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RE: Discussing some recent game logic decisions

in Holozing Community2 months ago

It's awesome how much thought and effort you put into Holozing becoming a great game. It's interesting to read about the insights of building and designing a game.

Critical hits are maybe a small thing that most overlook, but they are one of my favorite game mechanics in most games :)
I just really like a healthy dose of RNG in my gameplay, it provides unpredictability and surprise elements.

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Yeah they're definitely awesome to have, it's taken some time to determine which hidden stats to cling onto which main stats. For instance we wanted dodge chance to be part of defense first but it doesn't really "make sense" in a realistic way that a tanky creature with high base defense is also more prone to dodge attacks. So dodge chance might be loosely tied to agility and defense instead so both quick and hard hitting creatures with low HP may have a slightly higher chance to dodge attacks but then it doesn't have to be fully tied to agility and defense only as it can also be affected by the creatures build. I.e. if it's a small bodied creature it "makes sense" for it to be harder to hit.

For crits it'll also be something we'll be looking to tie to both agility and attack, at the same time we also have room to include "increased crit damage" to the attack stat.

It's going to be a lot of work in the alpha but definitely quite fun to balance everything out. :D

I definitely can see the inspiration coming from WoW and other games like that. I loved this part of MMORPGs, theorycrafting as to how many agility points on a certain item you need to hit another crit threshold and so on. Which path in the skilltree you needed to chose to get additional perks for the stat you wanted to push for a certain spec.

Will there be an infobox ingame (as in WoW) where you can see how many percent a stat like crit chance will go up per any given stat point like agility?