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PS#4616 - Revise rules for attacks that miss the target

Attached to Project: PlaneShift
Opened by bonifarz (bonifarz) - Saturday, 24 July 2010, 09:26 UTC-4:00
Last edited by Lanarel (Lanarel) - Monday, 02 August 2010, 12:25 UTC-4:00
Area Rules
Severity Medium
Status New
Task Type Feature Request
Version 0.5.4
State Open
Assigned To Stefan (Stelanso)
Percent Complete
Votes 0
Private No

Details

Judging from the outcome of some tests on the RP server, the chances that an attack misses the target is hardly (or possibly not at all) affected by the attackers stance, the distance to the target and the equipped weapons and armor (given the same skills are associated). In contrast, some stats of the target seem to have a huge impact on this probability, as well as the skill rank associated with the attack. From an intuitive point of view, however, the chance to miss should depend more on the attackers skills and equipment, i.e. the difficulty to handle a certain weapon precisely when bearing the weight of some armor.
For the combat stat comparison between attacker and target, there are already chances to dodge and block. Therefore, a player could make more intuitive use of combat messages if the chances to miss would not depend on the properties of the target, in order to adopt his strategies. With the newly introduced ranged weapons, the distance to the target should be the main factor to determine the chance to miss with respect to the attackers skill ranks.
The last point that could be added in this context is that some mobs, such as consumers and ulbernauts are huge and bulking. A system message reading that you missed such a beast looks somewhat ridiculous.

This task depends upon

Comment by RlyDontKnow (RlyDontKnow) - Saturday, 24 July 2010, 10:52 UTC-4:00

the miss chance doesn't depend on the target at all atm, it only depends on the attacker.
I agree miss chance for ranged weapons should increase with a higher range, however that skill lacks some engine features to be possible, even though I lately created the possibility for distance dependend outcomes in the combat script.

Comment by bonifarz (bonifarz) - Sunday, 25 July 2010, 10:51 UTC-4:00

Ah, yes you are right, I could not reproduce some of the tings I had in my notes. I think it is the best for now to change the description of this task and address the obvious need for additional features in ranged combat:

Distance dependence of chance to miss

With the newly introduced ranged weapons, the distance to the target should be the main factor to determine the chance to miss with respect to the attackers skill ranks.

The other aspects that are still interesting - the bulkiness, weight or shape of a weapon together with the massiveness or stiffness of armor and the appropriate skills as main factors for a more diversified outcome of the chances to miss - should remain as a side note here, but are probably to complex for a feature request in this framework. The size of a mob as another factor for this probability would not add much depth to the rules.

Comment by Lanarel (Lanarel) - Monday, 02 August 2010, 12:25 UTC-4:00

Adding stelanso to have a look and give an opinion.
Bonifarz, since you are obviously spending some time on this already, did you ever think of applying to help the team?

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