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Forum > Suggestions > Criticals!!!
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GessGuitar [38]
2010-12-23 03:48:20
[13 years, 142 days ago]

Critical hits would make the game much more interesting. giving players a chance to turn the tables in an un-fair match, or by making strong bots even more of a force to be reckoned with.

you could factor in str and int.

something like
(str/10)+ damageFromAttack

and inteligence could be used much like luck is in console games which would give players a higher critical hit percentage the more they invest.
giving players all the more reason to not redis there inteligence to other areas.

Let me know what you think!


 
ComedicName [60]
2010-12-23 03:56:00
[13 years, 142 days ago]

I do like the idea of critical hits, but I think it should be a certain percent of the damage instead of a str modifier.
It would give str bots a much bigger boost than the dex bots.
Instead of "(str/10)+ damageFromAttack" I would suggest "DamageFromAttack x 125%" so if you normally hit 100, it would come out to 125 for a critical.
Other than that I'd be all for this idea =)


 
Jans [34]
2010-12-23 04:08:30
[13 years, 142 days ago]

At the moment, all Int does in a fight is increase the odds of your bot having the first strike. I think.

I've never been a fan of 'critical hits' though (it's 100% luck-related and out of your hands). But i guess it would be nice if Int played a larger role. We are talking about robots after all, they need some kind of 'artificial intelligence' to be able to function..

Perhaps - but i dont know where Ender is taking this game - it's time for a new kind of stat, next to Str, Con, Dex and Int. 'Skill' perhaps. Not necessarily something you would need to add statpoints to, but a bot could have to 'learn' how to work a weapon.

When you buy a new weapon, he's totally unpractised, affecting the amount of damage and hitchance. Maybe starting at 25% efficiency. After every battle, your bot's AI learns from experience, and your skill-points go up for that particular weapon. At first it increases quickly, but it should be quite hard to reach 100% efficiency.

Something like this would be another factor for players to consider when changing weapons, just before a tournament, a war, etc.


 
Jans [34]
2010-12-23 04:09:28
[13 years, 142 days ago]

Oh, and Int could affect how quick your bot 'understands' a new weapon :)


 
Intsecuris [82]
2010-12-23 04:11:54
[13 years, 142 days ago]

Another way could be that crithits automaticlly inflict maximum damage (Ignoring your opponents absorb).


 
Dragon Summoner [117]
2010-12-23 05:52:24
[13 years, 142 days ago]

I suggested Int as being part of the formula for % to critical hit in Bots2, as a somewhat method of reducing the effectiveness of whores. Granted they were still one hit etc, but with their high amount of int they'd be hitting pretty hard, seeing as most were really high strength, and 2x would mean they did just as much/more than a proper bot.


 
Emanuel [61]
2010-12-23 10:57:49
[13 years, 142 days ago]

I like Jans' idea.


 
Alan [37]
2010-12-23 17:15:26
[13 years, 142 days ago]

I think int should be used for the first hit and exp/kudos.

Anymore than that and it unbalance the game.

If you give people an advantage for having int, making them a better bot and they get more exp? Dumb.

Some people don't want to level and still want to be the best. if you have int, you should be a few levels behind the 'good' bots.

-Alan


 
Ender [10]
Administrator
2010-12-23 23:33:43
[13 years, 142 days ago]

I like the idea of gaining experience with weapons and will keep it in mind for the future. Alternative methods of advancement are always good in my book.


 
GessGuitar [48]
2010-12-24 19:00:38
[13 years, 141 days ago]

I like the idea of a crithit doing maximum damage and ignoring your enemies absorb. though i think we need different stats to upgrade such as speed, endurance, and agility it would make people think much more about the way they build there bots and remove the three main bot types out right now.
dex bots
str bots
balanced bots
adding more skills to invest your well earned points would give the game a wider variety of bots which i dont think people would disagree with.


 
Alan [40]
2010-12-24 20:10:56
[13 years, 141 days ago]

People who get 2000+ cs in a hour would highly disagree with not putting their precious points in str.


