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Post by Taz on Nov 21, 2018 22:52:52 GMT
Pretty sure the entire point to accuracy and evasion is to tie those stats to level so players are kept in level-appropriate areas. Most simplistically, this could be done as Evasion = Level and Accuracy = Level + 100. Maybe throw in some equipment that boosts either with minimal consequence.
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Post by WitchRolina on Nov 23, 2018 16:13:14 GMT
I'm against the whole crusade of "remove all randomness from RPGs". My opinion on that is simple - if you want to make an action game, then make an action game. Accuracy and evasion exists because of the necessity of abstraction in games where you control a whole team at once. You can't just have a character dodge to the left to avoid an attack when you have to abstract things to the level of turn based combat. Taz : I don't think so, no. If Crits and Unleashes are separate checks, we need to check for each of these individually. If evasion, we skip those two checks, else if it qualifies for an unleash, we check for that, then we check for crits. What? No - that can be done with other stats alone. I don't think using accuracy and evasion to force players on track is a good use of the mechanic - and I can't imagine the player would be terribly happy either. What's more they're not tied to core stats in the proposed layout, but to equipment stats. This means they'd be modifiers to help guarantee accuracy of attacks (and likely ailments), and evasion to help avoid damage. In fact, I don't think attack classes will get much use in Accuracy - it's the ailment and debuff spells that will see most benefit from increased accuracy. Control spells, in other words. Evasion helps avoid control, as well as damage, but I imagine it's a lot tougher to avoid damage an AoE heavy game like we're going for. Reduce it? Sure, but I can't imagine we'd let enemies have a huge evasion stat since it'd force builds, and we want to avoid that.
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Post by sylvanelite on Dec 18, 2018 1:59:37 GMT
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Post by WitchRolina on Dec 18, 2018 11:57:41 GMT
So that's the word for it. Yeah, I mentioned a function similar to that in the discord last month, but couldn't really explain it well apart from the general shape. Yeah, that's basically what I think accuracy should look like.
Drop rates might be a different discussion - how we approach it depends on a few other factors, which is a matter for later discussion.
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