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Remove Damage Randomization

Author
Sigras
Conglomo
#61 - 2011-10-06 06:14:03 UTC
Samantha Tel'Vellor wrote:
When I play Eve, I play to engage in a game far more akin to Dungeons and Dragons, than Chess. And I'd challenge you to find a single table top RPG out there that has no random factor to it at all.


right you are, but you dont play competitive D&D you play against a GM
Tippia
Sunshine and Lollipops
#62 - 2011-10-06 06:26:56 UTC
Sigras wrote:
right you are, but you dont play competitive D&D you play against a GM
Not really, no.
And actually, yes, you can indeed play D&D (or any RPG for that matter) competitively.

And you still haven't really explained why randomisation is a bad thing or why it removes skill. Again, see the poker example — the game mechanic is entirely random, but that does not mean that the game play is random. Same thing here. Skill matters immensely in ensuring that you come out ahead, and it goes way beyond just looking at the hit/damage calculation.
HakerElite
Ganja Labs
Exodus.
#63 - 2011-10-06 09:12:28 UTC
The randomness of the shots from my experience as a ceptor/bs/everything else pilot do not seem random to me at all during the time of me playing this game.

Everything that happens is what I would expect to happen based on what I know and my actions. To me the randomness implemented is equivalent to the randomness that you would see in real life.

If I have full transversal on a ship in my low sig radius inty I will never get hit, unless he has insane tracking. If I burn straight at a ship I will fully expect to die in a fire.

I have never been surprised every time I have died/killed it has been a result of my own actions or the other guys actions not chance, at least not the type of chance that you are talking about :P
Sigras
Conglomo
#64 - 2011-10-06 21:37:28 UTC
Tippia wrote:
And you still haven't really explained why randomisation is a bad thing or why it removes skill.

Say with basketball, if you rolled a die every time a field goal was made on a 1 or 2 the shot was worth 1 point, on a 3 or 4 the shot was worth 2 points and on a 5 or 6 the shot was worth 3 points.

90% of games would be completely unaffected . . . in fact probably 99% of games because the law of large numbers works, and there are a lot of field goals made in a basketball game, but 1% of games would be decided completely by luck, does that mean that skill played no part? no because of course the players still had to make the shots, but the point is that the mechanic needlessly adds to the game a measure of luck that doesnt need to be there and doesnt add anything.

Lets look at an example from Eve, if warp disruptors worked 99% of the time, it would reduce skill because 1% of the time you would lose your fight (not get your kill in this case) because your warp disruptor decided not to stop him from warping off this time even though you applied your skill correctly in keeping him within 24 km

Tippia wrote:
Again, see the poker example — the game mechanic is entirely random, but that does not mean that the game play is random.

In poker you play the opponents, not the hand . . . yes a lot comes into knowing when the card combinations could give you a great hand, but when im betting in poker, im betting that the person isnt going to call, my cards dont even matter 80% of the time because the hands usually end in someone folding.

Beyond that, the randomization of cards in poker is an integral part of the game, the damage formula could be changed to d *= z with no huge change in the way the game works.

If you really must keep randomness for some reason, what about a compromise? right now there are two random functions, 1. hit chance which, while being based on skill (tracking vs transversal), is still at its heart random because there is a random chance that you dont hit based on a percentage
2. damage randomization which swings damage from 51% to hit chance + 50% with a 1% chance of a 3x shot.

I propose that you remove #2 meaning its still random whether or not you get hit but when you do get hit, it always does the same damage minus the resistance of your shield/armor/hull

Initially I just wanted the formula to be d*=z but if thats asking too much I guess i can compromise.
Nova Fox
Novafox Shipyards
#65 - 2011-10-07 15:54:19 UTC
basketball horribad idea to champion for random removal.

You left out the part that is working against the score from happening.

Lets just leave to fate and skill of the ball leaving the players hands for this example.

Where was the shot made from? Does the ball hit the goal at all? Does it hit the backboard? Where on the backboard did it hit? Does it hit the backboard before going into the basket? Does it hit the rim along the way? Did the ball hit the rim? where on the rim? does it go in after hitting the rim? does it hit the rim again? how many times does it bounce on the rim before it gose elsewhere? if it didnt go in the bascket where does it bounce out to? Did it wedge itself between the rim and the backboard? Did it bounce on the rim and get stuck in the rafters?

This random is quite eve like.

