August 2005
- SOC: Will company sanctioned cheating hurt the MMOcommunity? Michael Hartman
- Marketing Niche Online Games Christopher Allen
- SOC: Will company sanctioned cheating hurtthe MMOcommunity? Michael Hartman
- DGN: Reasons for play[was: EmergentBehaviors spawnedfrom...] cruise
- MUD-Dev Digest, Vol 27, Issue 3 Adam Miller
- MUD-Dev Digest, Vol 27, Issue 3 lwl@black-knight.org (Lydia Leong)
- MUD-Dev Digest, Vol 27, Issue 3 Pandora
- MUD-Dev Digest, Vol 27, Issue 3 Marc Bowden
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] John Buehler
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] cruise
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] John Buehler
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- SOC/DGN: Reasons the Sexes Play Jaycen Rigger
- SOC/DGN: Reasons the Sexes Play Michael Hartman
- SOC/DGN: Reasons the Sexes Play Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Ilia Malkovitch
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] ghovs
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was:EmergentBehaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play cruise
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Amanda Walker
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Matthew D. Fuller
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Pandora
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Matthew D. Fuller
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Arnau Josep RosselloĢ CastelloĢ
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Michael Hartman
- DGN: Reasons for play [was:Emergent Behaviorsspawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] cruise
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Kelly
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Damion Schubert
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Lachek Butalek
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Sean Kelly
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- SOC: MUD-Dev, Developers, and DGN: Reasons for play, blah-bity-blah-bity-blah... Jaycen Rigger
- TECH DGN: Story detection Boyle, Paul
- TECH DGN: Story detection cruise
- TECH DGN: Story detection Craig Huber
- TECH DGN: Story detection Sean Howard
- TECH DGN: Story detection Greg B
- TECH DGN: Story detection Max Battcher
- TECH DGN: Story detection Michael Sellers
- TECH DGN: Story detection Mike Rozak
- TECH DGN: Story detection paulmc@syd.microforte.com.au
- TECH DGN: Story detection Mike Rozak
- TECH DGN: Story detection Boyle, Paul
- TECH DGN: Story detection Mike Rozak
- TECH DGN: Story detection John Arras
- TECH DGN: Story detection Mike Rozak
- TECH DGN: Story detection John Arras
- TECH DGN: Story detection Mike Rozak
- DGN: Random questions about griefers Mike Rozak
- DGN: Random questions about griefers Peter Harkins
- DGN: Random questions about griefers Mike Rozak
- DGN: Random questions about griefers Peter Harkins
- DGN: Random questions about griefers Mike Rozak
- DGN: Random questions about griefers Tess Snider
- DGN: Random questions about griefers Ian Hess
- DGN: Random questions about griefers Thomas Tomiczek
- DGN: Random questions about griefers Soy weiser
- DGN: Random questions about griefers Michael Hartman
- DGN: Random questions about griefers Peter Harkins
- DGN: Random questions about griefers lwl@black-knight.org (Lydia Leong)
- DGN: Random questions about griefers Miroslav Silovic
- DGN: Random questions about griefers Tess Snider
- DGN: Random questions about griefers Mike Rozak
- DGN: Random questions about griefers David Johansson
- DGN: Random questions about griefers Mike Rozak
- DGN: Random questions about griefers Nesta Stubbs
- DGN: Random questions about griefers Peter Harkins
- DGN: Random questions about griefers lwl@black-knight.org (Lydia Leong)
- DGN: Random questions about griefers John Buehler
- Formulae Generation Ximon
- Formulae Generation Pandora
- Formulae Generation cruise
- Formulae Generation Ximon
- Formulae Generation Eli Stevens (WG.c)
Ximon wrote:
> Well, this particular "iteration", I'm actually trying to design
> combat and magic systems. I am getting stuck trying to come up
> with formulae that accurately reflect a 'to hit' roll, a damage
> roll, that kind of thing....
> For example, I would like the formula to determine if an attack
> actually strikes the intended target to include modifcations based
> on the weapon skill of the attacker, the shield (if used_ and
> evade skills of the defender, the physical dexterity of the
> attacker, the reflex of the defender, a random D100 roll, etc.
...[snip]...
> Any suggestions as to how to create these kinds of formulae? Am I
> being too complex for a mud? As I said before, this is more of a
> hobby and I'm more into mapping 'realistic systems' than creating
> something that "approximates close enough".
Here's a rough outline of a system that I think would work well
enough:
Every contested action in the game is going to have modifiers for
and against the action happening. These modifiers are summed, and a
random point in the total range is selected. Where this point falls
determines the result of the action. Ex:
Buffy swings her sword at an Orc:
- Sword skill of 15
- Agility of 10 (to counter dodge)
The Orc has:
- Agility of 12 (for dodge)
- A shield with a block of 7
In general:
- The orc is out of the optimal range for the sword: 3
Random(1 .. 47) is taken; 1-15 means a solid sword hit, 16-37 is a
glancing blow of some kind (not sure how the mechanics of this would
work, but it's Buffy's and the Orc's agility), 38-44 means the Orc
takes the hit on it's shield, and 45-47 means the Orc moved out of
range.
If the hit lands, then sword sharpness, Buffy's strength, the Orc's
armor, toughness, etc. all determine how much damage is done. If
the Orc moves out of range, then Buffy will have to close the
distance.
Of course, the real work is in figuring out what numbers to plug
into the system. But once you do, explaining it to your users (at
whatever level of detail you want) is pretty easy. It also avoids
the "percent of percent" confusion (I'm seeing a little of this in
WoW): if your have a critical hit chance of 10%, and you have an
ability that increases your critical hit chance by 10%, does that
mean 11% or 20%? With this kind of system, you can just say "gives
an extra 3 points to critical."
It also allows you to add small bonuses and penalties - high ground?
+3 to hit. Attacker on a patch of slime? A 5 point chance to slip
and fall. Etc.
Eli
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Damion Schubert
- MUD-Dev Digest, Vol 27, Issue 8 Adam Miller
- MUD-Dev Digest, Vol 27, Issue 8 Sean Howard
- MUD-Dev Digest, Vol 27, Issue 8 Amanda Walker
- DGN: Reasons for play [was: EmergentBehaviorsspawnedfrom...] Michael Sellers
- MUD-Dev Digest, Vol 27, Issue 9 Dread Quixadhal
- Democratizing MMOs - new business model chris klaus
- Democratizing MMOs - new business model Mike Rozak