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Re: Dimini****ng Returns in Game Engineering

by "AngleWyrm" <anglewyrm@[EMAIL PROTECTED] > Jun 14, 2008 at 02:03 AM

"Geoffrey Summerhayes" <sumrnot@[EMAIL PROTECTED]
> wrote in message 
news:0dd22911-c0fa-4762-a012-bf1f85d5941f@[EMAIL PROTECTED]
> Ok, here's an example of a damage model that uses a lot of stats
> average damage=
> (max 0,
> ((max((minimum chance to hit),
>    min((maximum chance to hit),
>        (base % to hit for class and level)+
>        (agility bonus)+
>        (equipment hit bonus))))*
>  ((average weapon damage)+
>   (strength bonus)+
>   (equipment damage bonus)+
>   ((critical %)*
>    (average critical damage)))*
>  (100% -
>   (****eld block %)+
>   (enemy agility bonus)+
>   (enemy equipment block bonus)))-
> ((enemy armour absorption)+
>  (enemy constitution bonus)))

This example displays a firm grasp of what these values are generally used

for. I just want to make it clear that I'm not implying anything less. But

the general use pattern -- not the designer -- has a problem.

The problem is that the full range is obfiscated. It is no longer clear
what 
the maximum 'average damage' is, even though of course there is one.

That problem leads to putting pegs in place to confine the range. The
result 
is quite often that the number just sits on one or the other peg, shooting

between them when it reaches critical mass.

>> 2). "That all stats are equally im****tant"
>> This is the primary reason for using a range that goes from 0 to 1. It 
>> can
>> be easily scaled to any desired range, and may be scaled differently
for
>> each variable. The result is still the same: All that has happened is 
>> that
>> the box is stretched/squished along one or more dimensions. The shape
and
>> pro****tions remain intact, relative to the newly distorted box. I
should
>> probably illustrate this point, because it's not obvious.

> Bull. This simplification merely serves to make your
> argument appear valid.

Yep, definitely going to have to illustrate this point. Ok, here we go: 
Ladies and gentlement, please take note that at no time does her nose
leave 
her face:
http://home.comcast.net/~anglewyrm/img/face.png
Her nose is always between her eyes, and about the same distance to each 
eye. And that applies directly to making mosters that go from 1hp to 100hp

through the game, or making them go from 1hp to 10000hp. Just stretching a

range.

It seems that 0% to 100% is easier to get than 0 to 1, so I'll have to
make 
some edits. All I've done is make the ranges from 0% of whatever the best 
value is up to 100%. Which is by definition the best value. If there were 
something better, it would be the best value instead, and we'd be taking
0% 
to 100% of that.

> So, Ok, over the course of the month to two years
> that pass in the typical adventure game, I suppose
> I could suddenly forget how to use an axe in order
> to become a better negotiator.

If axe skill is a true/false thing then "suddenly" applies, just as it did

when the skill was acquired. But if it has several levels of expertise,
then 
maybe let the player choose to transfer some skill at level-up. That way
the 
player can become rusty at that axe skill (by choice, not imposition) in 
order to excel in another area.
 




 31 Posts in Topic:
Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-07 22:50:12 
Re: Diminishing Returns in Game Engineering
John Nagle <nagle@[EMA  2008-06-08 23:51:42 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-09 14:17:43 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-10 11:59:36 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-11 21:04:03 
Re: Diminishing Returns in Game Engineering
nathan@[EMAIL PROTECTED]   2008-06-11 23:37:21 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-12 22:37:04 
Re: Diminishing Returns in Game Engineering
Russ Whiteman <russw99  2008-06-13 02:55:20 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-13 04:18:53 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-13 10:06:57 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-14 02:03:57 
Re: Diminishing Returns in Game Engineering
Mike <m.fee@[EMAIL PRO  2008-06-16 11:06:41 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-14 22:29:39 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 04:50:17 
Re: Diminishing Returns in Game Engineering
Miss Elaine Eos <Misc@  2008-06-15 07:56:54 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 15:34:08 
Re: Diminishing Returns in Game Engineering
nathan@[EMAIL PROTECTED]   2008-06-15 21:21:39 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-15 21:29:18 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-16 13:46:40 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-18 00:14:44 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-19 21:12:22 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-21 00:58:42 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-21 16:00:14 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-21 18:02:32 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-22 10:55:12 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-22 17:31:17 
Re: Diminishing Returns in Game Engineering
Anton <anton.txt@[EMAI  2008-06-24 19:04:52 
Re: Diminishing Returns in Game Engineering
"AngleWyrm" <  2008-06-25 18:40:13 
Re: Diminishing Returns in Game Engineering
Geoffrey Summerhayes <  2008-06-21 17:58:28 
Re: Diminishing Returns in Game Engineering
gsx <o.xhani@[EMAIL PR  2008-06-22 05:15:05 
Re: Diminishing Returns in Game Engineering
gsx <o.xhani@[EMAIL PR  2008-06-22 05:19:38 

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