golems. In D&D games you also sometimes you have to change from the weapon that you are generally more effective with, to something with higher enhancement bonus, because of enemies' resistances. Fans of Gothic can't agree which weapons are better - single-handed (for speed) or double-handed (for reach). Fallout 2 designers probably never cared about any balancing but I've read many arguments about Bozar being better than Gauss rifle and vice versa. Some even claim that Gauss pistol might be better than these two. When playing a sorcerer in Diablo, is it better to use archangel staff (for maximum spell damage) or the Dremflange (for being able to use shield)? Deus Ex has weapons that suit different gameplay styles.Yeesh said:And I'll tell you what else. I can hop on the internet and find out for you which weapons are best in just about every single fucking revered classic CRPG. I can probably do it with spell schools or skills too. By your logic, they're all poorly designed.
[...]
Yes, you can imagine a super-detailed system that embraces a third option where different weapons are actually better depending on whether you're fighting in a small room or balancing on a precipice, but seriously what CRPGs do that? Can you name any? And are all the rest poorly designed?
Oh look, you erased part of what I wrote so you wouldn't look like you have a reading disability. Your position is equivalent to: "critical hits don't need to exist because misses do".Drakron said:J1M said:If a combat system implements BOTH glancing blows and something else, like dodge, parry, block, etc. There is the potential for additional depth, but ONLY if there are abilities that interact and distinguish between the different types of hits.
No.
You are adding needless complexity, you either hit or you dont ... a "glancing blow" its still a hit and we already have a variable damage model in place for hits.
A glancing blow that does half-damage is the same as a hit that does 12 out of its maximum of 24 damage.
Oh hey, regarding this I did some more digging. This is Gothic 2's damage formula (from the World of Gothic forum):Vault Dweller said:Diablo 2 Act 2 monsters on Normal: Sand Leaper 32-93, Scarab 40-67, Embalmed 44-99, Tomb Viper 24-39, Serpent Magus 61-100, Mauler 160-200.
Icewind Dale (a game designed for a party of 6) - Yeti 30-33, Yuan-ti Elite 46-52, Zombie 14, Ettin 65-78, Tough Lizzardman 32-34, Neo Orog General 59-70.
So no matter what, you will always do at least 5 damage (a glance system). And here's G2's monster tables. Starts out in the dozens, goes up to the low-mid hundreds, a few special ones are 1000, the last one has 2000.Formula for a critical hit (Melee)
Weapon Damage + Strength - Opponent's Armour with a minimum of 5 damage.
Fomula for a normal hit (Melee)
(Weapon Damage + Strength - Opponent's Armour - 1) /10 with a minimum of 5 damage.
Formula for a normal hit (Ranged)
Weapon Damage + Dexterity - Opponent's Armour with a minimum of 5 damage.
The equations are more complex because of the way things are calculated. There are many more steps involved than in AD&D. Character customization is also superior in every way. Also, status ailments are more important and can function in more complex ways. Those FF games also have Active Time Battle, not rounds. Good game design hides game mechanics which is why you don't notice them unless you dissect the gameplay as a game designer would. Encounter design also tends to be superior
Do you think about what you say before you say it? AD&D was meant for people to play WITHOUT the use of computers. The system is hardly complex. In comparison I dare you to run the algorithms for those FF games without any assistance from a computer game engine. If you think you could then you are insane. FF games are way more complex.
Lord Rocket said:Yo VD don't you think that the problem with your example is that the glancing blow damage is really high, rather than the system itself (plus, as herostratus points out, miss systems have 'dps' as well. In fact, I went and did some maths, which you can read in this very thread, that demonstrates that there is no significant difference between the two systems when the average damage/round is equivalent)?
It's also probably worth mentioning that really high numbers don't mean anything if shit still dies quickly. I could design a system where everyone has 1,000,000 HP at level one, but where the average attack does, like, 300,000d6, and hey, guess what, the HP 'bloat' becomes meaningless.
Not to mention giving such a low AP cost to the heaviest rifle in game. If anything, the Hunting Rifle and Assault Rifle should have 4 AP cost.Brother None said:It's worth noting that while Fallout does indeed have one "best" weapon (Turbo Plasma Rifle), that this is mostly due to it being added in a hurry at the last minute by Feargus Urquhart, without proper testing of the implications of having it use one AP less than all other rifles. A fuck-up, basically.
Drakron said:Well jRPGs can have complex systems and FF VIII was a rather complicated one, also one that had some serious flaws but that just shows it was not something simple.
