Well Sup Forums?
Well Sup Forums?
i miss
It does decent damage. Enough that if you play well enough you can win despite the level gap.
>teleports behind you
"Heh, nice try kid, but I got the spider senses perk"
it depends on my stats and skills and their stats and skills and also the map and whether things like elevation matter, if there are environmental concerns etc
what a poorly thought out question
But my dream rpg wouldn't have guns.
It's going to take me a long time to determine if my dream RPG is turn-based, realtime, or some cross between the two. It'll also take some time to determine just what kind of gap ten levels is powerwise, and what kind of gun it would be since I don't know what tech-level I want it to be. Plus, maybe it's a magic gun. Like a Musket that shoots spells instead of boolets. There's quite a lot of thinking I have to do here before I can answer this effectively user, sorry.
aim rng is answer
My opponent vanish the instant it was about to hit, and then I die with no idea what happened.
The shot doesn't do as much damage since the enemy is 10 levels higher than me. It's a video game. Stop trying to complain about realism when it comes to gameplay mechanics
>dream RPG
>it has guns
Already invalid.
I wouldn't program in the ability to headshot.
My dream RPG isn't a FPS
This, but if we're assuming everything else is fine then I guess it still won't one-shot them cause it's an RPG. Stats are a thing and it's most likely a fantastical/non-realistic setting
The enemy isn't 10 levels higher due to level scaling
Faggot
Critical hit
If a game has free-aiming headshots on humans should strongly injure or kill no matter the level gap.
If it's a CRPG or otherwise where "headshots" are just a modifier or percentage then it can be a number crunch that may just do scratch damage.
Don't have levelling, only better equipment a la STALKER. Problem solved.
xcom?
I do significant damage and am hyped because I was able to make the shot all while outside of V.A.T.S and having to deal with extreme weapon sway and recoil due to my low gun handling level
the answer is the opposite of what happens in a shitthesda game
You too
or fallout
1) My chance to hit is affected by an opponent's evasion stat. The higher I build my accuracy stat, the better my chance to hit, the higher the opponent's evasion comparative to my accuracy stat, the lower my chance to hit.
2) Because enemies have scaling base stats appropriate to their level, and because chances are I'm not building into absurd amounts of accuracy (since it means nothing after capping out at 95%), chances are my accuracy stat is low compared to the opponent's evasion, therefore significantly reducing my chance to hit.
3) Because my chance to hit is low, I wouldn't have ever gotten a headshot to begin with, and it's fair given that the enemy clearly outscales my level and therefore should rightfully have clear advantages over me in battle.
So what happens is the following:
I try to headshot, I miss, I aggro the enemy, I attempt to run away. If I'm lucky, I can escape, but more likely I'll eat a deserved death for attempting to tackle content my character clearly isn't ready for.
Person dies, all headshots are kill. Leveling up just makes focusing shots better.
the level does not determine the enemies health or his durability but it determines what kind of gear he spawns with
the higher level enemy is wearing a high-tier helmet, like, for example, power armour, so the bullet fired from your shitty peashooter that dropped from enemies 10 levels lower does nothing.
assuming he doesn't have a helmet? He dies. Any other opinion is trash. Fuck off and go play the Division or something
>dream rpg
>guns
lol
My dream RPG wouldn't have a very strict power level system in the D&D tradition at all to begin with, and the hit would make massive damage but might be unlikely happen since it is calculated through character skill and surrounding circumstances rather than the mechanical skill of the player. The player skill comes in through weighing chances, risks, rewards in a complex turn-based system with party members, more akin to what you would find in tactical games like Jagged Alliance 2 but with interaction, dialogue and world building more in vein with Planescape Torment, Fallout and others.
It kills them, if it hits
My accuracy is determined by skills and stats. Enemies aren't levelled higher or lower than me. They aren't levelled at all.
eww
Critical hit, dealing 1.5x damage.
It dies. But you generally aren't able to pull that off as the game essentially restricts access to equipment that allows to do so reliably. It's still possible if you have the metagaming knowledge, similar to beelining to get the power armor in Fallout 2.
this
head back to your containment board, young 20something white male who's never had a gf and has worn a red ballcap every day for the past year
My dream RPG doesn't have overall levels, but only levels for your skills. My skill level with guns means I do XYZ damage, where X is the base damage of the gun and Y is the modifier of my skill level and Z is the headshot modifier.
