2013-07-07, 10:41 PM
I understand if you don't want to change SoM's default mechanics, but it sounds like you are changing the default formula so I don't quite get how your new formula is any better than the old.
Quite a few games have used damage=atk-def, as a matter of fact, I'm pretty sure Brigandine does with a slight randomizer and elemental adjustments. My desire for SoM has always been to make it easier for the common fan to make a game. And the problem that everyone mentions about SoM damage is that it's too abstract to adjust without tons of trial and error or calculation. That's just wasted time that would be better spent on other aspects of game development.
The bottom line is "how many hits does it take to kill something". No matter how fancy the damage formula is, it always boils down to that same thing. If a player with 29 ATK goes against an enemy with 100 HP, 18 DEF how many hits would it take to kill the enemy using this formula: ATK-max(0,DEF-ATK*ATK/(DEF*2)) ? Good luck without a calculator.
But if the formula is "damage=atk-def", most people can do the math instantly in their head (29-18=11 100/11 = 9.x = 10 hits). Because of that, players can also evaluate equipment in a meaningful way. In KF, if I found a weapon with "56 Slash atk", I had no idea what that meant other than it was better than "55 slash". With a simple formula, players can weigh the pros and cons of equipment and plan strategically. That adds potential enjoyment to the game.
SoM's default formula IS "damage = 1.5xATK - DEF" as long as stats are balanced. The only point in deviating from that formula as stats grow apart is to restrict players from going into areas where they aren't supposed to be yet - aka "rat in a maze" game design. If someone wants to make a linear "rat in a maze" game, there are far easier ways of doing it.
I've said all there is to say, and you never change your mind once you've decided so I'm done talking on that particular topic.
Quite a few games have used damage=atk-def, as a matter of fact, I'm pretty sure Brigandine does with a slight randomizer and elemental adjustments. My desire for SoM has always been to make it easier for the common fan to make a game. And the problem that everyone mentions about SoM damage is that it's too abstract to adjust without tons of trial and error or calculation. That's just wasted time that would be better spent on other aspects of game development.
The bottom line is "how many hits does it take to kill something". No matter how fancy the damage formula is, it always boils down to that same thing. If a player with 29 ATK goes against an enemy with 100 HP, 18 DEF how many hits would it take to kill the enemy using this formula: ATK-max(0,DEF-ATK*ATK/(DEF*2)) ? Good luck without a calculator.
But if the formula is "damage=atk-def", most people can do the math instantly in their head (29-18=11 100/11 = 9.x = 10 hits). Because of that, players can also evaluate equipment in a meaningful way. In KF, if I found a weapon with "56 Slash atk", I had no idea what that meant other than it was better than "55 slash". With a simple formula, players can weigh the pros and cons of equipment and plan strategically. That adds potential enjoyment to the game.
SoM's default formula IS "damage = 1.5xATK - DEF" as long as stats are balanced. The only point in deviating from that formula as stats grow apart is to restrict players from going into areas where they aren't supposed to be yet - aka "rat in a maze" game design. If someone wants to make a linear "rat in a maze" game, there are far easier ways of doing it.
I've said all there is to say, and you never change your mind once you've decided so I'm done talking on that particular topic.