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Foundational Principle #8 This should be a chaotic game

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  • StilerStiler Member Posts: 599
    Originally posted by Smorak
    Originally posted by tokesh
    Game is progressively sounding dumber

    /nod

    Originally posted by waynejr2

     I understand you really only want to get into a fight where you are certain of winning.  That is why zerg is popular.

     

    Not sure what world you live in.  But the majority of us don't enter battle on a whim.  Most of us don't run out to the field and /Tebow.  Preparation wins wars.  There is no certainty of winning, but being prepared guarantees you're ready.

    If you're hoping for acts of God to help you in a video game, you're not very skilled at all.  TTPs (techniques, tactics, and procedures) that are perfected make you the most skilled warrior on the battlefield.

    If you step out to fight and your sword breaks, you are a horrible soldier.  Your sword's health meant your life.  Inspecting your sword for flaws, rust, dents, or fractures would be a daily task.  Suggesting that broken weapons during battle should be accepted is an insult to gamers everywhere that take pride in their gear.

    MJ just wants more reasons to implement full time crafters with critical breaks.  I think its hilarious that so many of you are on board with this crap.  But the moment your tier 1 purple sword breaks and you die, most of you will probably unsub right there and then.

     

    P.S.  Zergs are popular because its a sure spot in an RVR group.  Has nothing to do with winning or losing.  MOST of the people that played DAoC in its prime only RVR'd when they had their guild/alliance groups or realm defense battlegroup was formed.  To assume that zergs meant certainty of winning is just foolish.

     

    Using real life as a basis, a Single blow could kill you or take you out of the fight. In gaming this usually isn't he case, because of health, thus the "random" elements like crits, etc take that into chance.

     

    The combat system in most games isn't involved/developed enough that they can determine the "damage" done by hits based on specific area's hit, the force of impact, etc to caculate what it hit (IE a hit to a major artery, or specific parts of your body) so the ranodm "crits" simulate this part of combat.

    When you get hit in a game, it shouldn't be the same dmg, because the nature of combat is that it IS unpredicitable. You don't know what the other guy is going to do, and you don't know if that one osmall hit aht looked like it graed ou, but actually nicked a main artery and you bleed out because of it.

    When games can simulate that kin do fdetail with the damage caculations, ther ewill no longer be a need for "Ciritcal" hits and other "random" elements, but until then that is one of the aspects of combat that they represent.

     

  • Niix_OzekNiix_Ozek Member Posts: 397
    I think a lot of you are over thinking the amount of randomness he is likely thinking of.
    Remember daoc there was a range in which your hammer hit for on same target based on which part of body it hit and the corresponding armor, with similar armor the damage difference wasn't very large so stop stressing out
    Crits are around in most games so it's not a shock or nothing new that they will exist
    A lot of crits in daoc were from predictable abilities so some of it was predictable perf, crit shot, Zerker mode etc

    Ozek - DAOC
    Niix - Other games that sucked

  • JacobinJacobin Member RarePosts: 1,009

    I think the idea is to shake things up every once in a while so that not every fight goes exactly the same way every time.

     

    For example a mage might have an advantage over a warrior, but it might be a 7-3 matchup in that its not like the warrior is guaranteed to lose every time.

  • SmorakSmorak Member Posts: 62
    Originally posted by Stiler

     

    Using real life as a basis, a Single blow could kill you or take you out of the fight. In gaming this usually isn't he case, because of health, thus the "random" elements like crits, etc take that into chance.

     The combat system in most games isn't involved/developed enough that they can determine the "damage" done by hits based on specific area's hit, the force of impact, etc to caculate what it hit (IE a hit to a major artery, or specific parts of your body) so the ranodm "crits" simulate this part of combat.

    When you get hit in a game, it shouldn't be the same dmg, because the nature of combat is that it IS unpredicitable. You don't know what the other guy is going to do, and you don't know if that one osmall hit aht looked like it graed ou, but actually nicked a main artery and you bleed out because of it.

    When games can simulate that kin do fdetail with the damage caculations, ther ewill no longer be a need for "Ciritcal" hits and other "random" elements, but until then that is one of the aspects of combat that they represent.

     

    If you played DAoC, then you would know that damage is localized.  "Enemy hits your (such and such body part) for X damage."  The calculation that went on there was immense.  What was [(the roll of the enemy damage) +  (the damage type)]  - {[(the specific resistance of the gear covering that body part) x (the quality of the armor)] + (any damage abosorption)}.  All of that was localized per armor slot.

    Could amputations happen?  Sure.  But wouldn't that mean death anyways?  There's been a few games out there that used critical hits as "heavy blows."  And the player on the receiving end would suffer a negative status effect.  But I don't think those should be random.  There should be high probability of such "heavy blows" if a successful blah blah blah happens.  There's your semi randomness.

    Again, you plan for battle.  Once the first bullet flies, your plan goes out the window but you make a new plan.  Its called organized chaos because you do your best to adapt and control your environment.  You can't go out and hope for the best.  Making it happen is what true pioneers and heroes do alike.

  • HokibukisaHokibukisa Member Posts: 185

    These random things are a great way to encourage the things you want players to excel at that might be repetative.

    Like taking keeps. If you've taken keeps hundreds of times, the more random things that could happen as a result (that benefits the attacker)  the more fun, less repetative.

    I like this principle, would add much to the endgame. Hell you could even focus expansions exclusively on just improving the core pillars with interesting random bits that just make the things you want to do anyways more interesting.

    :)

    image

  • winterwinter Member UncommonPosts: 2,281
    Talking Ideas and theory is all good and fun. Now however all they have to do is actually get funded and start work on the game which should only take another 5-7 years to develope/test/and release. Considering they haven't done one bit of work on the game so far other then theory crafting it could well that longer assuming they get the funding they need.
  • SatariousSatarious Member UncommonPosts: 1,073
    Sid Meier (creator of "Civilization") actually talked about this very thing in a keynote speech on game theory & player psychology.  He believes that you need to be very careful when you start randomizing significant events in the game because it can break the suspension of disbelief and cause paranoia to set in.  The player begins to believe that the computer is against him.  He talks about it at 28:28 in this youtube video:  link

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