Relase game mechanics info pls DEVs

Talk about anything Legend of Grimrock 1 related here.
Kostas
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Joined: Tue Apr 24, 2012 11:57 am

Relase game mechanics info pls DEVs

Post by Kostas »

One of the reasons I preferred EotB to DM and Black Crypt (which I feel are better in some areas) was that it was based on the AD&D rules.
I knew exactly what was happening behind the scenes (for the most-part).
It makes me really sad that so much of LoG is unknown.
Can the DEVs pls release the game mechanics algorithms so we don't have to wait for modding or hacking tools to find them on our own?
There's nothing to fear, but fear itself.

PS: Do you want me to ask specific questions?
1varangian
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Joined: Thu Apr 19, 2012 10:35 pm

Re: Relase game mechanics info pls DEVs

Post by 1varangian »

I would also like to know how some stuff works. Mainly...

Accuracy vs. Evasion
Attack Power vs. Protection
How damage is calculated for weapons and spells
Chiller
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Re: Relase game mechanics info pls DEVs

Post by Chiller »

+1 (plus one)
Greco
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Re: Relase game mechanics info pls DEVs

Post by Greco »

It would be nice to have such info. Also I would like to ask the developers publish monsters attributes as well (protection, evasion, attack etc). It will help much to evaluate how difficult a monster is at first sight
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Thels
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Re: Relase game mechanics info pls DEVs

Post by Thels »

Greco wrote:Also I would like to ask the developers publish monsters attributes as well (protection, evasion, attack etc). It will help much to evaluate how difficult a monster is at first sight
This I don't care about as much. They're the enemy, you shouldn't know their every detail.

Other than that, knowing exactly what does what would be nice. There's quite a few options to click at character generation, but if there's no explanation to what their effects are on the game, then it all becomes quite random.
Kostas
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Re: Relase game mechanics info pls DEVs

Post by Kostas »

Yeah, if I have 50 evasion do the enemies miss me 50% of the time? (And what does negative evasion do then?)
No, because they miss me a lot even with 0 evasion.
How does my accuracy work?

But is protection the percentage of damage absorbed? Like with 50 protection I get half damage?
Is energy resistance like that too? Am I immune to fire at 100 resist fire?

Does skill level affect spell damage? Does character level? Or only the jump to upgraded bolt spell version?

So many questions...
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Thels
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Re: Relase game mechanics info pls DEVs

Post by Thels »

I don't think any of those stats work percentage based. It's most likely more like opposite scores compared to each other:

Accuracy is compared to the opponent's Evasion score, to determine if you hit or not.
Attack Power is compared to the opponent's Protection score, to determine how much damage you deal. Of course, weapon affects this as well.

Maybe Resist does work percentage based? Is it possible to boost one to 100%? Then we can find out.
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Disasterrific
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Re: Relase game mechanics info pls DEVs

Post by Disasterrific »

You can figure some of this stuff out for yourselves guys...

Resist is capped at 100 and I think this means 100% prevention.

Weapon skills increase attack power and I believe accuracy too - you can see this in the icons underneath your characters' hand slots.

Spell skills I believe increase damage and effect length just from watching damage done but it's hard to measure objectively.

Evasion is not %. I've hit over 100 with that. I can only guess how it interacts with accuracy, and the same for attack power and protection. Protection can mean 0 damage for sure.
Kostas
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Re: Relase game mechanics info pls DEVs

Post by Kostas »

Yeah I've semi-figured out the same stuff.
The only thing I'm completely in the dark is spell damage and skills.
But this doesn't mean the DEVs shouldn't release this info. Most RPGs do it (but most are based on a pen&paper version so it's kinda already known).
Durgha
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Re: Relase game mechanics info pls DEVs

Post by Durgha »

I think negative Evasion scores could use a bit of clarification. Is zero the effective minimum, or does a negative score actually make a character easier to hit? It makes a significant difference between untrained armor being an inconvenience or an outright liability. I tried testing it, but the results were inconclusive at best.

As for enemy stats, they should be posted. Access to mob data is requisite for the dungeon editor to work, and releasing the info earlier would be beneficial to potential dungeon authors. Detailed notes on combat mechanics would also be useful to this end. I suspect modders have already data-mined the information anyway, so "officially" keeping it secret doesn't seem to benefit the community at all.

Should it all be posted in-game? I suppose that's debatable. I don't think it should be integrated directly into the combat UI since that would degrade immersion. Eventually a separate bestiary tab from the option menu would probably be a good idea, but for now a simple TXT file with the stats would suffice.
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