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Player Features and Ideas Discussion

 
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Remove Damage Randomization

Author
Piar Stolpien
#81 - 2011-10-08 18:32:15 UTC
Quark Valhala wrote:
I have random damage because my crew is drunk.


This is actually one of the better arguments in this thread. Why?

The OP asserts that only the players skill should have any influence on an actions outcome, and that the ship always responds perfectly to your every command. As far as I see it, that kind of logic doesn't work when controlling a ship with thousands of crew on board. The game cannot simulate every action of the crew, so instead, it adds some random elements to the calculations. Or in other words, even if you, the capsuleer, takes direct control of a turret on the ship, you never know if the team responsible for doing maintenance on that gun this morning forgot something. Smile

And as others have pointed out already; There needs to be something to account for the effects of hitting stronger and weaker spots on the ships, since the player can't directly control the aiming of each individual gun.
Sigras
Conglomo
#82 - 2011-10-09 03:29:15 UTC
Nova Fox wrote:
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)


is anyone else confused by this post? it seems to be a response to another post but I dont know what he's responding to.
Sigras
Conglomo
#83 - 2011-10-09 03:54:28 UTC  |  Edited by: Sigras
Piar Stolpien wrote:
There needs to be something to account for the effects of hitting stronger and weaker spots on the ships, since the player can't directly control the aiming of each individual gun.

Samantha Tel'Vellor wrote:
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.

For the sake of realism yes, but Eve is looking realism in the rear view mirror anyway, and I would say competitive gameplay trumps the need for realism every time.

Using StarCraft as an example, there is no accounting for one of my marines hitting a zergling's fore limb or their skull . . . every shot just does 6+1 damage because, for the sake of competitiveness a commander needs to know that it is always going to do 6+1 damage; if the marine misses 5 times and the zergling eats him alive that is not the commander's fault

Its also part of why whatever part of the person you're aiming at in counterstrike always gets hit, when in real life wind and barometric pressure can vastly change where your bullet actually lands, but the game designers made the game so that if the player had an arm in his sites when the bullet fired that's what is hit . . . how would you like it if the wind just randomly threw off the headshot that you had lined up in TF2 or counterstrike?

This is because in a competitive game the person needs to have full control over the thing you have command of.

Lastly, you fail to understand that even from an RP perspective, variable damage against shields make no sense, shields are either on or off, they dont have weak points. In armor you have a point, but I firmly believe that in this aspect gameplay needs to trump realism.
Sigras
Conglomo
#84 - 2011-10-09 04:02:44 UTC
Samantha Tel'Vellor wrote:
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?


There would be no critical hits or glancing hits you would either be hit or not be hit. For the FPS comparison, see my last post

Samantha Tel'Vellor wrote:
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.


obviously not, but had you read my earlier posts I proposed a new formula where:

x is a random number between 0 and 1
z is your chance to hit
d is the damage of your gun
a is the damage applied to the other ship

if x < z; a = d
else; d = 0

so random chance is still a factor which is a compromise but when you hit, you always hit for full damage . . . what I originally wanted was

a = d * z

so if you had a 5% chance to hit, each shot would do 5% of your maximum damage
Nova Fox
Novafox Shipyards
#85 - 2011-10-09 04:08:21 UTC
that formula still boils down to [i]F[/f](x)=x.

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

Sigras
Conglomo
#86 - 2011-10-09 05:37:54 UTC
Tippia wrote:
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…


Ill try to do that more clearly:

If there was some random function in an FPS that moved your bullet by up to 4 inches from where you were aiming when you pulled the trigger would that be a good thing or a bad thing?

Its certainly more realistic because there is barometric pressure and temperature and wind that effect a bullet that a computer cant yet account for, but valid hits could turn into misses, or misses could turn into hits because they just got lucky/unlucky . . .

Tippia wrote:
Sigras wrote:
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.


This is a hypothetical and moot point but in that instance what tactics would you employ? bumping them?

Tippia wrote:
Sigras wrote:
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?


ok, maybe I should have rephrased:

once for hit quality
once to determine whether or not the target was actually struck

Yes they are related because they use the same random number, but they are distinct because one gives you a binary yes/no and the other gives you a percentage of the damage to do.

IE, you have a 50% chance to hit, and you "roll" a .49 that means that your hit quality is 99% and whether or not you hit returns a "yes"
you could also roll a .21 and your hit quality would drop to 71% but whether or not you hit still returns a "yes" so you see they are related but they are different.
Sigras
Conglomo
#87 - 2011-10-09 05:38:32 UTC
Tippia wrote:
Sigras wrote:
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.


