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rjshae

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Everything posted by rjshae

  1. It sounds like a type of mini-game. Not really high on my list of gaming interests.
  2. I'm thinking the benefit is primarily for attackers with low odds to hit. Take, say, 1d6+1 non-absorbed damage (for average 4.5 or 1 point half-minimum) and a 10% chance to hit: With min dmg of 1: .9*1 + .1*4.5 = 1.35 average With no miss dmg: .9*0 + .1*4.5 = 0.45 average That's a 1.35/0.45 = 300% damage improvement rate. Now take the same damage and a 50% chance to hit: With min dmg: .5*1 + .5*4.5 = 2.75 average With no min dmg: .5*0 + .5*4.5 = 2.25 average. That's a 2.75/2.25 = 22% damage improvement rate.
  3. The degenerate case where the "always hit" mechanic makes less and less sense is when the defender becomes exceedingly small. If you're fighting, say, a tiny but powerful sprite that is moving around rapidly, then logically you'd have a decent chance of a clean miss. Said tiny sprite may only have a single health point, meaning a single swat could take it down. If you're wielding a powerful weapon with a decent magical modifier, then the sprite goes down pretty quickly even if you keep missing.
  4. An 80% chance to hit is a 20% chance to miss; IIRC, three consecutive misses is (.2)^3 = 0.008, or 0.8%.
  5. Hopefully the game will allow a Concealment-type effect to cause a complete miss during melee. I.e. such as when the defender is invisible, the attacker is blinded, either is fighting in pitch darkness, or there is a magical blur/displacement effect.
  6. A "miss" against any defense translates to half minimum damage inflicted or half minimum duration on any sort of status effect. I.e. there aren't "full" misses, but mitigated effects. A hit is the standard damage/duration. A hit that is within the critical hit range does 150% max damage or duration. There's something I'm unclear about here. Is he saying that if the opponent would have scored a hit against you if you were not employing any defenses, then you will always receive some minimal amount of damage? Or is he saying that just waving a sword in your general direction will always cause some damage? If it is the former then that would make at least some sort of sense. However, then latter seems completely illogical; it's just too much of an abstraction for me to be happy about.
  7. Well-disciplined opponents can also perform a fighting withdrawal; performing a coordinated retreat to a defensible position, for example. But that would require excellent AI.
  8. Oh sure, stick one hand in boiling water and the other hand in ice water, then on average you're comfortable... But then I suppose the "hit point total" as such is kind of a fake damage counter anyway.
  9. I can live without 'em. The few I've seen have all been made borderline psychotic; presumably because that's the only way the developers could give an otherwise inert object a persona. Besides, there will already be enough interactions with the other party members. If they must put an intelligent weapon in the game, then I hope they make it a likeable persona without a radical agenda.
  10. In many ways, shaman and druids are not dissimilar. I suppose one might think of druids as cultural descendants of shaman.
  11. The one comment I have is that I wish in-game reputation would act more like a spreading meme than a world-wide news flash. That would allow my party to exploit the element of surprise, at least for a little while. But I suppose the meme approach would be much more difficult to code.
  12. I'm hoping not to hear too much about the plot's particulars while the game is in beta, so a private forum at that point would be much preferred from my little knot-hole perspective.
  13. I guess you meant "react to".
  14. ^^^ I like your point, but from another sense it seems like a cheap way to game the system: at first level just put a single point in each of the class skills you want to advance. Would it be better to use a point-matching scheme for the first three points you assign to a class skill (at any level)?
  15. OTOH I'm all for Private Bicker Forums; let all the trolls vent their spleen therein.
  16. Perhaps every couple of levels the druid character can choose a totemic spirit guide? The druid can then activate a guide and gain special benefits (with accompanying drawbacks) while the ability is active. Thus the Fox spirit guide provides a bonus to stealth and enhanced senses, but at a cost in reduced physical strength.
  17. If you leave the game for too long, a sadistic fraternity brother is summoned from the demonic plane of hazing and begins swatting your character on the backside.
  18. ^^^^ They could probably begin with sub-partitioning the priest spell set. I wouldn't mind seeing a modest set of general purpose priest spells and a larger set of deity rituals; every priest gets all of the general spells, but the deity rituals are only granted to followers of specific subsets of the deities. (Thus, say, a power of the beast ritual may only be available to followers of deities of monsters, strength, murder, and destruction.) This approach does have the drawback of limiting a priest's spell selection, but who uses all of the available spells anyway?
  19. While it's not quite the same as seeing facial expressions, the developers could probably do quite a bit using body language, obvious gestures, character facing, and positioning. You can communicate quite a bit with head shakes, folded arms, shrugs, yawns, and just plain facing the person you're talking to (or turning away). I saw little if any of that in the IE games, other than simple twitch gestures. Having the characters move like real participants in the discussion could add a lot to the atmosphere.
  20. Yeah, I'm not really seeing the benefit of a setting up a private backer's forum for a Kick Starter project. If anything, it would dampen the potential publicity that serves to draw in other gamers.
  21. ^^^^ Good ideas. I like the concept of a druidic companion that is first encountered during a spirit journey, then takes a physical form indigenous to the region. If the form is slain then the spirit is set adrift until the druid can find it a new host. (The host must be agreeable to being possessed by the spirit, so the druid needs to spend some time befriending it.) The companion then regains the knowledge it had before, but in a new, slightly altered form.
  22. A more general focus on animism and shamanism, rather than a specifically celtic orientation, would be good. Druidism would then be one specific aspect of that more widespread practice. Basically a view of nature that consists of spirits, whether animals, plants, rivers, mountains, weather, or what have you.
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