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Original post by Kest
Chainmail versus bullets is a really great example. Chainmail is a very unique type of armor, having holes in it. Bullets are small enough to pass through some chainmail. So in effect, I can provide random deflection to a point where bullets are sometimes not absorbed by the chainmail at all, and other times completely deflected.
Does chainmail protect against arrows as well? In any case, that's just one extra damage time.
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I have to agree. I'm one of them. But I also enjoy figuring things out on my own. I don't like the systems where you simply look to see how much your stats are effected before equipping something. I don't like the "Equip Best" buttons. It takes a lot of the fun out of it. Maybe I'll just not have the NPCs at all. Maybe I'll try to come up with interesting gameplay methods that the player can use to discover the abilities of items on their own. Mannequins? Identify skill (which takes you to a seperate screen)? Something.
I don't mind having some vaguness in how effective weapons are; it's just that you will need to provide some feedback to the player as to which weapons are good or bad against different enemy types. It's similar to those RPGs where some monsters have immunity to weapons; you have to make sure the player knows that their weapon is doing no effect (by having their avatar swear, for example). It could also help if you provide either some sort of trainer that tells you which types of weapons are useful against different types of enemies, or at least have it make sense (using flame against wood, for example).
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Has anyone actually played a game that used complex inner-working attack/defense systems without displaying the details to the player? I have yet to see such a thing.
Yes, many games do. Nearly every FPS these days will have different weapon effectiveness against different types of enemies. RTS games have different rates of effectiveness of different types which usually isn't displayed (how much better an archer is against a footsoldier, for example). Most console RPGs don't tell you by how much a fire attack will damage an ice enemy. Heck, Pokemon has quite a complex weapon damage system buried in its core; the figures aren't shown for that. It depends how "complex" you want to go, though.