1. because randomness dilutes some aspect of skill from the game (see above)
2. (one and two are really the same)
3. if x < z; d = d(max) else 0 (it eliminates the random factor and bases damage 100% on how well you manipulate tracking)

Tippia wrote:
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
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…


Clearly what I meant is that it scales linearly with hit chance, and damage currently scales exponentially with tracking in an idealized world where you're shooting hundreds of thousands of rounds into a station, but in a normal battle in eve with only a few hundred volleys; in a sample size that small the randomization variation gets too noisy and you cant make a definitive statement like that.
Sigras
Conglomo
#88 - 2011-10-09 05:43:37 UTC
Nova Fox wrote:
that formula still boils down to [i]F[/f](x)=x.

yes i know, its a linear progression of damage directly proportional to hit chance basically z *= d

using simple algebra means people dont have to look it up.
Samantha Tel'Vellor
Continuum Interstellar Fleet Operations
#89 - 2011-10-09 06:00:50 UTC  |  Edited by: Samantha Tel'Vellor
Sigras wrote:
obviously not, but had you read my earlier posts

Please don't insult our or your own intelligence by accusing any of us of not reading, you're not going to help your argument in any way by this childish behavior.

As for the FPS comparison, your 'previous post' does indeed use the critical hits reference I myself used in my argument.

"Its also part of why whatever part of the person you're aiming at in counterstrike always gets hit" Which is exactly what I meant by 'critical hits'. What you're proposing would be as if every shot in counterstrike, whether you hit the heart, or a foot, did the exact same damage.

Quote:
This is because in a competitive game the person needs to have full control over the thing you have command of.


This right here is where your argument falls apart. Right now in Eve, it is not plausible to give the player full control over every aspect of your ship combat. Honestly, I don't think you've proven that Eve is even intended to be the same sort of competitive environment that we see in games like Counterstrike or Starcraft, and I see no reason it should be made more like them, since the way things are now seems to be working pretty well for Eve, and suits the game just fine.

I'd also say that continuously using starcraft or team fortress as examples is not really a convincing argument since neither of those are even close to the same genre as Eve, and thus the comparisons tend to fall a little flat.

Quote:
Lastly, you fail to understand that even from an RP perspective, variable damage against shields make no sense, shields are either on or off, they dont have weak points.


This is not necessarily true either. Shields have power fluxuations, matrix inconsistencies, projector malfunctions, etc. In many ways they are more random than armor plating. With armor plating at least you know where the weakspots are, with shields, they fluxuate in patterns that would require insanely powerful sci-fi super AIs to accurately predict.

From an RP perspective, the Eve damage mechanics are already extremely streamlined and simplified.
Tippia
Sunshine and Lollipops
#90 - 2011-10-09 06:41:47 UTC  |  Edited by: Tippia
Sigras wrote:
If there was some random function in an FPS that moved your bullet by up to 4 inches from where you were aiming when you pulled the trigger would that be a good thing or a bad thing?
It would be an entirely normal thing — most… hell all FPSes have that.
Quote:
This is a hypothetical and moot point but in that instance what tactics would you employ? bumping them?
For instance.
Quote:
ok, maybe I should have rephrased:

once for hit quality
once to determine whether or not the target was actually struck
No. Just once. It's a case analysis which determines all of that in one go. There is just one random factor — the to-hit roll. Everything else is skill based.
Quote:
Lastly, you fail to understand that even from an RP perspective, variable damage against shields make no sense, shields are either on or off, they dont have weak points.
“Sir, we've lost our bridge deflector shield.”
“Intensify the forward batteries. I don't want anything to get through…Intensify forward firepower!”
“Too late!“

BOOM! Rebels win.
Kadeyoo
Viziam
Amarr Empire
#91 - 2011-10-09 11:59:42 UTC  |  Edited by: Kadeyoo
David Xavier wrote:
There is no randomness in life.

[...]


Whether or not randomness exists in real life (most notably in quantum mechanics) is not solved.

Anyway.

I think the comparison of TF2 or SC2 is completely misplaced. Those are games designed for one thing only: competition.

Each round you start from the beginning, each side has the same advantages. The number of players does not change. Any "advantages" later in the game are the result of experience and knowledge.

In Eve when you engage somebody nothing is fair.
a) he may have more SP than you.
b) he may have more expensive modules than you.
c) he may have 300 players waiting behind the gate.

Competitive games aim at creating a controlled environment where everyone has exactly the same chances, it's all about skill - not time/money/numbers.

Eve is a different game entirely.
Sigras
Conglomo
#92 - 2011-10-09 20:40:10 UTC
Samantha Tel'Vellor wrote:
As for the FPS comparison, your 'previous post' does indeed use the critical hits reference I myself used in my argument.

