Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
He probably means its silly game design to show #s that way.
What I know about game design comes from the people who made DOOM Eternal, The Witcher 3, and the Extra Credits youtube channel, all of which have talked extensively on this topic.
In general there are three main things to consider when designing anything in a game.
1. Its purpose should be extremely clear to the players.
2. It should try to add something productive to the experience.
3. It should be mechanically simple to use but allow for high-level play when used extremely well, allowing for a learning curve.
The way damage is done in this game fails or partially fails on all three aspects in one way or another.
For starters the purpose of 700 damage and 30 actual damage is not extremely clear. Even looking into the (up to) eleven layers of math going into it, 700is a meaningless number beyond "it bigger than 500". It has no actual bearing on the damage output of the weapon.
A perfect example of this:
"2 rarity 11 weapons, a 1248 greatsword versus 392 dual blades, which one does the most damage?
It is the dual swords (gs has 260 raw, db has 280 raw) but there's no way to tell in game."
There is a reason most games will show you damage per hit and damage per second, because it makes sense.
Second, this system adds nothing productive to the experience. Some of the (up to) 11 damage modifies stay the same at all time for the specific weapon meaning you could just remove some of that math and add it to the base damage on a weapon to weapon basis. Even then, calulating damage in this way just leads to new players feeling bummed out when the awesome 400 damage weapon hits for 20. This system is nothing but detractive and misleading.
Third, this way of calculating damage is not simple, not intuitive, and does not allow for higher level plays that aren't already possible thanks to completely different systems (like the movement system which is fantastic).
I understand you don't agree with me, but getting hostile and saying I don't know anything is not the way to go about this in a productive way. This game is AWESOME, don't get me wrong. If I didn't like it I wouldn't have 100 hours in it. But it has flaws, and this is one of them.
This damage system is silly.
Bingo
Raw damage isn't going to vary that much, and even in your example with a GS and DB where the DB has more dps, the difference is minor when you take in the fact that monsters won't lay down and let you attack them, having 40-100 more dps isn't going to be a deal breaker. The GS in my experience is much more reliable for breaking monster parts for chain cc / knockdowns... Having the idea that a GS may be down 40 points of raw power is misleading in the actual power of the weapon, especially since GS slashes will be dealing hundreds to a thousand points in damage per swing and I'm not even sure if that accounts for the damage it gets from fully charged slashes.
vvvvvv
TL;DR: the obsession over damage is pointless. This isn't WoW where you click on something and the guy with higher dps wins, in this game your skill matters more, placing attacks precisely and what not. Virgin DB with slightly higher dps but unable to slow a monsters' movements vs the Chad GS part breaking God seamlessly chaining hundreds of damage eating 10-20% hp in mere seconds.
I agree that they should show raw instead of the bloated values, but the bloated values are that way so that people can tell at a glance that the GS will normally do more damage per hit than a similar pair of dual blades, I get why they do it and put up with it really since it's not too hard to look up the modifiers if I really want to get into nitty gritty damage calcs.
But yeah I'm on the "show raw damage" train like it was in P3rd and Generations.
I think it'd be so much easier to just show damage per hit and attack speed.
GS draw slash have 48 motion value , aka 48% weapon damage , aka 0,48 raw value .
Longsword draw slash have 25 motion value , aka 25% weapon damage , aka 0,25 raw value .
And the GS have 4.8 raw multipliers , LS have 3.3 raw multipliers . Why LS have more raw multipliers than motion value you might ask ? Because the LS have 1.2(20%) damage bonus at Red Spirit bar .
Because of how complex the weapon mechanic in Monster Hunter , its not 100% accurate but it does it job at telling you how much different damage-per-hit of each type of weapon .
>b-but witcher 3 or doom eternal does the numbers better
this game and witcher 3 or doom eternal have nothing in common
>b-but everything should be clearly explained to players
Good luck explaining the math behind motion values and hitzone values to 99% of the people who play this game when they can’t even add / subtract / multiply / divide. And if you want remove those concepts then you have to come up with another system involving weak points and damage / attack speed and there really isn’t one. No matter if you kept the true raw values in the game, you would still end up with the same problem and actually more problems because people would just say gs < db because oh this x db does 240 raw this gs does the same therefore db > gs which is not true as i said in my post. You really can’t give a “dps” value because not every body part takes the same damage isn’t ♥♥♥♥♥♥♥ borderlands. So you have to give some arbitrary damage number that is bloated so that people can compare weapons. A dps value would still be inaccurate UNLESS if you completely want to remove weakspots which completely defeats the purpose of positioning which is one of the most combat mechanics in this game. And if that’s fine then go back to playing zoom eternal and cd projekt i can’t finish cyberpunk lmao
If they put the dps, there are going to be even more discussions about which weapon is the best when that is not what the developers want with this game. They are all great, they are all "the best" if you know how to use them, just play the game and enjoy it, instead of complaining on how the math doesn't make any sense like you are trying to calculate the damage of each attach yourself with an abacus.
See OP? Simple!
/s
Sass isn't constructive and I know this game isn't those games. Only Eternal can be Doom Eternal, etc etc. However the elements of game design are still there and still important.
You don't agree with me and that's fine, but this inflated system and layers on layers on layers of math is silly and could have been handled better in my opinion.
I never said that, I said the numbers are misleading.
On top of that it's not about what's best. This entire discussion is just about the damage system being silly because it's not accurate.
Again, if you don't agree with me that's fine, but being sassy isn't constructive.
Otherwise you would say that in your calculation this weapon doing this attack should do this amount of damage, but the game says otherwise.
I've gone through the math, I know how it works. It's just silly and excessive. "700" or "500" or any other number is pretty meaningless in the game. All it tells you is that one does more than the other. You'll never do that much damage though which is misleading.
It's over-engineered. You clearly don't agree, that's fine. But I really don't appreciate the sass. Saying "you don't know" this and "you don't know that" won't help anybody, especially when the only reason I'm talking about this stuff is because I very much so know how it works and believe it to be silly game design.
Game's great, the numbers are silly.
Don't agree with me? That's cool.