It would if you're talking about small differences, which you would be if there were the kind of range that there is in Dark Souls. Not everything is the difference between hitting something with a club and hitting it with a sword, unless you're thinking of a much simpler system. I have a feeling that you could go to all the trouble to implement this incredibly nuanced system of visual feedback and find it's just not worth it. Games work with abstractions and symbolisations for good reason.Tempy wrote:If it intuitive enough it wouldn't be an issue.
I've never played Pokemon. How precisely do you know? And how is that effectiveness conveyed - are there no numbers?mistercrayon wrote:In pokemon I know how effective a move will me 8/10 times just by the name.
JonB wrote:I've never played Pokemon. How precisely do you know? And how is that effectiveness conveyed - are there no numbers?In pokemon I know how effective a move will me 8/10 times just by the name.
JonB wrote:It would if you're talking about small differences, which you would be if there were the kind of range that there is in Dark Souls. Not everything is the difference between hitting something with a club and hitting it with a sword, unless you're thinking of a much simpler system. I have a feeling that you could go to all the trouble to implement this incredibly nuanced system of visual feedback and find it's just not worth it. Games work with abstractions and symbolisations for good reason.If it intuitive enough it wouldn't be an issue.
Brooks wrote:The proliferation of pickupable stuff is only as compelling as the stuff actually is in the first place. If your arsenal is smaller the nuances can be made starker, as we know. Plenty for plenty's sake strikes me as a bit lame or actually sinister i.e. keep 'em hooked longer.
mistercrayon wrote:Deus Ex (1999) had zonal damage (shoot in the arm to make him drop the weapon!) but it just meant he'd run off to the alarm and call his friends. So while the option is there and the tech available for first instance zonal damage, in reality you need natural looking behaviours to back that shit up.
Tempy wrote:For the record I was only ever talking about PvE, couldn't care less about PvP in Dark Souls.
I think what you're suggesting is fine, but for something like a Zelda game. Here's a set of weapon types, match the right one to the enemy type. There's nothing wrong with that as such, but it requires dumping a lot of the customisation and minor differences between many weapons that DS is based around. You're talking about a different type of game basically, rather than a way of improving on a game like DS.Tempy wrote:I'm maybe not being clear, but I don't see the point in having +1 and +2 weapons. A spear is a spear. A pike is longer. A halberd has a blade on the end. These weapons exist and have pros and cons. I think the amount of range in Dark Souls is a bit pointless at times, beyond PvP. Make weapon choice down to the physical attributes of the thing instead of whether it scales better with strength or not. Of course, I'm not talking about changing the design of Dark Souls, these ideas can't be retroactively implemented into an existing system. I'm suggesting this be the basis of an entirely new game that takes a lot of the core ideas of souls and takes it further. I'd rather see someone try this and fail at it than just go "nah, i'd rather have numbers"
Do you also want it to be possible for your opponent to suddenly hit you in the head, killing you instantly? Honestly, it probably would be a good idea for some of you to play Bushido Blade, to see that's it's actually a bit poor, and not just because it's badly executed.Paul the sparky wrote:Thumbs up for Tempy's banter in here. Made a post with a similar point in the new Dragon Age thread. Next gen should see this stuff realised. If I hit a guy on the bonce with an axe I don't want to see a stock 'Ow you sod, you hit me!' animation followed by some numbers popping up and a health bar draining, I want to end that guy with one hit. Similarly if the blow was to glance off his shield or armour, I'd not expect if to take off an equal ammount of health as a direct hit. I want injuries, limbs being hacked off, armour being dented and cut from the body, and I want my opponent to react to it.
Tempy wrote:The uniqueness of the online mechanic is emphasised by its paucity.
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