And FF bosses are pretty much working what immunities they have, what weakness and their attack pattern ... some bosses can be difficult as others are easier, same with some of the normal enemies but to a lesser degree.
That was true until IX, I think X was still harsh in some aspects but XII had a lot of "simplification" and XIV is ... FF DA2 (but worst).
Also here is a fun tidbit, you can MISS in many of FF titles if the enemy evasion stat is higher that your attack stats ... some enemies had such high invasion the norm was MISSING and not hitting, like FF VIII Cactuar.
So if you think he is wrong ... he is not but depends on what titles you are comparing, many wRPGs are in fact simple.
Kaanyrvhok said:But still... its blob combat.
Half of what made BG was the ability to use rts on a large battlefield.
*Blob combat with very little emphasis on front/back positioning, too. Need to point that out since the Western blobs do have a strongly delineated front and back line.Kaanyrvhok said:Drakron said:Well jRPGs can have complex systems and FF VIII was a rather complicated one, also one that had some serious flaws but that just shows it was not something simple.
And FF bosses are pretty much working what immunities they have, what weakness and their attack pattern ... some bosses can be difficult as others are easier, same with some of the normal enemies but to a lesser degree.
That was true until IX, I think X was still harsh in some aspects but XII had a lot of "simplification" and XIV is ... FF DA2 (but worst).
Also here is a fun tidbit, you can MISS in many of FF titles if the enemy evasion stat is higher that your attack stats ... some enemies had such high invasion the norm was MISSING and not hitting, like FF VIII Cactuar.
So if you think he is wrong ... he is not but depends on what titles you are comparing, many wRPGs are in fact simple.
But still... its blob combat.
Half of what made BG was the ability to use rts on a large battlefield.
Only watched the first part so far. The anger at the start was pretty funny. Obviously he's just a consoletard with a video editing program, but really what brain chemistry imbalance leads to this:Topher said:There is actually a very similar argument going on over on Youtube right now.
http://www.youtube.com/watch?v=LDTjJTfJgwM
The video creator is basically trying to argue that FF games (7-8-9) have more complex combat systems then western RPG's, specifically Baldurs Gate.
Same with most of the Final Fantasy games. Its been a while but I seem to remember even in FF1 the last character in your group is targeted less.Mangoose said:*Blob combat with very little emphasis on front/back positioning, too. Need to point that out since the Western blobs do have a strongly delineated front and back line.Kaanyrvhok said:Drakron said:Well jRPGs can have complex systems and FF VIII was a rather complicated one, also one that had some serious flaws but that just shows it was not something simple.
And FF bosses are pretty much working what immunities they have, what weakness and their attack pattern ... some bosses can be difficult as others are easier, same with some of the normal enemies but to a lesser degree.
That was true until IX, I think X was still harsh in some aspects but XII had a lot of "simplification" and XIV is ... FF DA2 (but worst).
Also here is a fun tidbit, you can MISS in many of FF titles if the enemy evasion stat is higher that your attack stats ... some enemies had such high invasion the norm was MISSING and not hitting, like FF VIII Cactuar.
So if you think he is wrong ... he is not but depends on what titles you are comparing, many wRPGs are in fact simple.
But still... its blob combat.
Half of what made BG was the ability to use rts on a large battlefield.
I said strongly delineated. Not just herp derp you do 25% less damage you take 25% less damage. I said Wizardry style as in if you are in the back line, you CANNOT attack at all unless you have a long-ranged or -reaching weapon. As in you can't hit the enemies back line AT ALL with a regular-ranged melee weapon.J1M said:Same with most of the Final Fantasy games. Its been a while but I seem to remember even in FF1 the last character in your group is targeted less.Mangoose said:*Blob combat with very little emphasis on front/back positioning, too. Need to point that out since the Western blobs do have a strongly delineated front and back line.Kaanyrvhok said:Drakron said:Well jRPGs can have complex systems and FF VIII was a rather complicated one, also one that had some serious flaws but that just shows it was not something simple.
And FF bosses are pretty much working what immunities they have, what weakness and their attack pattern ... some bosses can be difficult as others are easier, same with some of the normal enemies but to a lesser degree.
That was true until IX, I think X was still harsh in some aspects but XII had a lot of "simplification" and XIV is ... FF DA2 (but worst).
Also here is a fun tidbit, you can MISS in many of FF titles if the enemy evasion stat is higher that your attack stats ... some enemies had such high invasion the norm was MISSING and not hitting, like FF VIII Cactuar.
