I HATE THE 'MISS' MECHANIC

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In every game I've played since childhood, nothing has frustrated me more than a basic attack missing the target. I don't believe it adds anything enjoyable to the experience. It doesn't mean my tactics were necessarily at fault, it only means that a random roll of the dice have, at best, caused a turn of delay, and at worst, caused me to take more damage than I was counting on and lose the battle.

I'm definitely not opposed to variable damage in the mix, and for to some attacks doing less damage to certain enemies (especially when those resistances are opaque). In the game I'm working on currently, it's impossible to miss -- if you time the hit correctly, you can only do EXTRA damage. Enemies can still miss their attacks against you though.

What do you think? Is there a good reason to have simple attacks miss?
Craze
why would i heal when i could equip a morningstar
15170
in my current project, most hits will be 100% accurate. only a few things can change it:

>very speedy enemies might have innate evasion (about 10-20%), although most bosses don't

>anybody with positive Speed buff stages gets 10/20/30% accuracy/evasion, and negative stages are -x%. the accuracy counteracts enemy evasion, so as long as you debuff the enemy or buff yourselves you can completely negate all but one particular boss's evasion (only a certain party member can hit her reliably due to ~plot~). If you debuff the boss and buff your Speed though, the rest of the party can lower her evasion rate to 10% (from 70% innate)!

>there are no abilities with an innate miss chance, mostly because it didn't fit the characters -- none of them are gamblers or berzerkers.

I have nothing against misses, personally! I think they can add a risk/reward to using certain moves at certain times, but ONLY if the party has some sort of way to mitigate the evasion (or the party's own miss rate). You COULD use the axeman's big hit-all attack, but you might want to wait until turn 2 so that on turn 1 your mage can cast Freezing Mist to make all enemies unmissable.

I also normally have multi-hit attacks be the norm, at least for physical abilities (since the game i talk about above is my only recently game where spells can miss; mostly i have them be 100% accurate all the time). If the normal attack hits twice, and the warrior has 80% accuracy, they're often going to hit at least once. It's a nice way to tune their damage output while also showing that they're not as agile as the sneaky rogue with 99% accuracy that hits three times!
I think miss as a mechanic is mostly frustrating when it applies to skills as well as base attacks. I don't much mind if a basic attack misses because its the lowest amount of damage I can do and it costs nothing to activate. But if I miss with one of my spells or skills, burning my mp for no reason? Thats infuriating.

I love how paper mario does it. can't miss, can only do more damage. fantastically done.
slash
APATHY IS FOR COWARDS
4158
Yea, I agree that random "Misses" don't add a whole lot, especially because the chance is usually not low enough to spend a lot of time worrying about, but can randomly totally screw up a strategy. Essentially, every one of the your plans has a very low chance to just not work, and you can't do much about it.

I usually just remove miss chance altogether. I'll might add more distinct skills or states like a one-turn "Evasion" buff that makes you dodge all attacks, or a risky skill like Deathblow that does high damage with a 50% miss chance. There's a choice involved and it puts more control in the player's hands. As a general rule, I think randomness is fun if you can use it to create interesting decisions about taking risks. I even wrote an article about it :P

(I am also a huge fan of the Paper Mario "timed hit" system.)
I hate the miss mechanic for a different reason. I'd like to see something more like AC, where attacks can be controlled by a simple roll, based on stats. Instead, def and speed feels like a joke in 2k3.
I'm against the way RPGs in general handle misses. Often you have a low chance to miss which you can't do much if anything about. That said, I don't mind how Final Fantasy X implemented it where you can miss a lot, but only if you do something wrong.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
I really like the way it works in X too: there are a lot of combinations that result in a miss, but there's always a character specialising in something that is guaranteed to hit (like Wakka against fliers for instance)
Ratty524
The 524 is for 524 Stone Crabs
12986
The miss mechanic works well if the misses are telegraphed to the player somehow. Making things miss out of pure chance is infuriating and almost guarantees that a low-accuracy skill will not be used, but say you have a skill that temporarily blinds an enemy that is capable of hitting your party 100% of the time. That opens up for different strategies the player can work with, so long as it all behaves consistently.

