The hitting system.

DarkTerror

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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

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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

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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

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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

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250 miss, 750 hit. You know what I meant -_-
 

Thothie

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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

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Truly Dodging monsters + MS:C Lag > Pimpsta's brand of fail.
 

Thothie

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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

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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

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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

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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.
 
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