Accuracy – The Last Remnant of Action?
The current accuracy system is weird. Theres no way of telling your accuracy vs last monster hit.
Ontop of that, it feels like your out of sync when your missing. Not a game feature. Make it feel like you actually just missed. Have some clear way to get all the accuracy you'll ever need and then some. Make it easy to learn. | |
" correct, as long as noone can produce a answer to "What´s the range of Attribute-requestites on lvl90-100 gear" i will stay in my colour. It would also provide the ability to go ACC(lowfromSTR)+ACC(alittlehigherfromDEX)-duelist. Do i need to draw a image ? https://www.youtube.com/watch?v=drDs-Y5DNH8 Last edited by Lachdanan#4036 on Aug 26, 2011, 9:22:42 PM
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" This seems like a big problem, because not only do Witches get 100% hit rate, they also get lots of crits (I've noticed the +% to spell crit) and the dex tree doesn't. Balancing this seems difficult, if not impossible. The only thing not making it imbalanced in this build is that those +crit skills don't seem to do very much at all. The thing is, depending on how it's balanced, it makes Dex make very little sense, unless the crits work differently than in other games. Is critical hit something that happens after the accuracy calculation, or do crits bypass evasion, and always auto-hit? If it's the latter, I expect people to do what Assassins did in Ragnarok Online and just pump their crit rating to the stratosphere, avoiding conventional accuracy entirely. I hope you guys can juggle the numbers right for this to work, because if you don't, players will juggle them instead, and imbalanced builds will pop out of the woodwork... 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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To the OP: What are you proposing, specifically, to replace the RNG accuracy model? Are you suggesting that:
1: You can no longer target a monster and hold your attack down while moving the mouse away. 2: You must click the monster's hitbox every time to hit them. 3: The monsters dance around and dodge so it's hard to click on them. This sounds extremely annoying to me. |
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" This is already built into the system. It's why weapons have a damage range. Your idea would require all weapons to have a single base damage value and then you could modify that value up or down for glancing blows or whatever. Statistically, the damage numbers would all work out exactly the same in the end. Forum Sheriff
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Agreed. I really dislike accuracy.
Many games have ditched the idea, including huge ones like Guild Wars. Even a "Diablo clone" back in 1999 ditched the concept of accuracy (and was probably not alone, either): [Westwood Studios'] Nox. I absolutely love many of the things implemented in that game — from the fact that you had to aim to hit (instead of using accuracy), to the fact that the screen was only revealed where you have LOS (sorta like the shadows in the dungeons in this game), to the control system. Fresh cakes for all occasions.
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" I think you'll see a server wipe long before level 90-100 gear gets in the game. You can see the attribute requirements for all gear here ------------------------ Accuracy/defense were originally representative of armour - a miss meant you may have hit that guy in the head with your axe, but didn't do any damage through his helmet. An attack bonus might have meant a dexterous ability to find the crack in the armour with a strike - or it might have meant just brute strength to smash through the armour. Games that abandon hit chance generally use damage reduction instead for armour - here in PoE we have both, and even a third armour type. If evasion/accuracy were to go, what would replace them for dex? Last edited by Malice#2426 on Aug 27, 2011, 4:12:15 AM
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I will throw in my opinion to agree with those who are saying that the accuracy rating needs to stay. With the accuracy rating in place you can choose from character creation to keep your accuracy high, and in the process give up some other passives, or you can choose to max your damage numbers, at the cost of missing frequently. (Unless you use magic, which seems to be a guaranteed hit chance, and also seems to crit way more than it should -but that is another discussion).
My only problem with accuracy currently is that I never know if I am legitimately missing the target or whiffing because of synchronization issues. My physical damage characters (one marauder, one ranger) both have over fairly high accuracy (one 85%, one 90%), but sometimes I will miss 4 or 5 times in a row -so I take a step either way to make sure I'm not stuck in one of those "impossible to hit" spots. Once the synchronization issues are worked out so that your 75% chance to hit is really 75% I don't think this will be nearly as big an issue. "Not everything you see on the internet is true." ~Ernest Hemingway
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another idea is to make accuracy act as a bad hit instead of a miss hit, an unaccurate hit that will still cause a % of dmg, for example when you miss hit cause of low accuracy the mob will take a 30% of the dmg your weapon does.
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I can tell you only one thing.
Shitboxes are all over the game. Walls in dungeons got much bigger hitboxes than the wall itself ,mobs got blind spots on them. Sometimes from some set angles i can make enemy look like hedgehog with my archer dealing him no dmg at all ,while if i change my position to different angle i am back to almost 100% hit ratio. In dungeons thanks to the walls my arrows just stuck to air ,floating and just blocking my possiblity to even use full potential of ranged character. I agree to the topic that accuracy isnt so important in aRPG game ,though we need it for evasion stat otherwise rangers would be totally defenceless. Though first fix the shitboxes in game. |
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