Yeah... I think many older RPGs haven't aged well in this regard.
Paper Mario is rnhitler for it's random cap on Power Bounce. Either have a a set cap or reduce the timing window to a frame like in Mario RPG but none of this dice rolling when you don't want rng in your game



As for being on topic I don't mind missing but I do like being able to do something about my hit rate, either through in battle buffs or planning out equipment. There's a lot of ways to fuck it up though. For example having an accuracy cap where any points over means wasted stats or not knowing what the cap even is. Something I liked was in Disgaea where there were multiple levels of 'missing', you could do a glancing blow and deal half damage instead of a full miss and dealing zero. My latest game doodles replace RNG with attempts at using synergy instead. Taking Craze's Axeman and Freezing Mist example I'd make Axeman always hit with low damage and have Freezing Mist make enemies take +150% more Blunt damage instead of a low accuracy move and an evasion debuff. Also stealing Demon / Dark Souls status effect where taking enough poison damage causes the poison status effect instead of rolling each time.


author=Ratty524
The miss mechanic works well if the misses are telegraphed to the player somehow. Making things miss out of pure chance is infuriating and almost guarantees that a low-accuracy skill will not be used, but say you have a skill that temporarily blinds an enemy that is capable of hitting your party 100% of the time. That opens up for different strategies the player can work with, so long as it all behaves consistently.

Yeah... I think many older RPGs haven't aged well in this regard.


I dunno, Ultima 3 for the NES had spells that had a 50:50 chance of killing certain low level enemies... and the rng was tied to what frame of animation the battlers were in. Wait for the right frame before inputting the action and it would work consistently!
Pro tip, Drakonais: Never play EarthBound. Or at least don't ever use yo-yos or slingshots in that game. Or the Casey Bat.

But what about those action-RPGs where you can shove your sword so far down a monster's throat it comes out of his ass and the game can still tell you it's a "MISS"? I mean, how is simulating dodgy hit-detection simply NOT the greatest idea in gaming ever?

Agreeing with the general sentiment of the thread, though: It's kind of annoying if its completely unpredictable and/or there's really nothing you can do about it. Especially if you spent MP on it.
Craze
why would i heal when i could equip a morningstar
15170
so it seems like a lot of you guys are saying "i don't like how the 'golden era' did it, we should just not having any misses at all". i don't feel like that's a great way to push the topic forward! you're assuming that miss rates are always low but then fuck you over. it doesn't have to be that way :< think outside of the snes pls

grs: that ultima anecdote is amazing. also that blunt damage example is a totally reasonable way of designing a battle system... reminds me of what DA:O tried to do and DA2 kinda did and DA:I did in a cool way without any sort of in-game documentation about it. sigh
I'm thinking in FF14 terms where accuracy is the stat you get to the cap for your content then ignore
(death to lack of in-game documentation!). I'm trying to find other ways to add risk, reward, and rng beyond accuracy and missing. An actual example from a doodle is a guy with a ball 'n chain weapon. Attacking with it takes a turn to start spinning it (or an immediate attack with fisticuffs if needed). Once he's spinning on his next turn he can finally attack... or spin faster! This has the benefit of more damage with the cost of deferring the attack with a chance of losing control of the ball. This means he'll either attack right away, hitting a random enemy with the chance of reduced damage, or lose the spin and revert back to his non-spinning state losing the combo entirely. There's a bit more diversity to his failure state than just zero damage and the player can invest in multiple levels of risk:reward (right now there's three spin levels, at max he has to attack).

(Synergy wise I think I had wind casters able to increase his spin level without losing control and up to one level past max with a cost of making him stunned for a turn because you just made him a tornado and now he feels sick)
I think some of you guys are adopting the 'I don't like being inconvenienced by this mechanic when it's done wrong so fuck you to this mechanic entirely' which isn't smart!