What am I shooting at? How fast is my tracking? relative velocity? What is his velocity? His terminal velocity? his signature size? my guns grouping resoultion? what are my skills at? what modules does he have on? What modules I have on? What am i flying? what is he flying? how far away is he? what ammo I have? His mass? My mass? Angle of attack? current heading? is my ship rolled away fro him? Was I shooting something else before I shot at him? Are my guns grouped? are they segmented? What bonuses are being applied? how many skills he has? What implants I have installed? what implants he has installed? are there boosters being used by me? does he have boosters on? do either booster have drawbacks currently on? Is he overloading? Am I overloading? How damaged is his ship? is he shield tanking? how damaged is my ship? what are my fleet boosters at? does he have a fleet booster effecting him? Does he have a titan bonus applied, Do you have a titan bonus applied. Drones? What electronic warfares are being applied to my target? What warfares am I currently effected by?

Verse starcrafts'

Is he hostile? Am I agressive? Can I see him? What type of damage Im doing to him? Can I reach him? How far I chase him? Do I have orders queued? What upgrades I have?


Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Tippia
Sunshine and Lollipops
#66 - 2011-10-07 16:16:03 UTC
Sigras wrote:
Say with basketball, if you rolled a die every time a field goal was made on a 1 or 2 the shot was worth 1 point, on a 3 or 4 the shot was worth 2 points and on a 5 or 6 the shot was worth 3 points.
…then we'd be talking about a randomisation that is immensely larger than what we're talking about in EVE.
Quote:
Lets look at an example from Eve, if warp disruptors worked 99% of the time, it would reduce skill because 1% of the time you would lose your fight
What skill are you referring to here? What is being reduced? And no, that would rather increase the reliance on skill, since you would have to use it to compensate for the unreliability of the equipment…
Quote:
In poker you play the opponents, not the hand . . .
…much like in EVE. The damage calculation you're talking about is just a statistic, much like the (potential) value of the hand, and it is worth about as much as far as determining the outcome. The rest comes down to flying, reading his movement, reading his ship and fitting choices, countering his tactics, knowing when and how much to engage your various support modules, when and how much to overheat, and just plain old bringing the right stuff to the field.
Quote:
the damage formula could be changed to d *= z with no huge change in the way the game works.
Then there's no need to change it.
Quote:
right now there are two random functions, 1. hit chance which, while being based on skill (tracking vs transversal), is still at its heart random because there is a random chance that you dont hit based on a percentage
2. damage randomization which swings damage from 51% to hit chance + 50% with a 1% chance of a 3x shot.
No, there's only one random function: the die roll to determine the hit.

Anyway, I still don't see the need for even a compromise: skill is such a huge factor already. The "to hit" die roll is something RPGs and strategy games before them have been using since… oh… the early 1800s, and guess what? It has worked pretty darn well for those 200 years and haven't stood in the way of skill to any greater extent.
Nova Fox
Novafox Shipyards
#67 - 2011-10-07 17:42:05 UTC  |  Edited by: Nova Fox
Ill leave this to say, How often do you perfectly shoot an entire magazine of a real gun into the same hole the first bullet made?

This is how gun's resolutions are determined at optimal. It would be neat if the grouping got larger beyond optimal (which it doesn in an odd way with falloff).

This is where most of the damage radomization can come in, its bascially how far off center that shot is. if its outside the cirlce its going to miss, in the circle around the edge would be light hits and the more center that shot its the more likely its going to be critical.

Followed by how fast that circle keeps up with the target determines alot for hitability and chance to do damage at all.

This lack of randomization what makes star trek online combat rather boring mind you.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Sigras
Conglomo
#68 - 2011-10-07 21:20:11 UTC
Tippia wrote:
Sigras wrote:
Say with basketball, if you rolled a die every time a field goal was made on a 1 or 2 the shot was worth 1 point, on a 3 or 4 the shot was worth 2 points and on a 5 or 6 the shot was worth 3 points.
…then we'd be talking about a randomisation[SIC] that is immensely larger than what we're talking about in EVE.


not really . . . damage scales from 51% to 150% just like the points in the example even though it is a bit of an oversimplification, I could make the example more complicated if you like.

But secondly, is that a relevant factor? If a lot of randomization is a lot broken then a little randomization is a little broken and both need to be fixed.

Tippia wrote:
Sigras wrote:
Lets look at an example from Eve, if warp disruptors worked 99% of the time, it would reduce skill because 1% of the time you would lose your fight
What skill are you referring to here? What is being reduced? And no, that would rather increase the reliance on skill, since you would have to use it to compensate for the unreliability of the equipment…


how would skill be used to compensate for the unreliability of equipment? Right now its a binary question, do you have enough skill to stay within 24 km to keep them tackled, vs do they have enough skill to get lose

In the given example it would be "do they have enough skill to get lose or enough luck that your warp disruptor decides not to stop them this time" skill is still a factor but not the only factor which reduces it in that instance.

