>have 5000 HP
>weakest enemy attack does 500 damage
>dead in 10 hits
This needs to stop. Just give me 10 HP and make enemies do 1 damage. Is there anyone that's still tricked by "numbers big=epic" anymore?
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>Is there anyone that's still tricked by "numbers big=epic" anymore?
There will always be. A new generation of underage gamers is born every day.
Kill cats
t. dogoid
No, I just hate genocidal pests
t.jew
thresholds are sometimes easier to handle if you use larger numbers. What if you want the player to die in 9 hits? 575 damage.
Give them a 10% crit chance that doubles damage to 2.
That isn't the same system; that is far more variable, with some times the damage killing the player in 10 hits, and sometimes in 5.
Law of averages. 10% crit chance is a 10% chance.
That's not how it works.
It is. Even if you guess a coin toss correctly a hundred times in a row doesn't change the fact that you still only have a 50/50 chance to do so.
Anon, when designing a game, you need to consider all possible scenarios, not only the average.
No.
Hmmm... Black person!
>racism on a blue board
That doesn't make any sense. Being able to average out encounters defeats the whole point of considering individual encounters.
So no progression whatsoever, as well as no room for crits or any kind of bonus damage. Yet another dreadful post and opinion from Ganker
How would it not allow for crits or bonus damage or progression? You're not actually tricked by the big numbers are you? If you level up at 5000 up and get 10% more health to 5500, it's the same as going from 10 to 11.
>Can only increase health by 10% minimum
>Can only increase damage by 100% minimum
the main contrary point I can think of is, what if the developers decide that they want to make a new enemy that has an even weaker attack? It would not be possible with the 10 HP system (unless you start using floats, but that defeats the whole purpose). It's part of the reason why street fighter 6 made the switch from having their HP system from 1000 to 10000. Larger numbers also allow for more granularity, you can make an attack deal 501 damage, but you can't do that with the 10 HP system.
>100 levels later
hp
>enemy attacks does 50000 damage
>still die in 10 hits
Yeah but you're immortal if you go back to the starter area.
You would only do this if your game doesn't have defense mechanics. Let's say your HP was 200, you have armor and that reduces it by the amount listed as a flat amount. You also have a skill that reduces all damage by half. Now that 30 damage hit can be reduced by 10 because of your armor. This also means you can have bigger hits, so you feel you have a better investment on using your half damage skill. 100 damage reduced to 90 and halved to 45 feels much better. Now you can survive 3 instead of just 2.
The only thing armor should be used for in RPGs is a chance to negate damage entirely, much like it's role in real life. That blow that would have broken your arm now glanced off and caused just some minor bruising. But a crossbow bolt that punches clean through your plate into your heart makes it as useful as a T-shirt.
getting hit in armor and in a shirt are not even remotely close
the bolt is losing force punching through the armor, its doing less damage even if it hits
A punctured heart is a punctured heart dickhead. The projectile being slower is irrelevant.
>damage reduction ain't real bro either it breake armor entirely or does nothing at all
broken ribs might not be quite as bad as punctured heart, but still hurts like a b***h
It's a high-armor, high-damage, low-HP situation
>But a crossbow bolt that punches clean through your plate into your heart makes it as useful as a T-shirt.
Ummm akshually this is a myth, crossbows aren't much better than bows at penetrating a solid metal plate even at massively higher draw weights
Play Fire Emblem, OP. FE keeps the numbers simple, that's what many people like about it. Even in the most stat bloated releases, you will never even see a 3-digit number unless you hit a massive boosted crit or something.
I have to admit, that's something I really appreciate about the series.
>everything 1 shots you
Leaving the numbers bigger gives you more design space to work with. Why limit yourself?
I like the level up buzzers and whistles.
going from hitting 1's to 2's in runescape felt monumental
But I like big numbers...
I wanted to like this game, but the grind is fricking tedious
Damage numbers popping up in general is a dead giveaway you're playing a shitty game