please Im begging you - /vrpg/ (#3809490)

Anonymous
7/22/2025, 12:34:09 AM No.3809490
Combat-Text-Example
Combat-Text-Example
md5: 01bf788fd8e65504951398ecd1c40ea4🔍
STOP FUCKING DOING THIS TO RPGS

>congrats player you just did two thousand damage to a level 1 mob

WHAT THE FUCK DOES THAT EVEN MEAN?? OH HERE YOU GO FAGGOT HERE'S TEN THOUSAND ARMOUR DEFENSE POINTS AT LEVEL 12 GO NUTS

JUST FUCKING BLOAT NUMBERS THAT MEAN TITTYFUCK NOTHING. IS IT A PERCENTAGE?? IS IT FLAT DAMAGE??? IS IT A RATIO OF MULTIPLE VARIABLES??! WHO CARES!! BIG NUMBER MAKE BIG DICK WOOOO!!!

>Here's six thousand crit at level 5 champ. No we won't tell you if it's a percentage, damage, a ratio, or a multiplier lol

FUCKING STOP
Replies: >>3809619
Anonymous
7/22/2025, 1:40:37 AM No.3809519
I haven't played an RPG that does this in a long long time.
Replies: >>3809589
Anonymous
7/22/2025, 3:59:16 AM No.3809589
>>3809519
Not OP but I tried Grim Dawn and some other indie Diablo-like (svarog's dream I think) and this really put me off them. It really is needless numbers bloat to be doing and taking hundreds/thousands of damage right from level 1. I think it's more tolerable in turn based games where you have more time to take numbers and less numbers are on screen at once, but in an ARPG like the ones I mentioned it's really obnoxious to be seeing swarms of enemies with dozens of numbers in thousands from the get-go.
Replies: >>3809609 >>3809652
Anonymous
7/22/2025, 4:02:08 AM No.3809590
I agree. Going from doing 1-2 damage to 3-5 damage feels more satisfying than going from doing 100 damage to 1523666$$$ damage.
Anonymous
7/22/2025, 5:00:04 AM No.3809609
>>3809589
most of grim dawn is in notation, so it's usually 1.2k or something. hp bloat for the player side is p. low, compared to diablo 3. overall arpgs are degenerate gamba anyway and the real awful numbers are the drop rates.
Anonymous
7/22/2025, 5:14:12 AM No.3809619
>>3809490 (OP)
I think the worst recent example is (unsurprisingly given their track record) that Rogue Trader game, as they took a system that had a VERY strict adherence to low numbers - where a stub revolver does 1d10+3 and a fucking bolter does 1d10+5, the primary difference being instead massive armor penetration, a superior damage type (for critical effects), and a quality that was effectively roll-twice-take-best for damage. Where a regular human might have 10 wounds and a fucking space marine has 20, again the difference being damage reduction and other qualities, and wounds in general were just a buffer before taking critical damage that might actually kill you. Where no stat CAN go above 100, and most don't even reach 50 except for the most extraordinary entities.
They took all that, and turned it into some bullshit where Wounds are just meat points going up into hundreds and maybe thousands, stats can be adjusted willy-nilly with abilities and tanked to single-digits or bloated into 300+, and weapon scaling is the peak of WOAW LOOK AT DEM BIG DEEPS that renders existing gear obsolete as soon as you enter a new Act (indeed, they even inform you of this when examining armor by providing dodge/reduction percentage for current act, so you can see the drop from 'excellent' to 'trash' with details).
I'm no brainwashed retard who'd claim the 40k tabletop was the best designed system, or even that it didn't have some truly mindbogglingly bad design decisions, but to change what DID work quite well and shit all over it to appeal to whatever niche the idiots who actually clap whenever number get big without regard for WHY it got big is ridiculous.
Thanks for the excuse, I needed to vent.
Replies: >>3809891 >>3810509
Anonymous
7/22/2025, 6:27:16 AM No.3809652
>>3809589
You can turn the numbers off... why wouldn't you?
Replies: >>3809809
Anonymous
7/22/2025, 12:06:15 PM No.3809759
Games that does this usually tend to be shit
Look at Diablo 4
Anonymous
7/22/2025, 1:45:33 PM No.3809809
>>3809652
You still have to interact with the numbers in terms of managing your stats, loot, damage and assessing enemies. The floating numbers look dumb but the core of the issue is still that the numbers themselves are bloated.

Fundamentally, it doesn't really change anything if I do 1000 damage vs a 10,000 hp foe or or 100 damage vs a 1000 hp foe, but there's a weird psychological element that makes the bloated version feel utterly meaningless
Replies: >>3810119 >>3810220
Anonymous
7/22/2025, 4:59:27 PM No.3809891
DEldar mug
DEldar mug
md5: 480afeffd9639adefb74eb5c2b608eca🔍
>>3809619
Appreciated.
Anonymous
7/22/2025, 8:41:33 PM No.3810021
Blame WoW
Anonymous
7/22/2025, 11:07:54 PM No.3810119
>>3809809
look at it this way, there are no numbers except 0-100, really. damage is just a percentage of the enemy's HP.
Anonymous
7/23/2025, 2:21:18 AM No.3810220
>>3809809
Psychology isn't mutually exclusive from physical reality so it still means something, though not mechanically. I get what you are saying though, it's just that the large numbers don't bother me the way they're bothering you or OP (or you are OP, I dunno).
Anonymous
7/23/2025, 7:13:19 AM No.3810430
Beyond first 3 digits numbers could be displayed at random and no one would notice damage being off
Replies: >>3810591
Anonymous
7/23/2025, 11:27:46 AM No.3810509
>>3809619
Thanks anon, I wasn't going to play an owlc*t game anyway, but this made me not wanting to play it even more
Anonymous
7/23/2025, 2:41:59 PM No.3810591
>>3810430
*laughs in engineering notation*