Calculating Player Attack Score?

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Jackolantern
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Re: Calculating Player Attack Score?

Post by Jackolantern »

Yeah, you have to watch out for large disparities between attacks launched from "attacking player types". Of course in a standard class-based game it is not expected that a Mage would have strong physical attacks, but the problem with having all of those stats simply added for attack is that it would cause huge stat disparity; just a couple of points less could mean not having a chance against your opponent.

I suggest having some kind of baseline attack, and then let the stats be a bonus in some way. This is how most modern MMOs work today.
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OldRod
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Re: Calculating Player Attack Score?

Post by OldRod »

Well, I'm aiming for a totally skill-based system, with no levels. You swing a sword 2000 times you are better at it than someone who has never swung a sword before, and that should be reflected in combat.

But I see your point. That's why I am wanting to run simulations to test out different combat systems - I want to make sure that higher skilled players get an advantage, but the lower skilled still have a chance at survival :)
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Jackolantern
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Re: Calculating Player Attack Score?

Post by Jackolantern »

OldRod wrote:Well, I'm aiming for a totally skill-based system, with no levels. You swing a sword 2000 times you are better at it than someone who has never swung a sword before, and that should be reflected in combat.

But I see your point. That's why I am wanting to run simulations to test out different combat systems - I want to make sure that higher skilled players get an advantage, but the lower skilled still have a chance at survival :)
The same holds true in a skill-based game. Just convert "Mage" to "Magically-focused" character. If the entire base attack is determined from stats, 1 point will be a huge difference which could cause large disparity. Maybe the first so many points could develop the baseline that everyone with at least that many points has, and above that it becomes more of a bonus added to the baseline.
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Loopy

Re: Calculating Player Attack Score?

Post by Loopy »

Jackolantern wrote:but the problem with having all of those stats simply added for attack is that it would cause huge stat disparity; just a couple of points less could mean not having a chance against your opponent.
When you have a lot of variable factors in your equation, it tends to dilute the overall dependence on any one or two, so in my experience, the more factors you have play into the equation, the less reliance you have on people building a template system of 'absolute must take' abilities/skills, and the less disparity that exists by not focusing on any single or small group of factors.

There is a point of diminishing returns though. Obviously if you had something excessive like 100 factors, you've diluted to a level that whatever a player chooses isn't going to have much of an impact.

I like the baseline approach that we both suggested of coming up with your basic equation, and then modifying that on a skill based system.

Also, if you run the numbers on some of the sample equations I gave above (which are rudimentary, and just provided to stimulate thought more than anything), you'll find that it takes a rather significant increase when you're running them against percentages, 1 point was negligible.
ZeroComp
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Re: Calculating Player Attack Score?

Post by ZeroComp »

here's an idea could also do some modifiers such as if this player is burned or something he is more vulnerable and you can do more damage.
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Cayle
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Re: Calculating Player Attack Score?

Post by Cayle »

Jackolantern wrote:
OldRod wrote:Well, I'm aiming for a totally skill-based system, with no levels. You swing a sword 2000 times you are better at it than someone who has never swung a sword before, and that should be reflected in combat.

But I see your point. That's why I am wanting to run simulations to test out different combat systems - I want to make sure that higher skilled players get an advantage, but the lower skilled still have a chance at survival :)
The same holds true in a skill-based game. Just convert "Mage" to "Magically-focused" character. If the entire base attack is determined from stats, 1 point will be a huge difference which could cause large disparity. Maybe the first so many points could develop the baseline that everyone with at least that many points has, and above that it becomes more of a bonus added to the baseline.
Also be aware that with linear systems, you will get such disparities, even with a baseline number. This is why I suggest a nonlinear approach; something like a Wiebull. A beginner will probably usually miss, but could still hit anyone. An expert will probably hit, but now always.
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