![]() Or you can have chances to miss as long as something actually causes it, like an enemy casting a stealth skill, or dropping a smoke bomb where your character is.īut there's rarely a good reason for my basic attacks to have a chance to miss if the game allows variation in other ways. If they hit their health goes back up, if they miss, their health stays low. For instance, if one of my characters has an ability that lowers their health for the chance to do one very strong attack. ![]() Hell you can even give the player crits if they actively go for them. An attack that can freeze an enemy shouldn't have a 100% chance to freeze, even if it does always have a 100% chance to hit. I really think the one time that rng is really necessary is when attacks will have status effects. would be better off if they attempted to implement better AI, more interesting and interactive maps, more attacks with multiple functions, perhaps more is asked of the player in terms of interactivity (like paper mario), more interplay between units and their abilities (if I freeze an enemy, another enemy with fire attacks should be able to thaw them, if I zombify an enemy, my healer with no direct attacks should be able to hurt them, if I knock an enemy over in a hallway, enemies should have to climb over them, using up extra move actions). I think most games with hits/misses/crits/etc. ![]() I feel like it's a crutch that developers fall back on rather than trying to find a better way to implement variation in battles. ![]()
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