Accuracy – The Last Remnant of Action?

So, I was thinking – what’s the point of accuracy in an ARPG? Is it to punish players for having the worst possible gear? Though, isn’t that already a form of punishment?

My point is, ARPG’s are generally based on play-field mechanics, either an arrow hits you or you literally dodge it by moving out of the way.

Accuracy is, in my opinion, very detrimental to designing a fun and interesting play experience. Case in point –

Is it more interesting to have enemies that can quickly dodge attacks and react to player’s incoming abilities, even if superficially, or is simply missing the enemy with your attack more interesting?

I’d agree that the former is way more interesting, and action-y than the latter.

Is it possible to have accuracy and enemies that also dodge your attacks? It certainly is possible! But is that really fun? Is it fun knowing that your level 45 character has a 50% chance to miss a level 45 enemy, that by the way also dodges your attacks relatively efficiently? I would say that is boring and simply not an interesting mechanic.

This is not to say that missing attacks is entirely necessary to remove – I think it could be kept as a sort of pseudo-miss chance of say 5% on all weapons, while skills would have a 100% chance to hit.

This will force you into crafting enemies that have barriers, quickly dodge and evade attacks and create an over-all more enjoyable game.

No longer will the player suffer the inadequacies of low accuracy, they will be free to play as tactically as they can, and the game’s over-all feel and fun will certainly improve.

As this is an ARPG, I feel the Action needs to be a little more emphasized, and doing that with a high miss chance is simply not easy, or even frustrating.

- Remove accuracy and replace it with an artificial low miss-rate for base attacks (something like 5%).

- Design enemies that move tactically, possibly in response to the player.

- These ideas are certainly not new, but I hope they are presented in a way that makes them sound attractive.

- Missing is essentially inaction, inaction is not really 'fun' in an ARPG (maybe, just my opinion).
Happy Days Abound.
Last edited by Silver#3607 on Aug 26, 2011, 3:06:30 PM
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I agree that missing in PoE is somewhat frustrating, it would be a nice improvement to have a visual effect and sound to tell you that you missed. I've always the feeling that it's a bug.
Build of the week #2 : http://tinyurl.com/ce75gf4
Agreed.

Artificial to-hit in skill-based ARPGs tends to screw with players. If my axe strikes a monster, it HITS that thing, and in the current build, weapons are weak enough compared to spells that a 100% accuracy rate would even things out.

Made this suggestion before, I'll make it again: Give everything a 100% accuracy rate, and make dex skills have to do with crit rate.
NotSorry: Bot d3 for cash, play POE all day

CaptainBurns: The game is just a means by which to kill things.
I love how so many path of exile fans complain about diablo 3 being "casual" and then at the same time they complain that path of exile is too hard.
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J05H_DA wrote:
I love how so many path of exile fans complain about diablo 3 being "casual" and then at the same time they complain that path of exile is too hard.


I've never complained about Diablo 3 being too casual, or PoE being too 'hard.'

I'm simply saying that high miss-chance is not a great design for a game that boasts action.
Happy Days Abound.
Last edited by Silver#3607 on Aug 26, 2011, 3:20:24 PM
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J05H_DA wrote:
I love how so many path of exile fans complain about diablo 3 being "casual" and then at the same time they complain that path of exile is too hard.


"You missed because the RNG says you missed" has nothing to do with player skill or real difficulty. It's just the RNG. The same is true for crits, but at least there, the player isn't feeling like he has to roll the dice just to do anything at all.

In casual games, the RNG determines everything; you just sit there pressing a button every so often and your character rolls the dice. In, say, Quake and other heavily skill-based FPSes, your aim as a player determines whether you hit or miss. Putting more of the latter and less of the former into PoE is what the l33t players want to do.
NotSorry: Bot d3 for cash, play POE all day

CaptainBurns: The game is just a means by which to kill things.
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Silver wrote:
I've never complained about Diablo 3 being too casual, or PoE being too 'hard.'

I'm simply saying that high miss-chance is not a great design for a game that boasts action.


If you can't deal with/incorporate accuracy into your build then this game isn't for you. Removing accuracy would make this already easy game even easier.
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Slicer wrote:
"You missed because the RNG says you missed" has nothing to do with player skill or real difficulty. It's just the RNG. The same is true for crits, but at least there, the player isn't feeling like he has to roll the dice just to do anything at all.

In casual games, the RNG determines everything; you just sit there pressing a button every so often and your character rolls the dice. In, say, Quake and other heavily skill-based FPSes, your aim as a player determines whether you hit or miss. Putting more of the latter and less of the former into PoE is what the l33t players want to do.


Path of Exile isn't Quake or Unreal Tournament, it's a role playing game. The skill in an RPG comes from creating a build and executing it well. If you can't to that, then it's too hard for you.
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J05H_DA wrote:

If you can't deal with/incorporate accuracy into your build then this game isn't for you. Removing accuracy would make this already easy game even easier.


What if you removed accuracy, but in its place added more tactile and responsive enemies?

You're saying the experience wouldn't be better?

If I had a 40% chance to miss an already difficult target, I don't think I'd be having a blast.
Happy Days Abound.
The core of arpgs is the random number generator. You can influence it but you never escape it. There wouldn't be a game at all if you removed that core.

Currently, I feel like the accuracy system in PoE is too generous. You can never drop below 75% hit chance. That's absurd. If you feel like you're missing too often then put some skill points into boosting your accuracy. That's why those skill nodes are there. Just because they're a different color than you are doesn't make them optional.

More to the point, I see no way that you can take an isometric arpg and make it more like a first person game.How exactly do you expect players to manually dodge or block every single attack? That doesn't sound fun at all too me. That sounds tedious and exhausting.
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