So if you think he is wrong ... he is not but depends on what titles you are comparing, many wRPGs are in fact simple.
But still... its blob combat.
Half of what made BG was the ability to use rts on a large battlefield.
Yes, that's another good point about how JRPGs just take systems designed in the west and imitate/simplify them.Mangoose said:I said strongly delineated. Not just herp derp you do 25% less damage you take 25% less damage. I said Wizardry style as in if you are in the back line, you CANNOT attack at all unless you have a long-ranged or -reaching weapon. As in you can't hit the enemies back line AT ALL with a regular-ranged melee weapon.
Final Fantasy are difficult only if you go for the optional bosses, otherwise are a fucking grindfest with no strategy at all.Drakron said:Well jRPGs can have complex systems and FF VIII was a rather complicated one, also one that had some serious flaws but that just shows it was not something simple.
And FF bosses are pretty much working what immunities they have, what weakness and their attack pattern ... some bosses can be difficult as others are easier, same with some of the normal enemies but to a lesser degree.
That was true until IX, I think X was still harsh in some aspects but XII had a lot of "simplification" and XIV is ... FF DA2 (but worst).
Roguey said:Oh hey, regarding this I did some more digging. This is Gothic 2's damage formula (from the World of Gothic forum):Vault Dweller said:Diablo 2 Act 2 monsters on Normal: Sand Leaper 32-93, Scarab 40-67, Embalmed 44-99, Tomb Viper 24-39, Serpent Magus 61-100, Mauler 160-200.
Icewind Dale (a game designed for a party of 6) - Yeti 30-33, Yuan-ti Elite 46-52, Zombie 14, Ettin 65-78, Tough Lizzardman 32-34, Neo Orog General 59-70.
So no matter what, you will always do at least 5 damage (a glance system). And here's G2's monster tables. Starts out in the dozens, goes up to the low-mid hundreds, a few special ones are 1000, the last one has 2000.Formula for a critical hit (Melee)
Weapon Damage + Strength - Opponent's Armour with a minimum of 5 damage.
Fomula for a normal hit (Melee)
(Weapon Damage + Strength - Opponent's Armour - 1) /10 with a minimum of 5 damage.
Formula for a normal hit (Ranged)
Weapon Damage + Dexterity - Opponent's Armour with a minimum of 5 damage.
Now here's some Dragon Age HP values, which uses the honest-to-goodness miss system:
The bear in Lothering: 1369, Broodmother: 2032 (with each tentacle having 698), high dragon: 4085 Kolgrim (the Reaver fellow): 1240, Gaxkang: 2140, Arl Howe: 1220, Ser Cauthrien: 3415, Archdemon: 4180. Regular enemy values are in the low-mid hundreds.
Seems more like Bioware being Bioware. Or no?
... if you manage to hit the target, and it's quite possible that you will miss. I don't see how that's a "glance" system.Roguey said:Oh hey, regarding this I did some more digging. This is Gothic 2's damage formula (from the World of Gothic forum):
So no matter what, you will always do at least 5 damage (a glance system).Fomula for a normal hit (Melee)
(Weapon Damage + Strength - Opponent's Armour - 1) /10 with a minimum of 5 damage.
Topher said:**Almost forgot...
Lord Rocket said:Yo VD don't you think that the problem with your example is that the glancing blow damage is really high, rather than the system itself (plus, as herostratus points out, miss systems have 'dps' as well. In fact, I went and did some maths, which you can read in this very thread, that demonstrates that there is no significant difference between the two systems when the average damage/round is equivalent)?
It's also probably worth mentioning that really high numbers don't mean anything if shit still dies quickly. I could design a system where everyone has 1,000,000 HP at level one, but where the average attack does, like, 300,000d6, and hey, guess what, the HP 'bloat' becomes meaningless.
HP bloat isn't about the raw HP numbers it's about how those values compare to the damge output values of your character, it's that ratio that matters.
Only if you mess up your timing and/or the opponent's AI decides to dodge/block/parry. That's quite different from a system where you swing the sword and some virtual dice roll in the background to determine whether or not the hit was successful.Elwro said:... if you manage to hit the target, and it's quite possible that you will miss. I don't see how that's a "glance" system.
Kz3r0 said:Final Fantasy are difficult only if you go for the optional bosses, otherwise are a fucking grindfest with no strategy at all.
And I really hope that you are not saying that FF X was complex in any way or harsh.