The hitting system.

DarkTerror

New Adventurer
Socialist Guild
Joined
Nov 2, 2007
Messages
110
Reaction score
0
Age
31
Maybe this has been discussed somewhen before, but I cant find a thread which focuses on the hitting-system.
Currently, the hitting system is just random. Only difference is that the number you get must be above a certain value. The main problem with this is that you sometimes (for me it does it even very often) miss 5 times in a row. Technically, if you have a skill of lets say 6 and you must have a value above 25, the hitchance is ACTUALLY 75%. But it isnt. So why dont we have a percentage system?
 

Markkanen

New Adventurer
Joined
Mar 12, 2008
Messages
77
Reaction score
0
Age
34
Location
Insjön / Sweden
Well it is 75% i guess, just bad luck :O Just like when playing D&D or whatever roleplaying game. You might roll 1 all the time and you needed to roll over 5. So sometimes you might hit lot's of times in a row and some you just miss.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
The fact that you don't hit 3 out of every 4 swings is proof that the random system is working. If you look at an overview, I'm sure you'd find that you miss close to 250 out of 750.
 

evilsquirrel

New Adventurer
MSC Developer
RiP
Joined
Jan 2, 2006
Messages
2,905
Reaction score
0
Age
35
Location
middle of nowhere
The Man In Black said:
The fact that you don't hit 3 out of every 4 swings is proof that the random system is working. If you look at an overview, I'm sure you'd find that you miss close to 250 out of 750.

that'd be a 33% misschance >_>
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
250 miss, 750 hit. You know what I meant -_-
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Well, it's d100 vs. your skill and weapon accuracy, so it's not "totally random". If yer skill and weapon come to 75 then you hit 75% of the time. So yer hit ratios, with say, a Golden Axe and an Ice Blade aren't going to be anywhere near the same, nor will your hit ratios be at balance skill 10 and 30.

Really, I'd like to dump hit chance altogether and have monsters that actually dodge, but that'd be more of a MS:S thang. For us to do it, we'd have to change when the hit/miss is determined, and alter models to actually be able to dodge, since very few of our monsters actually offer difficult targets (Gloams and Lightning Djinn being among the few). Even then, we'd still have to rebalance all the weapons across the board.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Truly Dodging monsters + MS:C Lag > Pimpsta's brand of fail.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Hits vs. NPC's are entirely client side, so it shouldn't be THAT bad, although I was largely thinking model based dodges... Meaning, when you start a swing, the game determines if the monster dodged, if it did, it starts playing the model's dodge animation at that time, then when your viewmodel would have actually connected (there already being a slight delay for every weapon), the monster would be elsewhere. Granted, at its core, it wouldn't be that different, but it'd make it seem less cruely random.
 

Picadilly

New Adventurer
The True Followers of the Lost
Joined
Jan 10, 2007
Messages
176
Reaction score
0
Location
Taipei
Thothie said:
Hits vs. NPC's are entirely client side, so it shouldn't be THAT bad, although I was largely thinking model based dodges... Meaning, when you start a swing, the game determines if the monster dodged, if it did, it starts playing the model's dodge animation at that time, then when your viewmodel would have actually connected (there already being a slight delay for every weapon), the monster would be elsewhere. Granted, at its core, it wouldn't be that different, but it'd make it seem less cruely random.

I'd cry with joy if this actually happened :oldcry:
 

brian4

New Adventurer
The True Followers of the Lost
Joined
Jan 14, 2008
Messages
358
Reaction score
0
Picadilly said:
Thothie said:
Hits vs. NPC's are entirely client side, so it shouldn't be THAT bad, although I was largely thinking model based dodges... Meaning, when you start a swing, the game determines if the monster dodged, if it did, it starts playing the model's dodge animation at that time, then when your viewmodel would have actually connected (there already being a slight delay for every weapon), the monster would be elsewhere. Granted, at its core, it wouldn't be that different, but it'd make it seem less cruely random.

I'd cry with joy if this actually happened :oldcry:

Seconded!
 

Sabre

New Adventurer
MSC Developer
RiP
Joined
Aug 24, 2004
Messages
4,545
Reaction score
1
Age
35
Location
SoCal
I don't need to 'thirded' it ;)

I say do it! :D

Also, a thread called "The hitting system." and yet no "I'd hit that." ?

Well...

I'd hit that.
 
Top