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#31 | ||||
Scout
Join Date: Jan 2013
Posts: 25
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Too much randomness obscures tactics, in my opinion. It can have advantages, I do not deny, but it's negative impact can outweigh that. To me it feels like a heavy glove around the hand, buffering all contact with the cold metal it grasps. Quote:
Of course there's all sorts of balance things tied into this as well, and with higher numbers it becomes less relevant. It's still an issue though, in particular with weak enemies now and then taking a long time to kill. What may be a rare chance of the rolls can be very frustrating when it happens. Sil is particularly vulnerable to this as it has a very low floor to damage, and the random armour makes even that floor uncertain. Quote:
![]() Of course I understand if it's not something you want. This comes down heavily to personal opinion. I have blogged before about my great distaste towards such random mechanics. Sil's combat is perhaps the worst I've seen for this pet peeve of mine in how the modifiers effects the dice rather than the end result, and the armour is random each turn rather than flat. Most roguelikes have modifiers that give +1 to overall damage instead of 50% chance of +1, which has the effect of providing more guarantees in combat. In Sil it seems the whole combat damage system is set up to maximise the thing I hate! Quote:
A better example for a large game with a complex but deterministic combat system is ToME4. It may not be too obvious from an outside look since it's heavy on stats, but when playing you can very reliably know your damage range against any enemy. There is very little numerical randomness most of the time. You can plan moves ahead with reliability, which is important with its cooldown system. There are still surprises in enemy AI, and risks you can take, but in general you feel much more in control of what's going on. Importantly this means that when you die you don't have an RNG to blame, just your own choice of actions. |
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#32 |
Rookie
Join Date: Jan 2013
Posts: 9
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A simplified combat results window might start with something like:
Turn 1034: - @ x T{1}: hit, 0 dmg - T{1} x @: missed - T{2} x @: hit, 7 dmg Turn 1033: - @ x T{3}: hit, 12 dmg, T{3} was killed! - T{1} x @: hit, 3 dmg - T{2} x @: missed Which could be helpfully supplemented by a monster window that actually listed individual monsters with health and morale levels: C{1} | ** | 2 squares away | fleeing C{2} | ******* | adjacent | confident w{1} | ******* | 10 squares away | sleeping You could then turn on a verbose combat mode that listed the die rolls for to-hit and dmg. |
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#33 |
Rookie
Join Date: Jan 2013
Posts: 10
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Isn't this what the interface outside the combat rolls window already shows you (though the damage done only flashes up temporarily)? I only find myself looking at the rolls when something is going wrong, mostly to find out whether I've just been unlucky or if I have little or no chance to hit and do damage.
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#34 | ||
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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I will throw out my views, but I suspect it is fairly futile as we have a fundamental difference of opinion!
![]() Please excuse my heavy snipping... Quote:
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#35 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Darren,
you seem to want two separate things that overlap a little:
Quick combat analysis I can very much symphasize with your desire to analyze the battlefield with a glance. That's the reason why I'm planning to start using only non-opposed percentage skill rolls in a future version of Halls of Mist. (Non-combat skills already work like that.) You will instantly know what your chances to hit are, and can concentrate on smart tactics instead of calculating probabilities. Monsters have a binary armour stat. If they're armored you use Piercing skill to hit with a sword, otherwise you use Slash. Of course I'm sacrificing lots of nuance to be able to do this, and it's clearly not for every game. Reducing the number of random rolls does not necessarily lead to deterministic combat mechanics. You would probably be happy if either hit chance or damage was randomized, but not both? This I can get behind with. The combat would still have almost as much randomness in it, but the situation would be quicker to analyze. Having randomness in too many places muddles up the thought processes. I feel that if your game is mostly about fighting against diverse groups, quick combat analysis is key. If your game is mostly about fighting against single opponents or homogenic groups (like Sil?), making each and every swing of the sword interesting is more important. Determinism By a coincidence, my favorite turn-based strategy game at the moment, Domination (sequel to Massive Attack [edit: should be Massive Assault! I always mix the game with the trip-hop band]) has completely deterministic combat mechanics. A tank always deals two points of damage, and five points is enough to destroy it. This is not very popular in turn-based strategy games, maybe because it might lead to analysis paralysis. If you can calculate the result of a battle beforehand, many players feel that they must do exactly that. Complicated calculations with multiple units take time and effort, and are only fun for a minority of players. Domination manages to work very well because it has an Undo command! You can easily try many possible tactics before you commit to one. That's faster and more fun than calculating by hand. OK, so I wouldn't enjoy deterministic wargames unless they are as slick as Domination. But roguelikes don't usually have much board complexity -- they're one against many -- so completely deterministic mechanics would probably work much better than in wargames. BTW, do you feel that critical hits are as boring as random damage rolls? Let's say you had a 15% chance to deal triple damage. Last edited by Mikko Lehtinen; January 31, 2013 at 11:20. |
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#36 | |
Knight
Join Date: Aug 2009
Posts: 670
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#37 | |||||
Scout
Join Date: Jan 2013
Posts: 25
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Have you played MicRogue or Zaga-33? Great examples of roguelikes with purely deterministic mechanics. They still have random enemy placement, and enough complexity of monster movements that you can never plan far ahead too perfectly. They're short too, so you can get in and learn the systems quickly. Have a try and see how they feel to you. I'm not saying Sil should be like that, mind. A bit of randomness I'm perfectly fine with. But it should be there to provide variation and unpredictability on top of the base tactical play, not something that overshadows the whole system. Quote:
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![]() ![]() In general a small chance of a random bonus to a player is not a bad mechanic - it's not something they can rely on, but it's not something they have to constantly plan against either. When it happens it feels like a nice reward that gives them a warm fuzzy feeling inside. But if an enemy can do crits then you need to always face them with at least triple their normal attack damage left in health, otherwise the risk is too high of a killer blow. Of course there can be balance to this - if a crit only does +50% damage then it doesn't have as big an impact. In some of my games I've had the more powerful player abilities rely on randomness much more. On average they do much more damage than the regular attacks, but the inherent unreliability involved reduces their value somewhat. Giving the player the choice between a random system and a deterministic system is quite fun ![]() |
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#38 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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We both clearly enjoy having all the relevant information at hand, without needing to calculate anything. But I like to make risk management decisions based on that information; you seem to like puzzle-like combats where it's possible to find a "correct" answer.
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#39 |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Perhaps one thing that makes risk management more boring in roguelikes than in wargames is if you have only one thing that you can risk: your life.
If losing a combat had less fatal but still permanent consequences, risk management would be more fun. |
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#40 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,562
Donated: $60
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To me, Sil is a *short* game. I have frequently played the same game of an Angband variant for a couple of hours a day for days or weeks - here's an example. I died from taking a risk, and I don't regret it. If that means I'm crazy, then I don't want to be sane.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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roguelike radio, self-promotion in post 1, shameless, sil |
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