紛爭終結者: 被遺棄的孩子們

紛爭終結者: 被遺棄的孩子們

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Dandylion  [開發人員] 2018 年 1 月 9 日 上午 12:35
Please use this thread for content suggestion !
Troubleshooter has released on Early Access. And we are ready to listen to community's suggestions. We believe that community can make Troubleshooter better.

Please leave suggestions about Troubleshooter contents. Every single suggestion will be checked carefully by development team.

Thank you.
最後修改者:Dandylion; 2019 年 7 月 31 日 上午 4:52
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目前顯示第 6,466-6,480 則留言,共 6,508
引用自 Dandylion
引用自 Arion
Suggestion for future games:

I think it's better to do away with critical hits and luck. In a tactical game there should be less RNG and better ability to tell how much damage you can do. The game shows you dodge and block chances, and how much damage a hit will do but never how much a crit will do.

So I say remove crits and balance the game without them, I think it gives more design freedom too.

For headshots, i'd say make specific abilities always headshot if enemy is exposed and not protected from them, such abilities will be weak if they can't headshot.

Block should only be available to melee characters, large beasts and machines - and should come at expense of dodge, so you can't have both. Note that if a character is in cover, you could still miss your shot even if they are set to block and can't dodge.

There are a number of components that make up the game. Among them, the most enjoyable thing that a strategy game can deliver to a gamer is the moment when things on the battlefield unfold according to the gamer's strategy.

When considering this, Luck and Critical Hits act as variables. The small cracks created by this can be the butterfly effect, which can greatly affect the success or failure of the mission.

However, if all the dynamics of the game are based on figures, I wonder if it's also right. The first few times, this can be fun, but eventually the game will get boring.

None of that is too much. I think the ultimate goal we should be pursuing is to design a game that blends well into a system that evokes the right amount of tension for gamers while maintaining the joy that strategic games can give.

Critical hits can stay, but I'd suggest to limit the critical hit chance to 15-20%. 20% is already a very high percentage. Also, Critical hit damage shouldn't exceed 150%. MAYBE 200% if the target is exposed and flanked.
Salaf 4 月 4 日 下午 4:21 
In my opinion, crits should stay but should not be as powerful. If a class specializes in crits, then that's fine, but after a certain point almost everyone is kinda forced to crit to make an impact.

Maybe have dodge chance reduce critical damage, similar to how block reduces critical chance? Something like 50% dodge chance reduces critical damage by 75%.
Arion 4 月 4 日 下午 8:16 
Yes, the issue is that going as high as 80% crit chance and almost 400% crit damage is insane... And evidently, the Destron enemies are designed to mitigate critical damage with their damage absorption, and that's really only because they didn't want them to die instantly. They can still be quickly dismantled by multi-hit critical attacks though.

This is why I said no crits gives more design freedom. We can still have variance in damage with damage rolls, minimum damage to maximum damage. Crits are not necessary.
Hemmingfish 4 月 4 日 下午 8:45 
引用自 Arion
This is why I said no crits gives more design freedom. We can still have variance in damage with damage rolls, minimum damage to maximum damage. Crits are not necessary.
Damage rolls have no place in a strategy game. In Troubleshooter, if I fail to kill something from a block it's because the enemy's block chance is high and my block shred is low. If it was just a damage roll I'd fail to kill an enemy just because I didn't roll high enough.
You're trying to create a completely different problem to solve, when critical hits themselves aren't even an issue. The problem is crits doing 3-6x damage or higher, which can be solved by just lowering the top end of critical multiplier.
Arion 4 月 5 日 上午 2:53 
引用自 Hemmingfish
...

Critical hits are the same, it's RNG factor. Dev said they like to have damage variance rather than cold hard numbers, so I presented an alternative to crits which is more predictable. Right now crits are mandatory, because it's so easy to build up high crit values that the devs had to design tough enemies that won't just be deleted instantly - and then it becomes a cycle...

But say you lower the crit chance to 20%. Then it's not reliable, you are then praying for crits. Or then the game doesn't require crits and the occasional crit can speed things up, or work against you if the enemy gets a crit on you. It becomes a big luck factor.

So just lower critical damage is what you want yes? That seems to be the best solution, even though it still leaves crits to be mandatory for dps. I'd say it would be better to create conditions for crits instead of a crit chance value: exposed/flanked, and fail to block = crit. Essentially the conditions for headshot will be the conditions for 100% crit.

Bosses should have high crit defense, aka reduced critical damage taken. Being able to one-shot a boss makes the boss more like just another regular enemy with flashy looks and a name.
引用自 Arion

Bosses should have high crit defense, aka reduced critical damage taken. Being able to one-shot a boss makes the boss more like just another regular enemy with flashy looks and a name.

This could be done if armor actually mattered. Give bosses a higher armor value than others, so they take less damage. What I repeated many times is that the game should definitely
1) reduce enemy numbers
2) do away with one-hit-kills
3) dial down the damage numbers
4) get rid of 100% chances. Make EVERYTHING only a possibility.