Right now its 100% skill, with the example its 99% skill 1% luck and therefore involves less skill because 99% < 100% QED
Sigras
Conglomo
#69 - 2011-10-07 21:21:21 UTC
Tippia wrote:
Sigras wrote:
In poker you play the opponents, not the hand . . .
…much like in EVE. The damage calculation you're talking about is just a statistic, much like the (potential) value of the hand, and it is worth about as much as far as determining the outcome. The rest comes down to flying, reading his movement, reading his ship and fitting choices, countering his tactics, knowing when and how much to engage your various support modules, when and how much to overheat, and just plain old bringing the right stuff to the field.


That is axiomatically wrong because a lucky wrecking shot on a group of 8 guns from a battleship can one shot a frigate; in poker, you could hold the winning hand and still fold.

Tippia wrote:
Sigras wrote:
the damage formula could be changed to d *= z with no huge change in the way the game works.
Then there's no need to change it.


The point of all that was to say that Eve COULD be played without the damage randomization, and it would be easier on the server, and easy to implement.

Its also a misnomer that since it makes a little change it shouldnt be done . . . Buffing assault ships (however they do it) wont greatly change the game of Eve, but it should still be done because assault ships are still fairly underpowered.
Sigras
Conglomo
#70 - 2011-10-07 21:21:49 UTC  |  Edited by: Sigras
Tippia wrote:
Sigras wrote:
right now there are two random functions, 1. hit chance which, while being based on skill (tracking vs transversal), is still at its heart random because there is a random chance that you dont hit based on a percentage
2. damage randomization which swings damage from 51% to hit chance + 50% with a 1% chance of a 3x shot.
No, there's only one random function: the die roll to determine the hit.


This is where you are unambiguously wrong, X (the random number) is used twice in the equation, once for hit quality and once for hit chance.


if x < 0.01; q=3
else; q = x + 0.5 (The first use of X that gets fed back into the hit chance formula as hit quality)

if x < z; d=qd(max) (The second use of X determines if the ship is hit at all, if it is, its fed the first randomization element that {while based on the second} is still a separate random element)
else; d = 0

If it were me, I could replace all of that with one line of code.

if x < z; d

Tippia wrote:
Anyway, I still don't see the need for even a compromise: skill is such a huge factor already. The "to hit" die roll is something RPGs and strategy games before them have been using since… oh… the early 1800s, and guess what? It has worked pretty darn well for those 200 years and haven't stood in the way of skill to any greater extent.


First, I cant believe you said it! skill is a huge factor, i agree but luck is also a small factor, which it should not be. Any % of the situation that is based on luck is less % that is based on skill.

This is also a logical fallacy, just because something has been working this way for years doesnt mean it doesnt suck. Take horse carriages for example.
Nova Fox
Novafox Shipyards
#71 - 2011-10-07 22:46:42 UTC  |  Edited by: Nova Fox
There is no skill in f(x)= x which is what you just suggested. Tell me how can I use that formula to my advantage and that to my opponents disadvantage if he is less skillful.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Sigras
Conglomo
#72 - 2011-10-08 05:44:21 UTC
It scales damage with tracking linearly meaning that, if you have more piloting skill than your enemy, you can work transversal in your favor
Nova Fox
Novafox Shipyards
#73 - 2011-10-08 05:47:08 UTC  |  Edited by: Nova Fox
Sigras wrote:
It scales damage with tracking linearly meaning that, if you have more piloting skill than your enemy, you can work transversal in your favor


Tranversal is a factor in randomization damage formula though its not just used in hit or miss, miss is when it hits the lower threshold of the formula. making = 1 or 0 just makes it f(x)= x which ultimately requires no skill to perform. Just be there and cause some pertty unthinking damage.

Your f(x)= x is going to cause entire series of ships and weapons to be unused because the amount of x they provide is nowhere near the same as others in thier class and role.

And currently the random damage formula is a cliff slope shape and if you ever had the metrics and patience to do that in you'd see why its a mesa until falloff.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Sigras
Conglomo
#74 - 2011-10-08 05:52:22 UTC  |  Edited by: Sigras
thats what it's currently used for. when you write the equation:

if x < z; d

it means if the random number we generated is less than the % chance to hit we do damage, but the amount of damage done when you hit is never different . . . every hit will be for the full amount of damage.