The 'Miss!' mechanic (and other mechanics in mind) aren't fundamentally irritating, what I'm sure you guys really mean is that it's annoying when it's ill designed. Missing half the time, all the time for no determinable reason? Yes, that's pretty irritating, I know! But 'Missing' is simply that, missing a swing against an opponent or an opponent against you, and that can be molded into an interesting addition to your gameplay like anything else.

Select enemies with high evasion! You can't rely on whacking them with something, so you have to get creative and figure out another solution. Buffing yourself so your Evasion goes up on a squishy character so they don't get hit as often! An incredibly high risk, high reward attack! An enemy blinding your main beefcake so they can't destroy everything in their path, or even more satisfying, you doing the same against a terribly strong monster.

Or sometimes misses can just be (relatively) rare bad luck. In regards to this last point, leaving some things to chance is still a part of RPGs and has been since Dungeons and Dragons, and isn't inherently bad.

Basically, I don't think Misses are bad or even really inconvenient if done correctly. A good rule to keep in mind is that a lot of mechanics are easily digested if you give the player access to them as well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There's not a lot of difference between a miss and failing to get a critical hit. In most games you lose the same amount of damage either way.

The core difference is the player's expectation. When the chance to get a critical hit is 5% you expect to fail, so when you succeed it feels good and when you fail it doesn't feel like anything. When the chance to hit is 95% you expect to succeed, so when you succeed it doesn't feel like anything and when you fail it feels like bullshit.

I think we can all agree that adding a 5% miss chance to every action in the game is total bullshit. The trick is making it so that the player only misses when they have the expectation to miss. Consider an enemy that casts a buff spell to increase their evasion rate. Even if they only buff it up to a 20% evasion chance, it communicates to the player that they should now expect to miss. The player will not be upset when they miss - they'll instead be pleased when they hit.

All of this only applies to the player missing. If you want to talk about enemy skills and attacks, you talk about their crits instead of their misses. It's far harder to give the player control over enemy crits though, since you often can't control their targeting. I think enemy crits are one of the most questionable design tendencies in RPGs. It's difficult to make them not be bullshit unless the game has a reliable 100%-successful tanking mechanic, or the game is just too easy for the crits to matter. It's fine if only the enemy's weakest attacks can crit, since that's not really any different than just randomly using a skill instead of attacking. But if every physical skill can crit, you may want to examine why the crap you are doing that. In difficult fights, it's basically just a random chance for the player to die when they do everything right.
LockeZ, I think the expectation bit is spot-on. As long as the player has a grasp of what to expect, it's not an unpleasant experience. I feel like the 5% chance to 'Miss' is something of an artifact -- the intention to add some variation to the outcome of an attack is a good, but the result (to deal zero damage) isn't. I've personally witnessed people play old RPGs of mine and get dealt a 'Miss'. It felt bad to watch them struggle and I didn't really have an explanation for why that should be a random punishment.

And GRS, I definitely prefer the chance of half damage over missing. Honestly, even 1 damage is preferable, even though it's effectively a miss. There's something so heartbreaking about doing zero damage.
Craze
why would i heal when i could equip a morningstar
15170
what if your greatest desire is to break the player's heart </3
I think that randomness should only be used on a small scale just to add variance to the game.

Example:

Let's say you have a skill with a massive cost that can 1 shot the enemy but have X% chance to work. This is stupid as the results of the battle are decided only by luck if you use said skill.

Now there is nothing wrong to have a small variance in the damage you deal/receive (something around 5%).




Craze
why would i heal when i could equip a morningstar
15170
if the variance is gonna be so small then what's the point? go big or go home
author=Craze
if the variance is gonna be so small then what's the point? go big or go home


Idk, just for the sake of variance hehe. Personally I don't like when things are decided by luck.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Variance isn't a reason, it's the thing he's asking you the reason for. Also, variance and luck are the same thing. You can't have one without the other. If the variance/luck doesn't actually DO anything then you might as well accomplish it by randomly having different battle animations instead. That would be far more interesting than showing a meaninglessly different number.
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