 
GessGuitar [50]
2010-12-25 02:44:14
[13 years, 140 days ago]

yes but more areas to place your stats means more things that factor into your critical hits, overall damage, your defense, how often you land a hit, and how often you get hit. speed could increase the scroll rate.
(or how fast the match progresses)


 
Jans [35]
2010-12-25 03:01:27
[13 years, 140 days ago]

"People who get 2000+ cs in a hour would highly disagree with not putting their precious points in str."

Most people dont like it when things change. Ender should just add or changes things how he sees fit, without paying too much attention to the people. Because there's no pleasing everyone.


 
Ender [25]
Administrator
2010-12-25 19:26:12
[13 years, 140 days ago]

Yeah Jans fortunately that is something I've become aware of. I've realized that people will always complain about changes whether it's a new game feature or a new Facebook layout. After the initial shock of it wears off, that's when it becomes possible to get a better idea of how good the idea was. I also think it's hard to really evaluate some ideas until they've been implemented and played around with some.


 
X3R0 [35]
2010-12-26 03:41:24
[13 years, 139 days ago]

I like criticals, and if the use is to "turn the tides" might as well just make is a fixed percentage for the bot who had done less damage at a certain point in a match. Maybe a 10% chance to crit doing however amount of damage (just enough to turn the tides a little).

I also like the idea about weapon efficiency. I like everything about that idea, although I do have a question. would your efficiency be saved if you returned back to that weapon. Example, Efficiency of weapon A was 50% and you changed weapons to weapon B, and "leveled" it up a bit, would weapon A still have the 50%? or would you have to remember how to use it again.

I know it sounded dumb, but thats how I understood it by this quote"Something like this would be another factor for players to consider when changing weapons, just before a tournament, a war, etc" because all the bot who "changes weapons for tournies" would have to do is train the Tourny weapon anyways, so it would matter, it would just take more time for him to get to where he would be without the efficiency.


 
Asmodeus [94]
2010-12-26 03:50:05
[13 years, 139 days ago]

Do not like the idea about efficiency.

Your weapons are your life in bots, without the ability to use them at optimal form you would be put at a massive disadvantage, and I really don't like the idea of losing to whores because I am only dealing 25% of the damage I should be.


 
X3R0 [35]
2010-12-26 03:57:42
[13 years, 139 days ago]

Well from my understanding the 25% was just an example. But instead of learning to make normal damage we having anyways, why not add to the amount. Perhaps at 100% efficiency you gain a 10 or 25% bonus to the min- max damage?


 
Jans [35]
2010-12-26 06:07:09
[13 years, 139 days ago]

"Your weapons are your life in bots, without the ability to use them at optimal form you would be put at a massive disadvantage"

1. It goes for all players, not just you.
2. It's a temporary disadvantage, your bot learns how to work a weapon

I think 'getting your bot in optimal shape' is what the game should be about. Right now, it's quite easy to reach that optimum. You just copy a build of someone, and all it takes is some shopping and training.

As a result, you see identical builds throughout level ranges. That's just dumb. There should be more to it. This suggestion is just one option to give players more variables to deal with.



 
Jans [35]
2010-12-26 06:08:24
[13 years, 139 days ago]

btw, sorry for hijacking this thread, GessGuitar..


 
Alan [42]
2010-12-26 11:12:19
[13 years, 139 days ago]

I think the simplest way to make the game more diverse is to add more weapons that are the same in relation to another optimum build

Like answerers : 102-204 damage.
237str 102 dex

If you were to put another weapon in
90 - 218 damage
235str 104dex

It would be another build to go?


 
Asmodeus [94]
2010-12-26 16:16:51
[13 years, 139 days ago]

It all depends on how quickly you can train the weapon skill.

I do understand the goal you are looking to achieve with this, Jans, it just doesn't seem like the ideal way to make builds more diverse in such a pvp heavy game.

New weapons for more potential builds could be a good idea.


 
GessGuitar [55]
2010-12-26 18:46:55
[13 years, 139 days ago]

i made another thread just on weapon experience and classes of weapons because it seemed like something everyone had ideas on.


 
GessGuitar [55]
2010-12-26 22:48:23
[13 years, 139 days ago]

LoL off topic but criticals has more views than any other suggestion thread!


 
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