Weapons/combat

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Weapons/combat

Postby Chakravanti » Sat Jan 02, 2010 10:08 pm

diminishshing returns on some scale. e.g. double softcap. INcreasing cost for decreasing gain. 300 should be able to kill 500 Given all else revlevent is equal with superior strategy or backup.


100 should be able to hit 300 and 300 should be able to hit 500. though 100 should probably not have very good odds of hitting 500 it shouldn't be impossible. Something like, 1/5.
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Re: Weapons/combat

Postby Caradon » Sat Jan 02, 2010 10:11 pm

jorb wrote:
Chakravanti wrote:
loftar wrote:[*]The gap between fighters with differing character stats is reduced. It probably won't make a world of difference if one has 100 UACMB and the other has 120. It will make a difference, of course, but that is to be expected. The gap should be small enough that a player with a superior strategy has a large chance of winning anyway.

100-120 is nothing. The real question here is how stupid is the margin between those with 300 and those with 500.


What would be reasonable?


I'd say 3-1 is reasonable for people with skill level 300 to fight someone with double their skill.

It should always be 3-1 at the very least if someone is LITERALLY twice as skilled.

2-1 without a very powerful combat skill that allows someone to focus on multiple people fighting them.

But this would only be in terms of raw skill, not incorporating strategy at all.



In other words, someone who has 1000 combat skill will have no advantage against 2 people with 500 going up against them.
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Re: Weapons/combat

Postby Chakravanti » Sat Jan 02, 2010 10:22 pm

odds to hit, base percentile comparison, 500-1000 would be %50 + Buffs might seem reasonable.

The problem with initiative is kinda crazy to garner because it comes in so slow. What might make it more balanced is if init was a lot easier to gather somehow and make using instance attacks more important but they probably shouldn't be direct damage buffs. To hit buffs would be more reasonable and make strategy a larger element.
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Re: Weapons/combat

Postby loftar » Sat Jan 02, 2010 10:50 pm

Chakravanti wrote:odds to hit, base percentile comparison, 500-1000 would be %50 + Buffs might seem reasonable.

If you read my description, you would see that there aren't really any "odds" to hit anymore, seeing how that element of randomness is gone. In all else, it seems to match what you want reasonably well, in that two players with 300 vs. 500 in combat stats wouldn't even be a factor two apart, which is redeemable even within the range of advantage bonus. It seems reasonable to assume that it would be possible for the 300 player to win be strategy, and almost definitely with backup. Of course, how it actually plays out is hard to predict.
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Re: Weapons/combat

Postby Jackard » Sat Jan 02, 2010 10:54 pm

Divagador wrote:
loftar wrote:First, a bow shot is initiated by taking aim at a target. An indicator will display on the screen, which displays the chance of hitting. The chance of hitting begins at 0%, and grows upwards towards a maximum. The speed of growth and the maximum value depends on a couple of factors, like the shooter's Perception and Marksmanship stats, and the distance from the target. If the targets starts moving, its movement speed will counteract the hit-chance growth by a certain speed back towards 0%. If the target changes direction, the hit-chance will decrease further by some yet to be determined factor. The maximum range in itself will be unlimited, but novice players won't get very good hit chances if the range is large enough, of course.

Wow, you really like Mabinogi :P :lol:

Hey it's not a bad game. :P
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Re: Weapons/combat

Postby Chakravanti » Sat Jan 02, 2010 11:12 pm

loftar wrote:
Chakravanti wrote:odds to hit, base percentile comparison, 500-1000 would be %50 + Buffs might seem reasonable.

If you read my description, you would see that there aren't really any "odds" to hit anymore, seeing how that element of randomness is gone. In all else, it seems to match what you want reasonably well, in that two players with 300 vs. 500 in combat stats wouldn't even be a factor two apart, which is redeemable even within the range of advantage bonus. It seems reasonable to assume that it would be possible for the 300 player to win be strategy, and almost definitely with backup. Of course, how it actually plays out is hard to predict.

Indeed, That test server would come in real handy once you fire this up.
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Re: Weapons/combat

Postby loftar » Sat Jan 02, 2010 11:21 pm

Chakravanti wrote:Indeed, That test server would come in real handy once you fire this up.

You don't say? :)

I have (half-heartedly) begun setting one up precisely for this purpose, but the real problem is the lack of network infrastructure at Jorb's place. I'd like to set up an extra machine to handle such basic things as routing, DHCP and DNS (NIS and home directories over NFS would be nice too, not to mention Kerberos and a 6to4 tunnel...), but Jorb does, after all, have tinnitus-prevention, not to mention electrical costs, to consider. (I, on my hand, cannot sleep properly unless I have a couple of boxen wizzing around me.)
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Re: Weapons/combat

Postby warrri » Sat Jan 02, 2010 11:35 pm

jorb, grow balls!
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Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Re: Weapons/combat

Postby Chakravanti » Sat Jan 02, 2010 11:47 pm

Backup the main server and shut it down for a few days to a week and fire up a test server with enhanced (arbitrary) character creation and add a couple chests of items including swords and armor of various Ql.

I wouldn't mind sacrificing a day or two of real play to go in and have it out stupid style with friends and foes alike to record some statistical data on the new mechanics.
Well what is this that I can't see
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Re: Weapons/combat

Postby Caradon » Sun Jan 03, 2010 12:30 am

Jackard wrote:
Divagador wrote:
loftar wrote:First, a bow shot is initiated by taking aim at a target. An indicator will display on the screen, which displays the chance of hitting. The chance of hitting begins at 0%, and grows upwards towards a maximum. The speed of growth and the maximum value depends on a couple of factors, like the shooter's Perception and Marksmanship stats, and the distance from the target. If the targets starts moving, its movement speed will counteract the hit-chance growth by a certain speed back towards 0%. If the target changes direction, the hit-chance will decrease further by some yet to be determined factor. The maximum range in itself will be unlimited, but novice players won't get very good hit chances if the range is large enough, of course.

Wow, you really like Mabinogi :P :lol:

Hey it's not a bad game. :P


The new mabinogi looks kick ass.
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