If one-hit-kills are out the window for both sides, you DON'T need Battle Mages with 150% block chance or a Rogue with 150% dodge chance.
最後修改者:The nameless Gamer; 4 月 6 日 上午 12:45
AT 4 月 6 日 上午 1:26 
引用自 The nameless Gamer
4) get rid of 100% chances. Make EVERYTHING only a possibility.
Forgot "rename into xcom".
Other points valid, but this one is total bs.
引用自 The nameless Gamer
2) do away with one-hit-kills

This shouldn't be removed mainly since in any RPG setting being able to one-shot a target is somewhat needed to reduce grind for player show growth and create a threat from the enemy, if your characters are all built like glass cannons or are too weak then they're gonna get one-shot if you don't have some plan plus that would be annoying for the player too if they are say lvl 50 and need 2 characters just to kill one lvl 1 character. Now, if it were a skill that does instant-death on hit, then yeah, we don't need that in a tactics game.
Personally I enjoy the Crit/Dodge/Block mechanic and don't want to see it fundamentally changed or removed.
引用自 AT
引用自 The nameless Gamer
4) get rid of 100% chances. Make EVERYTHING only a possibility.
Forgot "rename into xcom".
Other points valid, but this one is total bs.

Battletech doesn't have 100%, nor Shadowrun. And they're just fine. In fact, hit chances barely ever go above 70% in Shadowrun games and characters land hits just fine.
引用自 Xaxil Nightsun
引用自 The nameless Gamer
2) do away with one-hit-kills

This shouldn't be removed mainly since in any RPG setting being able to one-shot a target is somewhat needed to reduce grind for player show growth and create a threat from the enemy, if your characters are all built like glass cannons or are too weak then they're gonna get one-shot if you don't have some plan plus that would be annoying for the player too if they are say lvl 50 and need 2 characters just to kill one lvl 1 character. Now, if it were a skill that does instant-death on hit, then yeah, we don't need that in a tactics game.

I'd prefer the grinding to be reduced too. Drastically. People who have to balance spare time and daily duties DON'T have time to grind missions many times.
Arion 4 月 6 日 上午 7:34 
There are already ways to reduce the grind to almost nothing if you are playing offline mode. Though reducing the grind is always a good thing.
AT 4 月 7 日 上午 12:17 
引用自 The nameless Gamer
Battletech doesn't have 100%, nor Shadowrun. And they're just fine. In fact, hit chances barely ever go above 70% in Shadowrun games and characters land hits just fine.
There is huge difference between "not easy to reach 100%" and "always have idiotic random ♥♥♥♥♥♥♥♥ chance to miss". Xcom and other copypasters perfectly follow second one, why so NEED to copypaste it? To increase frustration from chains of 5-6 misses in row with "95%"?
引用自 AT
引用自 The nameless Gamer
Battletech doesn't have 100%, nor Shadowrun. And they're just fine. In fact, hit chances barely ever go above 70% in Shadowrun games and characters land hits just fine.
There is huge difference between "not easy to reach 100%" and "always have idiotic random ♥♥♥♥♥♥♥♥ chance to miss". Xcom and other copypasters perfectly follow second one, why so NEED to copypaste it? To increase frustration from chains of 5-6 misses in row with "95%"?

No. XCOM is a bad example of RNG. Shadowrun games are much better. They DON'T suffer from the same issue as XCOM despite hit chances peaking around 70%. Yes, Shadowrun characters miss, but not as ludicrously as in XCOM. Look at what "Abandoned Children" became though. Worse than XCOM. Unless your character blocks an attack, they get deleted, because a sniper with 250% hit chance, 200% critical hit chance and 400% critical hit damage increase hit them for 25.000 damage. Got impulse fields? Too bad, the sniper which shot your character activated fire support from three more snipers near it, with the exact same hit/crit chance and critical damage bonus. Absolute values are a terrible idea.
最後修改者:The nameless Gamer; 4 月 7 日 下午 2:38
Hemmingfish 4 月 7 日 下午 4:52 
引用自 The nameless Gamer
引用自 AT
There is huge difference between "not easy to reach 100%" and "always have idiotic random ♥♥♥♥♥♥♥♥ chance to miss". Xcom and other copypasters perfectly follow second one, why so NEED to copypaste it? To increase frustration from chains of 5-6 misses in row with "95%"?

No. XCOM is a bad example of RNG. Shadowrun games are much better. They DON'T suffer from the same issue as XCOM despite hit chances peaking around 70%. Yes, Shadowrun characters miss, but not as ludicrously as in XCOM. Look at what "Abandoned Children" became though. Worse than XCOM. Unless your character blocks an attack, they get deleted, because a sniper with 250% hit chance, 200% critical hit chance and 400% critical hit damage increase hit them for 25.000 damage. Got impulse fields? Too bad, the sniper which shot your character activated fire support from three more snipers near it, with the exact same hit/crit chance and critical damage bonus. Absolute values are a terrible idea.
Are you playing with no armour equipped or something? Even Red Sand Snipers only crit for 2500ish with full bonuses
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