Chance of Critical hit

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bort
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Post by bort »

cavesomething wrote:maybe there should be a criticalness, value for weapons? that is if they get a critical, the effect it should have.

Presumably there should be critical failure as well? (drop weapon, hit self, have weapon stick in monster)
No, by allowing the monster to score critical hits, you already have the critical failure, as the monsters scores on you.
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Post by woo »

No i think he is right, if you allow the oppurtunity to do a critical hit for extra damage (i.e. you swigin really well) there needs to be a critical failure (i.e. you toss your weapon behind the monster)
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Post by Mith »

woo wrote:No i think he is right, if you allow the oppurtunity to do a critical hit for extra damage (i.e. you swigin really well) there needs to be a critical failure (i.e. you toss your weapon behind the monster)
I DONT think so. having a critical failure as in 'you drop your weapon' is fine when fighting a titan, but its almost equal to a gravestone (i.e. being killed) when you fight high lvl monsters.

having an evil master that can deal a critical hit is a bad enough side effect.

giving a monster the abitilty to deal a critical hit and also make it possible that a player makes a critical failure makes the game _way_ too hard. Not for high lvl guys when fighting a titan (which is no fun, they die with one, or at most two hits) but it _IS_ for mid lvl chars (and high lvl chars when fighting high lvl monsters)

If you want to make the game more entertaining for high lvl players, add more high lvl monsters. Dont make existing monsters harder to beat.
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Post by cavesomething »

Mith wrote: If you want to make the game more entertaining for high lvl players, add more high lvl monsters. Dont make existing monsters harder to beat.
In what way aren't those effects equivilent?
bort
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Post by bort »

cavesomething wrote:
Mith wrote: If you want to make the game more entertaining for high lvl players, add more high lvl monsters. Dont make existing monsters harder to beat.
In what way aren't those effects equivilent?
Well, if the monster scores a critical hit on you, then its a whammy. If you score a hit on him, its a whammy. If he scores a critical hit, and you score a failure, its a double whammy on you. Not to mention just implementing critical hits only would be easy in code, compared to adding critical failures and critical hits on monsters and players.
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cavesomething
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Post by cavesomething »

Er, it isn't neccessarily too much harder.
Presumably you'll want to have similar to the D&D idea of 20 is automatic hit, 1 auomatic failure, and then roll against them for criticals, getting a similar 20/1 thing to suceed.

Now you want levels of criticals, so have 10 levels to let it be counted against.

This is a one in 400 chance for both critical hit and critical failure and so you need to have a number in 4000 generated, This would be generated with luck favouring higher numbers. Then to have a failure effect function like the spell failure one, and a critical effect function to increase damage and the like.

I think that if weapons have criticalness, that measures how badly a failure is possible and how sucessful an attack can be, then you have a number representing the riskyness of fighting with any given weapon. (I like to think also that the item power of the weapon compared to the level of the skill it uses should have chance to skew this effect also.)

which effects you could have:
critical hits
You do more damage (10-20% more)
You do lots more damage (40-60% more)
You do double damage
You disarm your enemy (they lose their weapon)
You stun your enemy (paralyse, or maybe a confuse effect)
You experience a surge of andrendeline (temporary increase to speed)

critical failures

You do less damage (you hit, 'tis but a glancing blow)
You do zero damage (you hit, to no effect)
You drop your weapon
You hit, and your weapon gets stuck in your enemy (weapon is removed form inventory, added to enemies inventory)
You injure yourself with your own weapon.
You lose your grip on your weapon, it flies away (gets placed in one of the adjacent squares, could be fun against acid blobs)
You damage your weapon (your weapon gets its type changed, making it useless and has to be repaired by a smith)
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Post by Leaf »

cavesomething wrote: You drop your weapon
You hit, and your weapon gets stuck in your enemy (weapon is removed form inventory, added to enemies inventory)
I used to play on a MUD that had this "feature" with your weapons.

It sure made things challenging when you would lose your weapon, die, spend the next 10-15 minutes wandering around as undead, returning back to life, getting all your eq organized, healing up and then hoping to re-join your group to kill the monster that now has your weapon all before hoping/praying that the map hasn't reset, another party has killed the monster and claimed your weapon, a server crash or some other difficulty.. :x

"How can I kill that megadragon now that I lost my Dragonbane.. ?" :wink:
cavesomething
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Post by cavesomething »

Yeah, there needs to be more ways to get rid of weapons that are in the game :)
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Post by Leaf »

Oh yeah.. another aspect that Crossfire has that the MUD did not.

Your dropped weapon could easily get ice cubed or torched from some spell effect.
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Post by Mith »

cavesomething wrote:
Mith wrote: If you want to make the game more entertaining for high lvl players, add more high lvl monsters. Dont make existing monsters harder to beat.
In what way aren't those effects equivilent?
making existing monsters harder to beat is not equivalent to add more high lvl monsters for:
- adding high lvl monsters does not make existing monsters harder to beat, adding critical failures does.

- current extremely high lvl monsters (evil masters, gothwolte, lorkas, surtur, rancid, vultoor) are hard to almost impossible to kill as.
Imagine what would happen if they do twice the damage, or make you loose your weapon. Not many of us are walking around with one (or more) duplicates, having several keybindings to wield them really quick
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or rather: sum ergo bibendi
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