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Same game without the annoying miss mechanic ?

A topic by NissaRed created Apr 07, 2019 Views: 1,683 Replies: 2
Viewing posts 1 to 3
(4 edits)

Is it possible to get the game without that annoying and constant over the top miss mechanic ?

Melee attack missing is rather common in RPGs, and I could see it working in this game as well if toned down, but magic missing is quite rare in most games and unwarranted.

I just don't think it's fun to play your game if the heroes, even boosted by relevant traits (+hit and such) keep missing over and over again because of RNG.

As a minor nitpick, Rosa gets a mana restore that probably shouldn't need a second click for the target, since it only can affect herself.

Otherwise, it looks like a nice Rance spin-off to me and worth watching its progress.

Thank you for your consideration, and good luck with your game.

(1 edit)

Thank you for the feedback. Miss mechanic, albeit might be annoying, is more of a core one to us. I generally hate miss mechanics when they are extremely punishing (think darkest dungeon) or when they are done in a game which went into action combat (think morrowind, diablo) and there's no reason to roll dices when action precision is on the player.

However, Displaced has a turn based combat and hit and miss mechanics are essential for some balance options, i.e. archer archetype is specifically focused on profiting from those values and will be more suitable to combat more agile enemies. I'm aiming to make sure that none of the misses are extremely punishing as average combat output rarely presents situations for being one-shotted, and we might consider using a somewhat advanced double-check formula (where high change hits are always hit and high chance misses always miss). 

(10 edits)

I see. To be blunt, and without wanting to be in any kind offensive towards game authors (you included), I think that games are not more challenging or even interesting because of constant RNG. They are just more boring.

Not more difficult thanks to save scumming, more boring because I as player no longer care about making sound tactical decisions, knowing that RNG can screw these up no matter what, and that the load button is just a click away. It just becomes a game of patience that extends over time.

When I played your game, I immediately noticed a quick succession of misses (5 or 6 in a row) during several forest battles, which is why I invested in +hit traits for both heroes as soon as I could at level up. This I can see as good and fairly standard CRPG design, forcing the player to make sometimes choices : make sure everyone connects their hits, or pick better average damage, or better criticals instead, etc.

However, even with the aforementioned traits, my two heroes kept missing/missing/missing/etc. as they levelled up, the noble guy in the front row constantly out of mana (stamina?) and using single attacks, and the mage in the back row constantly replenishing mana to heal. Having to pray the RNG gods and waiting out to get the right combination of dice rolls does not make an interesting CRPG. Of course there will always be some part of luck involved, but it should be possible to find a decent middle ground for everyone (maybe by modulating difficulty options).

I dislike your game design, and unfortunately this game doesn't seem to be made for me, but I will of course respect your game design decisions. I know first hand how much effort can go into fulfilling projects, and also that no developer can ever please everyone. Again, I wish you the best of luck on the road toward success.