It will differ from game system to game system, because sometimes a "10% increase" means adding 10% to your critical chance (so if your base chance was 5%, it would then be 15% - examples of this would be in Diablo, and as Azdeus just said, World of Warcraft, apparently), and sometimes it means to multiply your base chance (so 5% * 1.1 = 5.5%). Sometimes, games aren't totally clear about what they mean at first glance.
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Tim Cain at Reboot Develop 2017 - Building a Better RPG: Seven Mistakes to Avoid
Posted 20 May 2017 - 09:53 PM
- Azdeus likes this
Posted 21 May 2017 - 04:54 AM
On the crit chance vs crit damage, after raiding in WoW where they had both, I'd have to say I really never thought about the increased crit damage as much as I noticed the increase in crit chance. Going from 10% to 20% crit chance was really noticeable, but my strikes going from ~5k to 5.5k wasn't really worth noticing.
I'm weird I guess.
That's not weird, that's the way class abilities and gear synergizes with critical strike/heal chance (or other stats). WoW and a lot of other game systems (not necessarily only in MMORPGs) activate special abilities, buffs or debuffs on critical hits. When you have a case of increased critical strike chance being demonstrably superior to pure increased critical effect on the same scale then you're going to notice it much more.
Especially if the game in question gives you interesting feedback about it. If you have a cool ability that can only be used every third critical strike you'd probably notice more crits rather than larger ones in a much more satisfying manner.
If you don't and all crits really are is bigger numbers on the screen a few of them being much bigger will be much more memorable than a few more being smaller.
Posted 29 May 2017 - 01:09 AM
- Azdeus and Labadal like this
Posted 29 May 2017 - 11:10 AM
I guess you could say Infinitron rebooted this thread.
Posted 01 June 2017 - 12:14 PM
Just watched this. I really like all the points he had to make. He made a salient point on players experiencing things subconsciously. It's those details that make the world alive. Even in total non-rpgs I think this matters a lot. I think GTA is a great example of accomplishing this at a city wide scale. The Witcher 3 lacked this in Novigrad.
Additionally the geometric approach to attributes could be really taken to some complex extremes. Embedding certain traits within the geometry. Perhaps using area sweeping metrics. In his example of one triangle and one inverse triangle, you could make a partition that keeps the area on either side of the division equal. Otherwise this approach would become imbalanced. I can think of some really clever tricks using sparse matrices, overlay graphs, and other things to get an user facing organic feel to stats that is supplemented by a vast and complex set of underlying layers. Using simulated annealing to generate the base balance profiles, etc.
Posted 08 June 2017 - 01:13 AM
Now on YouTube:
Edited by Infinitron, 08 June 2017 - 01:13 AM.
- algroth likes this
Posted 08 June 2017 - 09:22 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users