"Its also part of why whatever part of the person you're aiming at in counterstrike always gets hit" Which is exactly what I meant by 'critical hits'. What you're proposing would be as if every shot in counterstrike, whether you hit the heart, or a foot, did the exact same damage.


you're missing the point, my point was that in FPS games they dont add artificial randomization, they allow all randomization to come from the enemy's actions and movements.

What im proposing is that, since a computer is doing the aiming, it makes no sense that one of my shots can do 50 damage and the next can do 150 against a stationary target. My opponent should have to "dodge" in order to cause a damage disparity because the computer is always going to hit the right spot.

Samantha Tel'Vellor wrote:
This right here is where your argument falls apart. Right now in Eve, it is not plausible to give the player full control over every aspect of your ship combat. Honestly, I don't think you've proven that Eve is even intended to be the same sort of competitive environment that we see in games like Counterstrike or Starcraft, and I see no reason it should be made more like them, since the way things are now seems to be working pretty well for Eve, and suits the game just fine.

I'd also say that continuously using starcraft or team fortress as examples is not really a convincing argument since neither of those are even close to the same genre as Eve, and thus the comparisons tend to fall a little flat.


Kadeyoo wrote:
I think the comparison of TF2 or SC2 is completely misplaced. Those are games designed for one thing only: competition.

Each round you start from the beginning, each side has the same advantages. The number of players does not change. Any "advantages" later in the game are the result of experience and knowledge.

In Eve when you engage somebody nothing is fair.
a) he may have more SP than you.
b) he may have more expensive modules than you.
c) he may have 300 players waiting behind the gate.

Competitive games aim at creating a controlled environment where everyone has exactly the same chances, it's all about skill - not time/money/numbers.

Eve is a different game entirely.


The point I guess isnt the genre its the competitive nature of the game, I would submit that Eve is competitive on every level, (except mission running maybe) Eve may be the most competitive game Ive ever seen, everything, every aspect of the game is direct or indirect competition with someone.

The goal of the game is not to make everything fair, its to make everything predictable. For a game to be competitive, the game itself must be predictable and the other player is what makes it unpredictable: starcraft, chess, etc all follow this model.
Sigras
Conglomo
#93 - 2011-10-09 20:50:25 UTC
Tippia wrote:
Sigras wrote:
ok, maybe I should have rephrased:

once for hit quality
once to determine whether or not the target was actually struck
No. Just once. It's a case analysis which determines all of that in one go. There is just one random factor — the to-hit roll. Everything else is skill based.


I cannot see your point here . . . clearly there are two aspects to the damage function:
one that determines whether or not a hit occurs or every shot would be a hit.
one that determines how much damage is done on each shot otherwise every hit would do the same damage.

Yes, they are relatedbecause they use the same random modifier but since one is binary (yes/no) and one scales (51% - 150%) then they are obviously different.

Tippia wrote:
Sigras wrote:
Lastly, you fail to understand that even from an RP perspective, variable damage against shields make no sense, shields are either on or off, they dont have weak points.
“Sir, we've lost our bridge deflector shield.”
“Intensify the forward batteries. I don't want anything to get through…Intensify forward firepower!”
“Too late!“

BOOM! Rebels win.

That argument would make sense if the shields in Eve were directional, but they arent, either you have shields or you dont, but this is a moot point, because gameplay mechanics should not be derived from RP arguments or else all ships should have unlimited speed et all
Nova Fox
Novafox Shipyards
#94 - 2011-10-09 20:53:48 UTC  |  Edited by: Nova Fox
The reason why alot of us are missing your point sigras is that it seems there isnt one.

Shields (eve based) are very capable of fluxuating when you impact them, a follow up shot nailing the weak spots as the shield realigns its weak points that the shield havent had time to fill in or areas on the shields that are suffering from overdraw surge as its trying to even itself back out are very plausible explinations in sheild weakness. If shields where prefectly able to compensate hits they'd be impervious but we found out its possible to get shots eniterely though weakened shields to and start damaging armor when the shields are below 25% becuase there isnt enough of the field left.

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

Sigras
Conglomo
#95 - 2011-10-09 20:55:58 UTC
so you just went dyslexic at the part where I said
Sigras wrote:
my point was that in FPS games they dont add artificial randomization, they allow all randomization to come from the enemy's actions and movements.

??
Nova Fox
Novafox Shipyards
#96 - 2011-10-09 21:00:53 UTC
Sigras wrote:
so you just went dyslexic at the part where I said
Sigras wrote:
my point was that in FPS games they dont add artificial randomization, they allow all randomization to come from the enemy's actions and movements.

??


I feel that weapon groupings that alot of morden fps have are random enough, I dont exactly hit dead center of my cross all the time which is now becomming popular to have crosses that get bigger with constant firing to acocunt for kick back of guns this is alot more random for hit chances alone of course I could get lucky and randomly hit is head even though my cross just barely crossed over with his head in the grouping zone.

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