The enemy takes damage of XYZA, where A is the modifier that his armour level has upon the damage of my attack, XYZ.
Come at me bro.
Takes off 10% of his health and halves his accuracy.
My dream RPG would be player skill dependent. A higher level enemy would simply outplay you.
>Heatshot in an RPG
I assume they mean critical, which would do extra damage.
This is embarrassing. He clearly doesn't understand what an RPG is about.
Or to expand this further, the enemy takes XYZAB damage, where A is the base protection granted by his armour and B is the modifier upon A of his armour skill level.
It deals average damage and the enemy starts looking for me for about half a minute before giving up and assuming it's just the wind or something. Anyone that says otherwise just doesn't understand good video game design.
Guns in RPGs are shitty, but it should be about accuracy, not doing more damage when you level up.
Guns should do STALKER levels of damage with Deus Ex 1 aiming.
there's levels, so it's an RPG obviously
>dream RPG
>with guns
u wot m8
It bounces off his durasteel helmet and his elite squad opens fire on you because you decided to directly attack a superior enemy force in a combat zone with no additional preparation.
There are RPGs that calculate hits to specific body parts rather than just having normal hits and crits. Fallout, obviously, otherwise just a bunch of tabletop games come to mind right now but I'm sure there are more CRPGs.
Based MovieBob has you by the balls, niggas.
Seething
NEVER SHOULD HAVE COME HERE
what explanation do you have for skill increasing the damage that bullets do other than "rpg mechanics lel"?
>gets shot in the head
>it must have been the wind
There is no law that dictates that character stats should always determine attack damage. In case of firearm usage the more realistic simulation would be personal skills determining shot accuracy.
If the enemy would die it would mean the game is too easy.
The enemy will take damage, maybe even a crit. But because games focused on gun combat would be very one sided(focus on only fighting at range) the damage will be minimal. In my dream RPG using guns might be better as debuff tool more than direct DPS. That would make the playstyle more dynamic. Get out to debuff the enemy from range and then get close to deal damage in melee.
The enemy had a significantly higher luck stat than me.
The bullet ricochets off of his helmet, pierces my skull, and bounces around in my head, penetrating my brain multiple times and killing me instantly.
Imo it should just do critical damage, maybe some enemies with a more spell based attack method could get a damage debuff from it since the bullet is screwing with their brain for a bit, other enemies who have helmets take slightly less damage from it, random shitty small things that make the game better for people who enjoy strategy but still leaves the game accessible to people who cba to deal with it
borderlands if you can consider that an RPG. it's basically diablo with guns anyway
If I'm playing something like Monster Hunter, you should be landing headshots anyway.
It wasn't poorly thought out. The way you answered is the entire reason this is a question to begin with. How far do we take gunplay and real-world logic into these games, like the newer Fallout?
He takes normal damage. My enemy is a robot.
this
As you become more proficient with firearms, you become better at hitting particular parts of the body. You can better aim for joins in the armour, visors of the helmet or vital organs.
>First person shooter
>Dream RPG
No
I'd think of that as an FPS with some very small RPG elements, but sure.
they probably die unless they have a really good helmet, it ricochets or if they have implants/modifications
This is in fact very common, especially on the tabletop side of things. Vidya players are just so used to retarded lootgrinds with exponential increase in damage output and the like.
Enemy drops to the ground. Player rushes past to the next area. Wounded enemy recovers, calls in additional support, and pursues.
Aiming ability is one thing but if someone who is unskilled manages to hit a critical point by luck would it not do the same damage?
Insta-kill, gun ammo is incredibly rare in my game
my dream rpg doesn't have levels
Because he was 10 levels higher, it was extremely difficult to deliver a headshot, but since I miraculously suceeded, it does 2x critical hit damage (which ignores his armor) and has a chance of inflicting a "blind" status effect. That chance is pretty low though, since his resistance against those kind of effects is so much higher than my ability to inflict them.
