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IDProjectCategoryLast Update
0004899Valley 1Gameplay IdeaOct 17, 2011 3:26 pm
Reporterjerith Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.525 
Summary0004899: Slightly randomised stats for monsters.
DescriptionWhen running through a rhino breeding ground, I noticed that every rhino I attacked was left with exactly 25 health. I think the stats for the various monsters should be randomised slightly for a more interesting experience.
TagsNo tags attached.
Internal WeightNew

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Chris_McElligottPark

Oct 17, 2011 2:27 pm

administrator   ~0016702

We do this for bosses, but I'm really against it for base monsters.

The only net effect of this change would be that every third rhino would magically die in two shots rather than three -- I'd get endless bug reports, and it just makes it so that you can't predict the outcome of your actions with the regular mobs that you're flying past so fast anyway.

jerith

Oct 17, 2011 2:54 pm

reporter   ~0016705

I don't /entirely/ buy your reasoning (I think it's similar enough to the move speed to not be a problem), but I won't argue with your decision -- one of us is a professional game designer and it isn't me. :-)

Chris_McElligottPark

Oct 17, 2011 3:02 pm

administrator   ~0016707

I've explained my reasoning in much greater depth I think in the forums, if you're curious. But the general feel we're going for here has more in common with Zelda and Metroid than Diablo.

With Zelda and Metroid, you're always on the move, and you take actions which have a delayed reaction -- shoot a shot in metroid, fling your sword beam in Zelda, etc. In the second or so between action and reaction, you keep moving in those games, banking on the fact that you know what the result will be -- I can keep running at that enemy, because I just fired the second shot at him and he won't be in existence by the time I reach him.

When you add in randomization, you wind up not being able to speedrun at all, because you can't test one enemy with one weapon and see what the response is in that area. Thus you have to always avoid the enemies, or when they are ranged and more dangerous take a more cautious hang-back approach. Which is sometimes going to be the case anyhow, but generally speaking the randomization of monster stats in an area would pretty much either kill certain kinds of speedruns or require players to always massively-overkill any enemies so that they kill even those with the randomly-higher stats.

The bosses are more about thoughtful planning, observation and execution, not speedruns, so of course that doesn't apply there.

Anyway, that's a bit fuller explanation of my reasoning. I'm a guy who likes to speedrun the trash mobs, and I expect to be able to predict the result of every action I take after a very brief experimentation with the first monster of each type in a given region.

jerith

Oct 17, 2011 3:05 pm

reporter   ~0016708

Ah, that makes sense. Thanks for the explanation. :-)

(I did search Mantis for this before opening the ticket, but I find forums to be an incredibly painful communications mechanism (for reasons that are mostly specific to how my brain works) so I tend to avoid them.)

Chris_McElligottPark

Oct 17, 2011 3:26 pm

administrator   ~0016709

All good, no worries.

Issue History

Date Modified Username Field Change
Oct 17, 2011 2:19 pm jerith New Issue
Oct 17, 2011 2:27 pm Chris_McElligottPark Internal Weight => New
Oct 17, 2011 2:27 pm Chris_McElligottPark Note Added: 0016702
Oct 17, 2011 2:27 pm Chris_McElligottPark Status new => closed
Oct 17, 2011 2:27 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 17, 2011 2:27 pm Chris_McElligottPark Resolution open => won't fix
Oct 17, 2011 2:54 pm jerith Note Added: 0016705
Oct 17, 2011 3:02 pm Chris_McElligottPark Note Added: 0016707
Oct 17, 2011 3:05 pm jerith Note Added: 0016708
Oct 17, 2011 3:26 pm Chris_McElligottPark Note Added: 0016709
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea