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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Missing attacks
ArchivedUser
Guest
Hit Rating is a stat that is in some MMOs, some MMOs have gotten rid of it over the time, some say its part of appealing more to the casual audience. I'd like to start a discussion, and to kick off, I'll list the arguments I've come up with so far.
Hit Rating is a stat to put on gear that will allow players to focus on either big hits that don't always hit, or reliable, weaker hits
Hit Rating is often bound to levels, and since ashes leveling is supposed to be rather slow, the gap will have a big impact in the early days, making it impossible for people with less amount of time to keep up and contest those nodes.
There is many ways of preventing damage, be it actively dodging, parrying or blocking, or other ways to avoid getting damaged through magic, that are not artificially laid upon the players, who will provide a more immersive experience.
Hit Rating is a stat to put on gear that will allow players to focus on either big hits that don't always hit, or reliable, weaker hits
Hit Rating is often bound to levels, and since ashes leveling is supposed to be rather slow, the gap will have a big impact in the early days, making it impossible for people with less amount of time to keep up and contest those nodes.
There is many ways of preventing damage, be it actively dodging, parrying or blocking, or other ways to avoid getting damaged through magic, that are not artificially laid upon the players, who will provide a more immersive experience.
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Comments
less rng and more activ/reactiv gameplay is always better in my opinion
Hit chance should not be dependent on difference in level between players (or mobs for that matter); the difference in other stats should be more than enough to give an advantage to the higher leveled one. Two lower-levels should not be doubly punished if hitting on a single higher-level.
I'd like to see talents/abilities that both increase hit chance and also works the other way to decrease opponents chance of hitting you. Same as with resistances in WoW - there should be more factors in fights that you can't know before you open up.
There shouldn't be hard caps on stats. If you go above the hit "limit" you should get some other smaller benefit for the overshooting amount. This also in relation to my previous point; if I chose to gimp myself by going for extra hit/penetration in case of defensive players(/mobs) it doesn't feel all wasted when not needed - make it more temping to lightly gimp myself.
Here is my issue with RNG elements in a video game.
In a pen and paper D&D style RPG (that of witch I'm a huge nerd of) you only have a limited amount of ways in interacting with combat skills. The roll of the dice is your core way interaction with the game world. In the Pen and Paper RPG it is my careful calculation and understanding of the odds and risk, and the throw of that die that constitutes my primary way of interacting with the game world. That RNG contextualizes, and gives meaning to your action. I choose an action, I calculate the odds, and I physically throw the die.
In a computer game we're given much more intimate control of the character, our moves are much more precise, the pace is much faster. The input I have in the game is my mouse and keyboard. When I land an ability I do so by aiming it. I move my character in position, I pop mitigation, I aim my spell carefully and oh...it missed. Neither I nor the other player had control over the outcome of that interaction it was under the hood dice roll. It took away from the autonomy from the choice of the players it didn't add to it.
My criticism is only to passive miss/dodge mechanics. If the player hit an ability that made them dodge all attacks for x seconds, or hit an ability to block then that’s another thing.
Here is my issue with RNG elements in a video game.
In a pen and paper D&D style RPG (that of witch I'm a huge nerd of) you only have a limited amount of ways in interacting with combat skills. The roll of the dice is your core way interaction with the game world. In the Pen and Paper RPG it is my careful calculation and understanding of the odds and risk, and the throw of that die that constitutes my primary way of interacting with the game world. That RNG contextualizes, and gives meaning to your action. I choose an action, I calculate the odds, and I physically throw the die.
In a computer game we're given much more intimate control of the character, our moves are much more precise, the pace is much faster. The input I have in the game is my mouse and keyboard. When I land an ability I do so by aiming it. I move my character in position, I pop mitigation, I aim my spell carefully and oh...it missed. Neither I nor the other player had control over the outcome of that interaction it was under the hood dice roll. It took away from the autonomy from the choice of the players it didn't add to it.
My criticism is only to passive miss/dodge mechanics. If the player hit an ability that made them dodge all attacks for x seconds, or hit an ability to block then that’s another thing.