Gragt
Arcane
Vault Dweller said:How often do you think the Spartans missed their enemies in battle? Never."
Wait, what?
Vault Dweller said:How often do you think the Spartans missed their enemies in battle? Never."
Right, but this is typically alleviated by having enemies that try actively to kill you.First, when you always hit, you cause constant damage (per second) no matter how small. Even if you "miss" a lot, you still cause damage and winning a battle becomes about staying alive long enough
Someone who's trying to make his character as efficient as possible, and/or someone who's fighting a challenging enemy you need to use all available resources to fight.Who cares if you only do minor damage with glancing attacks if you can do 330 points of damage (mighty blow at lvl 17) that always hit?
Assume an AD&D system.Third, when you always hit, it creates bloated HP monsters (see above) designed to last long enough against DPS and special attacks, whereas in %miss games, the hit points can remain relatively low, allowing you to finish the fight quickly if you can hit your target, which in turn creates a difference between a great fighter and an ok one. Such difference is absent in Dragon Age 2.
That doesn't make sense at all. It is perfectly possible to have a "glancing blow" system where one stat affects dmg and another affects chance to hit (in this case, the chance to do a full blow). You still want to minimize the amount of glancing blows so you still have an incentive to balance skill points among two stats.Fourth, as you can see from DA2, when you always hit, you need 1 stat, not 2. From the design perspective, a 6 stat character system with 4-5 dump stats is pure fucking garbage.
At least this explains what Bioware meant when they said we'd fight like a Spartan.Vault Dweller said:How often do you think the Spartans missed their enemies in battle? Never.
Volourn said:"I believe it's called lying by omission."
I diodn't lie. I told the truth.
Gragt said:Vault Dweller said:How often do you think the Spartans missed their enemies in battle? Never."
Wait, what?
Vault Dweller said:Azrael joins the battle but he clearly isn't a Spartan and doesn't know how to fight like one:
http://www.escapistmagazine.com/forums/ ... 1.10547731
McNinja (a Spartan): "And in real life, you NEVER miss your target with a sword, unless they parry/dodge/block the strike."
Azrael (not a Spartan) : "Even at a minor club level, you miss more often than you hit (and that's across all styles: sabre, foil, epee - even cane fighting), and the % of times you hit goes down as the standard of tournament increases."
McNinja (a Spartan): "I'm not talking fencing. I'm talking in real sword combat in war. Like Romans v. Goths war, or actually any war involving melee weapons.. In war two sides charged at each other, and it usually devolved into one on one encounters, where you had no room for error and missing your opponent usually meant your death. If a Spartan was fighting someone in close combat and he just flat out swung in the wrong direction, he might kill himself out of shame. There's a huge difference between missing because you're too far away or you swing in the wrong direction and missing because your opponent dodged or blocked. One makes you look like a retard, the other is a legitimate excuse. When you're in someones face trying to stab them to death, and they're in your face trying to do the same, misses don't happen. blocks and dodges do.
How often do you think the Spartans missed their enemies in battle? Never."
NEVER! BECAUSE... THIS! IS! SPARTAAAA!!!!
made said:Boring. His Holiness is old and lost his zeal.VD said:And in Conclusion Dragon Age 2 is a mediocre and deeply flawed action RPG
If DA2 is mediocre, what's a truly terrible arpg like?
Volourn said:NWN OC is 7.5
DA2 is 5.
deal with it fuckka.
It may be like other BIO games, but it's worse.
Vault Dweller said:McNinja (a Spartan): "I'm not talking fencing. I'm talking in real sword combat in war. Like Romans v. Goths war, or actually any war involving melee weapons.. In war two sides charged at each other, and it usually devolved into one on one encounters, where you had no room for error and missing your opponent usually meant your death. If a Spartan was fighting someone in close combat and he just flat out swung in the wrong direction, he might kill himself out of shame. There's a huge difference between missing because you're too far away or you swing in the wrong direction and missing because your opponent dodged or blocked. One makes you look like a retard, the other is a legitimate excuse. When you're in someones face trying to stab them to death, and they're in your face trying to do the same, misses don't happen. blocks and dodges do.
I don't think you can easily just put a dividing line between %miss and %glancing systems. It's not binary. The effect of a %glancing system depends really on the relative damage a glancing blow does. What if a glancing blow did 0.01% damage? Then is it really different from a %miss system? Couldn't a miss system be considered a %glancing system with glancing blows that do 0 damage?Vault Dweller said:@ herostratus:
Started replying point by point, but it's gotten too long, so here is a short summary to keep things focused.
First, you missed my point. The player is usually much better at coordinating his characters and healing than the AI, so the player can easily keep his character(s) alive. In %miss systems staying alive doesn't mean much by itself, but in %glancing the enemy's health goes down with every second and staying alive for 2 min means a shitload of points of damage.
Vault Dweller said:In %miss systems staying alive doesn't mean much by itself, but in %glancing the enemy's health goes down with every second and staying alive for 2 min means a shitload of points of damage.
Vault Dweller said:My point was that the %miss system is better. DA2 vs DA, Oblivion vs MW (with all the flaws) certainly seem to support this point of view. If you disagree, please present some argument showing that %glancing is, in fact, a better system.
The reason I think the glancing blows system is worse:Alexandros said:Vault Dweller said:In %miss systems staying alive doesn't mean much by itself, but in %glancing the enemy's health goes down with every second and staying alive for 2 min means a shitload of points of damage.
I don't see the difference, to be honest. It is just as important to stay alive long enough in both systems, but it is still more important to deliver blows.
either.In my opinion, most %tohit systems have a tendency to waste a lot of time and artificially lengthen the duration of combat
If you've got the same expected value of damage, I don't see how it matters to that end whether you deal the damage from occasional lucky hits, or from more predictable constant hits. If running around and attacking, slowly depleting the enemy hp bar is all you do, it's shit no matter how complex or simple the to-hit and damage calculation are.Vault Dweller said:First, you missed my point. The player is usually much better at coordinating his characters and healing than the AI, so the player can easily keep his character(s) alive. In %miss systems staying alive doesn't mean much by itself, but in %glancing the enemy's health goes down with every second and staying alive for 2 min means a shitload of points of damage.
That is only the case if you have a 0% chance to hit, otherwise you could win the same way in a %miss system.J_C said:The reason I think the glancing blows system is worse:
With this system, it doesn't matter how good your character is. If you have enough potions and a healer, you can defeat any foe with even a low level character. Since you do damage everytime, it just takes longer. With a %miss system, you cannot even damage the enemy, if your character sucks.
There's always been a time limit, replacing misses with glances just makes it slightly less random.Alexandros said:All that a %glancing system adds is basically a "time limit" within which the battle must be concluded. It's kinda like in the movies where the protagonist has to kill his adversary before the bomb goes off. It makes things a bit more XTREME but it's not really a fundamental change.
In that case the systems aren't analogous, as the combat in one of them is decidedly deadlier. The miss-based equivalent of a character that can inflict decisive damage with glancing blows is one who can hit things a good portion of the time and thus would never face that problem.In my opinion, most %tohit systems have a tendency to waste a lot of time and artificially lengthen the duration of combat with no real reason to do so. It's just tedious and it makes poorly designed combat encounters (of which there are many in most games) that much more irritating. Of course an expertly-designed %to hit system would probably alleviate most of these concerns, but the sae goes for a %glancing system.
J_C said:With this system, it doesn't matter how good your character is. If you have enough potions and a healer, you can defeat any foe with even a low level character. Since you do damage everytime, it just takes longer. With a %miss system, you cannot even damage the enemy, if your character sucks.