I guess I should have written it

if x < z; d = d(max)
else; d=0
Nova Fox
Novafox Shipyards
#75 - 2011-10-08 05:55:15 UTC  |  Edited by: Nova Fox
d = d under your suggestion though or max=min. x or z isnt a factor in damage.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Sigras
Conglomo
#76 - 2011-10-08 06:02:45 UTC
right, neither would effect the damage of any shot, but the DPS as a whole over a large number of shots, or volley damage if the guns were un-grouped.
Nova Fox
Novafox Shipyards
#77 - 2011-10-08 06:05:20 UTC
Sigras wrote:
right, neither would effect the damage of any shot, but the DPS as a whole over a large number of shots, or volley damage if the guns were un-grouped.


still f(x) = x
very shallow and requires almost absolutely no skill

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Samantha Tel'Vellor
Continuum Interstellar Fleet Operations
#78 - 2011-10-08 06:50:44 UTC
I'm curious to know, in this proposed randomless formula you've concocted, how will you accomplish glancing hits, or critical shots? The equivalent of a grazing limb wound or headshot in any competitive FPS?

The problem with this proposal is that Eve is a stat based game, not a skill based game. Sure skill enters into it, in regards to setting up your ship, determining what orders to give, but you don't directly control every aspect of the ship, you give orders, and let the game statistics handle the details. Therefore you can't control exactly what part of your opponent's ship your gun hits, or even whether it hits at all.

Unless you wanted to eliminate misses altogether, which is what Starcraft does (and you seem to appreciate that model so maybe that IS what you're proposing), in which case I'd have to say "Just no, stupid idea." and leave it at that.
Nova Fox
Novafox Shipyards
#79 - 2011-10-08 07:22:27 UTC
OP championed the use of star craft I fight him on his turf so dont accuse me of doing it the OP also championed the use of a coin flipping on score basketball game.

OP is borderline (by his examples of randomless) asking that all ships should come preequipped and have no choice in ammo.

OP also doesnt seem to understand that all the damage in eve is linear in a variable verses damage chart.

Op also needs to at least truely try to understand the damage formula, by at least attempting a reverse engineer of it I'm sure its beyond his mathematics as well though I give him brownie points if he gets it into the ballpark area as its going to be alot better than my arbitary, Damage = Situation * Equipment * skillbonus, situation being the randomization factor and its the very same formula shared between it and the missile launchers. Where the OP wants [i]f[i/](D)amage = Damage.

At least I am capable of doing the math, As I did for mineral composition translation between the four races its rather intersting and scary 2% off accurate but its a nice peice of useless information to have for making up ships out of thin air. Then again I also got formulas to cacluate every ships man hours to create minus transport logistics which almsot correllates with other forum posters idea on how much profit a miner verses mission runners and almost matches current market prices (in other words ship market is almost break even or at a loss industry, good thing people think if you mine it, its free)

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Tippia
Sunshine and Lollipops
#80 - 2011-10-08 09:46:19 UTC  |  Edited by: Tippia
Sigras wrote:
If a lot of randomization is a lot broken then a little randomization is a little broken and both need to be fixed.
Your problem is that you haven't shown that randomisation is broken to begin with…

Oh, and btw, you don't need to put [sic] after randomisation — it's spelt that way…
Quote:
how would skill be used to compensate for the unreliability of equipment?
By skilfully picking the combination of equipment and tactics that remove that unreliability.
Quote:
This is where you are unambiguously wrong, X (the random number) is used twice in the equation, once for hit quality and once for hit chance.
No, this is where you are unambiguously still not understanding the hit formulas you're looking to change (which does not bode well for the validity of your suggestions…).

The random number is used exactly once: to determine the hit — more specifically, to determine the hit quality. This includes the case where the hit quality is zero (a miss), where it's a wrecking hit (×3 damage), and where it falls within of the range of other qualities (×0.5 – ×1.5 damage). It is not used to determine hit chance in any way whatsoever — the hit chance is a function of the target ship's size and position compared to the optimal range and ship size of the guns, combined with the relative motion of the target and aggressor ship compared to the tracking of the gun.

Do you want me to go through the procedure again?
Quote:
just because something has been working this way for years doesnt mean it doesnt suck.
It means it works and that you need to come up with 1) a reason for changing it, 2) an explanation for how and why it sucks, 3) an alternative solution that works better and improves things, including an explanation of why it's better. You've done none of that.
Quote:
It scales damage with tracking linearly meaning that, if you have more piloting skill than your enemy, you can work transversal in your favor
Seeing as how damage currently scales exponentially with the tracking and transversal (and range), all of which you can work in your favour, you've just suggested a reduction of the skill factor…