"Contested" character stats

Post by DarkTides on 2022-10-02 04:08:42

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Post by Strevi on 2022-10-02 07:07:23

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Post by SongRune on 2022-10-02 12:33:48

You might as well just display the other player's stat block and ability level distributions. It'd be easier to read.

A basic attack with bleed proc chance on the weapon would probably cause the following to all flash on screen at the same time (every 0.5-1.5 seconds or so):

- Accuracy vs Evasion
- Attack vs Defense
- Crit Rate vs Incoming Crit Rate Reduction
- Crit Damage vs Crit Damage Protection
- Bleed Proc Rate vs Bleed Proc Reduction blended with Status Proc Reduction

If the opponent is dual wielding you get two of these lists alternating every 0.5-1.5 seconds, with different values.

- Some abilities might give chances of multiple status effects.
- Should it be displayed as base or with buffs?
- On the defender side, if you get hit by two people at once, does it display two "stat comparison lists"?

If you want to just show a color...

- Which of these five (or possibly sometimes more) things would you decide to give priority to?
- Do all status effects share a color, or are we gonna run out of easily distinguishable colors?
- This is going to be visually noisy as hell, or show only a tiny and likely deceptive subset of the actual comparisons going on.

It's typical to instead add visual indicators for:

- Hit
- Miss
- Status Procs
- Sometimes ticking DoTs

Which, along with watching your HP bar, generally gives you a good idea of what's going on. I have a feel for how much damage a Fighter normally does to me. Is this one doing more? I know my own stats didn't change. This tends to work much better, as it allows players to intuitively track the situation rather than trying to give them an unmanageable amount of visual information to try to process mid-battle.

People have an easier time noticing "This enemy tends to hit more often", "I am losing more HP per hit than I'm used to", "This status seems to proc more often", than reading and interpreting flashing (and changing every ability-use) numbers off a screen.

Post by DarkTides on 2022-10-02 22:29:55

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Post by SongRune on 2022-10-02 23:09:14

How does DBZ Tenkaichi do it? What does this look like in practice?

Post by DarkTides on 2022-10-03 02:54:07

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Post by SongRune on 2022-10-03 04:33:04

That sounds similar to the standard system of opposed stat comparisons that's common in video games in general. (Attack (based on STR) opposed by Defense (based on CON), Accuracy (based on DEX) opposed by Evasion (based on AGI), and the like). The indirectly opposed "speed" stat makes sense as well, though I'm less accustomed to that sort of thing being racial.

My question was about the visual indications for these clashes, which you asked for in your original post. How was this displayed beyond the standard "Damage", "Hit/Miss", "This person attacks faster"? What is it (more concretely) that you hope to see in Ashes?

Post by DarkTides on 2022-10-03 06:40:15

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Post by Sapiverenus on 2022-10-03 13:02:56

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Post by DarkTides on 2022-10-03 15:54:43

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