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Critical Strike

PostPosted: Wed Nov 06, 2013 10:51 pm
by Sex
Just delete this shit. No skill/luck only. Haxxer game...there is no future.

Re: Critical Strike

PostPosted: Fri Nov 08, 2013 5:36 am
by yrollyou
+1
just delete random!

Re: Critical Strike

PostPosted: Fri Nov 08, 2013 6:17 am
by Kvarkin
So what do you suggest then, if no random? Just measure *** to understand who wins? =)

Re: Critical Strike

PostPosted: Fri Nov 08, 2013 9:53 am
by Izno
I can understand that it feels frustrating at times, but this kind of mechanics are entirely part of RPG's and board games.

Also, it works the same for everyone.

By giving an extra potential twist to the batlles, it helps keeping things fresh when you play against the same enemy/composition often.

Then, the chances it turn the sides of a batlle are actually limited. It just feels bad when you get one hence the reaction. And it's also more visible and impactful right now because companies are not that big just yet.

I remember having this talk over and over when I was doing some competitive PVP in WoW (even if in my opinion e-sports in MMO's is a bad idea) and for long I shared your pov. But when you think to it, especially in a game where stuff can't affect your critical rate, it's a pretty balanced mechanic. It brings some extra excitement to the table !

Of course that's my pov, feel free to discuss it :mrgreen:

Re: Critical Strike

PostPosted: Fri Nov 08, 2013 11:01 am
by Jigoku
Izno summarized our initial position very well.

However, we felt like you that some of these critical strike mechanics needed a tweak.
We changed a bit the way that the critic rates work in our current build, and you should benefit from it soon too ; we reduced by a great deal critical chances for every unit, and added some ways for the "Assault" classes to increase theirs.

We feel that it will greatly reduce the "random" factor some of you may feel while still adding tactical choices for players that like this "critical rate" mechanic.

Re: Critical Strike

PostPosted: Mon Nov 11, 2013 3:48 pm
by skydancer
In general critical hit and random result is part of this kind of game. If someone don't like that just go chess. ;)

What i would like to know is how is the critical formula and what effect it produce. Imo it would be nice if critical % would be great if you have more % of success in your attack, and not just a base % for everyone.

Re: Critical Strike

PostPosted: Mon Nov 11, 2013 8:53 pm
by Almanro
+1 Jigoku

I personally don't like the critical hit part, but it is present in almost every game nowadays, the important thing is to balance it well! You should however as Jigoku said reduce the probability to get a crit, because too often games are only decided by 3-4 Critical Strikes in a row!

PS: I don't know if it is wanted, but many times when I get a critical strike I immediately get another one if I'm using the "Offensive Stance"

Re: Critical Strike

PostPosted: Mon Nov 11, 2013 10:38 pm
by Kvarkin
It is only 5% chance to crit, so In actual "clear" random it is only 1 per 8000 chance to have 3 cs in a row, and 1 per 160000 for 4 cs in a row.
I agree with your statement about seeing series of crits. The problem is random function, that seems not to be "pure". As I played I found that 1d100 dice roll randomizer throws series of close values (low values for critical strikes, high values for ubealivable misses) . It is often, when randomizing algorythm works like that.
I'm pretty sure I might be wrong, but it is not only me, who notice that =)

Re: Critical Strike

PostPosted: Tue Nov 12, 2013 12:16 am
by skydancer
Please in every game i've played there's ppl whining about dice or random generator.... it's superstiction!

Re: Critical Strike

PostPosted: Tue Nov 12, 2013 11:08 am
by Legulysse
Hi Kvarkin ! If you are interested in technical reading, you can have a look here :
http://docs.python.org/2/library/random.html
http://en.wikipedia.org/wiki/Mersenne_twister
I hope it will help you having some faith in our rolls ;)