vieuxchat vieuxchat

What's the point of balancing weapons when ...

What's the point of balancing weapons when ...

... the combat system is flawed ?

Please, change the uniform 1DN attack and defense, the casters that cast faster with swords than with bare hands, the attack and damage in only one stat.

At the moment you can't have a weapon that has few chance to hit but do a lot of damage, or the weapon that hits easily but do really few damage. At the moment, if you can hit easily you'll hit hard. At the moment you can have 300 in defense. Too bad you rolled a 0.

With such flaws, weapons can't be balanced.

 

263,526 views 106 replies
Reply #101 Top

Quoting Zero_the_Hero, reply 100
Thanks for all the guys who answered my question about the current possibility of AI tweaking and combat system revamp by a mod.

I think the lack of those in a game that was advertised as the ultimate modable game is quite sad.

It would be even if the AI rocked. We freak players always find some new weird strong strategies that developers had no idea of, and it's nice to implement the AI to behave like that if the conditions are met.
 

AFAIK you will be able to modify the core gameplay elements via Python coding. [AI/combat system/etc.]

Reply #102 Top

Quoting divvu80, reply 84

Quoting VR_IronMana, reply 83

I wish I played the games you played where the stock AI was as good as the modded AIs. Or so good that modding the AI isn't even a thought
 

He's actually right. AI is one of the most "Organic" parts of a game, and it's also one of the hardest thing to tweak.

Usually you want to build the AI around the features. I'm no expert, but many modded AI are just a shifting around of "weights", that effectively happen to improve the game, while we are talking about modding in stats the AI wouldn't even be aware of.

 

Correct me if I'm wrong, because I'm not 100% sure about this...

Well, if you define a stat in the game, it would seem to follow that you can reference it in the AI code. Similar to making a new unit or structure and then having the AI use it.

While I agree that changing AI can be just changing the weights that it will give certain units/buildings/abilities in certain situations, I think that if we but in a new combat system where say, weapons have a separate damage stat and then attack is to-hit, then if we wanted to have an AI that liked to favor high damage, we could just weight the new damage stat.

I have a hard time thinking of how we could create a new stat in the game, but then not be able to tell the AI about it. As long as that stat exists on the objects we are asking it to weight, it would HAVE to work?

No expert here either, but just on my experience with making units and adding them in and then telling the AI how to use them on some games in the past, it would seem stats would be the same way, especially in a nearly purely data-driven game like Elemental.

Reply #103 Top

I'm a little worried, don't want this thread to be lost by the moment developers will turn to feedback

Reply #105 Top

Quoting divvu80, reply 104

Quoting VR_IronMana, reply 102

No expert here either
 

 

Where are those damn experts when you need them

 

Guess, they are too busy modding to inform us laypersons :pout: |-)

Reply #106 Top

Quoting Tormy-, reply 101
AFAIK you will be able to modify the core gameplay elements via Python coding. [AI/combat system/etc.]

The key word is "will", as in the future. A game that is advertised as the ultimate mod game should, at least, have all mod tools available since its release. I understand that many people may not see it that way, but that's just my opinion based on the fact that this point, in special, had intense advertisement.

Even so, I look forward to the day that we will be able to do some python coding then.

Cheers.