Brighter Shores

Brighter Shores

Jeba Nov 26, 2024 @ 5:37pm
Why does combat have to be so random?
The reason you could get away with randomly rolling anything between 0 and max in runescape was because of quick healing, and later in rs2, quickly running away from battle. You could also miss attacks which this game lacks entirely. As a result the combat just does not feel good, you can backpedal with ranged and step under enemies to minimise getting hit but the outcome of the battles are still way too random. You also do not have anything equivalent to prayer to use as a reaction to an unforeseen difficult situation

The point of this post is not to compare brighter shores to runescape, but to ask that some depth be introduced to combat. I know special attacks are coming but I doubt they will have a huge impact on randomness
Last edited by Jeba; Nov 26, 2024 @ 5:47pm
< >
Showing 1-6 of 6 comments
Greb Nov 26, 2024 @ 5:50pm 
With a combat system like this, we need some more stats to make weapons feel less like piles of random stuff. One of those features is damage spread.

You know how it works, typically you have the big fat weapons that have very wide damage spread but that delicious max hit, or you have the more boring but practical weapons which are ol' reliable and have tight damage spread.

It's like hitting 0-100 or 40-60 damage per hit. Something like that.

I wonder if anyone has worked out how damage works yet. Hopefully one day there will be a tool we can use to calculate our max hit or something because I've gotta tell you, combat might as well be magic to me because I don't understand anything about it. At least with a certain other game, you saw slow improvements and progress. Raising a specific stat, you'd notice slowly over time you were hitting more often, and your max hit had increased. Upgrading from one weapon to the next felt amazing and you'd immediately notice a difference.

Here it's just like, whatever, all the way up. It only matters once you hit 500 and stop replacing your gear, pretty much. Damage itself feels like it's always on a scale from X-XX too. Hitting 1? Just call it a MISS or a BLOCK. Maybe include stats that improve MISS / DODGE / BLOCK chance? I dunno. Anything but "oh you rolled 1 on this d20" or however it works.

Even a combat log that explained how the game is calculating damage would be nice, actually.

Anyway, I hope one day we have more stats on weapons to consider. I've always been one to favour those big weapons with WIDE damage spread, as long as sometimes I can thwack something for massive damage. However I had a friend who used to seethe relentlessly because he always hits 0s. He'd appreciate having a weapon that had tighter spread.

It'd give us more to consider anyway. Right now it's just attack speed + element the enemy is vulnerable to. It'd be nice if we could consider damage reliability too. And other stuff! Like Cutting, Piercing or Striking damage! "Impact" is lame!
Last edited by Greb; Nov 26, 2024 @ 5:50pm
76561199053739521 Nov 26, 2024 @ 6:30pm 
Originally posted by Greb:
Even a combat log that explained how the game is calculating damage would be nice, actually.

This just gave me an idea for my previous post about wanting to see the die rolls results during combat!

So that there's not yet another option to be added in the settings to toggle, and since there's almost no other reason for most people to use the console in-game, maybe they could implement the actual results for combat as we fight into the console to give us some better understandings, in a sense, to the damage done and received.
XJ9 Nov 26, 2024 @ 7:33pm 
specials on weapons and armour enchants will help make combat feel better. A geared player with correct equips should probably be able to kill mobs 20+ levels ahead of them tbh.

Overall, it's rng and freak cases are rare in fights.
Nine the chimera Nov 26, 2024 @ 8:24pm 
Right now i'm having a TERRIBLE time with combat. I'm scout level 40 fighting level 39 spriggans. I space my fights and hit all 4 of my ranged shots. Then switch to my necro club and start swinging. I'll even reset and slow down combat to give myself time to regenerate giving me more hp. Yet despite this, i still have a coin flip on if i win the fight or not.
Combat needs to be re-examined. It's such a coin toss it's not funny and makes training combat not fun.
Ignatius Vulcan Nov 26, 2024 @ 8:38pm 
Just level a bit further than the enemy.

The mob doesn't get penalized until you are 10 levels above it.

Fight weaker mobs and get stronger.

Randomness is less of a variant once you get a good weapon and some armor to damage and absorb your enemy hits better.

Then, you can farm the next mob near your level more comfortably, without potions and without even Ranged.

Mobs assume you are well equipped and with good forged gear (Which you obviously might not have when fighting a lvl 50 mob with an Epic lvl 25 sword), so take it slow, farm gear, then try again later.
chancan Nov 27, 2024 @ 2:09am 
Skill issue
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Nov 26, 2024 @ 5:37pm
Posts: 6