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Hello, It is more a proposition, not really a bug. There is a cool thing in Tyranny : you can saw the % of transformation for each step. It would be really cool if in Pillars that would be the same thing ! : For found bugs or even generally a better comprehension of stacking rules. EDIT : If there is a diminushing return, it is the good place to learn the true %. Like : 30 % + 10 % = 40 %.... or 37 % ? Quote of Boeroer in another topic.
There is a question that has been asked on Josh's Formspring and I wanted people to share their opinions on the matter. Right now, Tim, Steve, and I are experimenting with with a set of defenses that cover the basic "did you get hit?" mechanics of all sorts of attacks, from melee swings to arrows to fireballs to mind control spells. Currently, characters have a defense against melee attacks that attackers try to overcome (like AC without the armor component -- but with shields). 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. This system is already implemented and seems to be working pretty well, but we'll continue to experiment with it. Some people asked a few follow-up questions. Josh's answers have been highlighted in green. Q: Wait...so neither the enemy nor your party members can ever miss? As in causing 0 damage/duration? Also what about critical misses? Not currently, no. There is no special effect for a "critical miss". Q: What made you decide that there shouldn't be a 0 damage miss. That is to say, what problem did you see with prior implementations of this that made you decide to try a new approach? All-or-nothing results tend to produce large spikes in conflict resolution. On the extreme end, you have traditional AD&D spells like Disintegrate that either annihilate the target completely or... do nothing. More typically you have the standard to-hit roll that either results in normal damage or absolutely nothing. Because the gulf between success and failure results is so large, random chance has a very large impact how the conflict works out. This system normalizes the results. Our goal is to make your choice of tactic ultimately more important than the results of the die roll (though the die rolls still matter). If we're only implementing mechanics that are proven to be fun in RPGs, I'm not sure why we're talking about D&D's THAC0/BAB system. Players generally dislike the all-or-nothing results of those mechanics, which is why you saw a move away from it in 4E. Q: Do you have any sort of source material on which you're basing this system? I'd assumed you're only implementing mechanics that have been proven to be fun in RPGs, ideally CRPGs. As for source inspiration, 4E's dailies' miss results are a pretty good start. Also a lot of RTSs and MOBAs have moved to much more deterministic systems. Q: That doesn't mean you should preclude 0 damage misses completely, especially in something as resource cheap as melee damage. Disintegrate was a resource heavy spell and I can understand that. Why not weigh your probability distributions and still have a 0 damage for those unable to pass a threshold like you are intending with lockpick and other events. Afterall, even a failed lockpick doesn't allow half of the party members through a locked door. Locked doors are a traditionally problematic conflict resolution in games (as are most all-or-nothing checks) and, I think, highlight the problem rather than absolve it. My question is: how do "full" misses make gameplay better than mitigated results? Q: It becomes a problem of victory through attrition. It can also limit the number of enemies attacking a party at one time. If you have 100 goblins and each always gets 1 point of damage even when they miss, that's a problem. Have you considered how this scales with lower-level and high-level party members? I can't simulate this, but does this adversely affect certain stages of the game more than others? We're not planning on hundred enemy combats, but even at normal IE stages, I don't think it's a large problem. As for how it scales, we already know how standard THAC0/BAB scales (poorly), but it is one area we will continue to test. Q: I'd wager that you're underestimating the fun of dodging and missing. It doesn't need to be as prominent as it was in Baldur's Gate-era missfests, but people like making characters that dodge all incoming damage. Also, the risk of doing no damage is fun. I think you're overestimating the fun of dodging and missing. I don't think most players find it particularly enjoyable, and it's exacerbated/amplified in games like the new XCOM where players are constantly in stunned disbelief at the RNG. What are your thoughts? Post them here or at Formspring if you wish. http://www.formsprin...896189576204826