It would depend where on the head the shot hit. If it hit the top half dead center it would kill. If it hit too much to the sides there would be a chance to deflect off the skull or only partially damage the brain and cause minimal damage or induce shock penalties. If it hit the lower half it would have a chance to disable the jaw/tongue and remove the ability to speak, or kill/paralyze if it passed through the spinal column. No game will ever be this detailed because most people who want RPGs don't want intricate battle systems, they want magical numbers floating on screen that get bigger when you level up, pretty visuals, and a retarded story that's not too deep or it'll fly right over their heads. Pic related.
Sure, but those are exceptions. Typical RPGs don't have them, or if they do it just functions like a critical, possibly with some sort of status effect.
Trick question. The bullet goes into slow motion as it's fired and I have to guide it to the enemy. Being higher level will mean that it will be harder to control and there will be a higher chance to miss, but all depending on your skills and not on RNG. If I hit it's a headshot and he's dead.
>RPG
>With levels
What kind of shitty dream RPG is that?
Kys yourself.
They die. It's a human enemy. As a balancing factor, bullets for the gun are scarce.
>dream RPG
>you have levels for slight stats modifications but the main use is to introduce new mechanics slowly
>enemies don't have levels at all
>dream RPG
>headshots
This is a contradiction.
>Dream RPG
>guns
Lmao
You miss.
>dream rpg
>in a setting with guns
>What happens
It hits the character for damage, but they probably don't die.
>Why
Because "humans" in RPGs are very clearly super-humans with extreme levels of durability.
I understood that by the time I was playing FF8 when I was like, 10.
I'm not sure what you mean. You mean character skill? That's the difference between an RPG and an Action game. Action games are about player skill, RPGs are about character skill.
What's common? How do you use player skill in a tabletop setting. Do you go out to the shooting range and fire at things, to see who is the better shot?
I only said that the Y modifier is dependent on skill level, not what kind of modifier Y is or its magnitude. If the Y modifier is an RNG that approximates the ability to hit critical points of the body, then it encompasses the ability of the skillful to aim well and also for the unskilled to get lucky.
Depends on the rune I engraved on the bullet beforehand.
Depends. Higher levels will give the characters access to better skills but it won't increase your health. A higher level enemy is more likely to be wearing either a helmet strong enough to brush off hits from my lower level weapon.
Kind of like XCOM, a rookie soldier with a laser weapon is going to tear any alien a new asshole. It doesn't matter which level you are what matters is your equipment.
You could give higher level characters magic skills, so if they were being protected by a barrier, then that barrier would be stronger in higher levels.
But if they have no magi spells or gear, they die
All stats are in shooters are enforced incompetence.
the more visually detailed a game is the harder it is for dicerolls to be believable. dicerolls are a mechanic from a time of low visual detail high imagination games.
If this is a video game this is a fucking garbage question and should be laughed at as such.
If this is a tabletop game then roll for damage as if it were a crit, and most likely roll on a table of additional effects (blindness, deafness, chance of instant death) flavor text as needed (bullet pierces an eye and exits the side of the skull, bullet grazes skull and destroys an ear, bullet enters skull and the guy falls over dead)
My dream RPG wouldn't have levels.
>gun regularly does 10 damage
>headshot ignored enemy armor, do no armor subtraction
>also does critical damage so x2 damage
>you have a perk that makes critical damage do 3x more damage
>so 10x2x3 is 60 damage
>factor in stealth bonuses etc
Do we have to do the math for these game devs now too?
It does damage to that body part, modified by the protection value of the armor equipped by the enemy that covers that part.
If my dream RPG has guns then the levels matter far less than the equipment in this instance. The gun will definitely crit, whether or not it kills depends on if the gun is any good or if it's a shitty early game gun that the player was too incompetent to ditch before fighting an enemy 10 levels higher than himself.
This. Just a flat critical bonus for headshots. Relative to stats of course.
So simple yet so hard to grasp for some devs
Didn't original X-Com make shots deterministic if you were close enough?
RPG with guns are usually shit. If I had to though, I'd set in the future so game mechanics could be implemented without breaking a degree of realism. Force fields etc. If you make it modern day, to implement a levels system on enemies, you've simply got to let the enemy be bullet sponges (For example, The Division).
I fucking hate bullet sponges in games.
Fucking.
Hate.