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	<title>Comments on: Godfall: Combat Mechanics I</title>
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	<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/</link>
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		<title>By: Dyrak</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-331</link>
		<dc:creator>Dyrak</dc:creator>
		<pubDate>Tue, 25 May 2010 04:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-331</guid>
		<description>Couldn&#039;t have done it better myself. Godfall will be awesome.</description>
		<content:encoded><![CDATA[<p>Couldn&#8217;t have done it better myself. Godfall will be awesome.</p>
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		<title>By: Meteor</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-329</link>
		<dc:creator>Meteor</dc:creator>
		<pubDate>Mon, 24 May 2010 23:20:45 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-329</guid>
		<description>I don&#039;t know tbh, i liked the lack of evasion stats, because it let me get 100% hit rates, even when i used Hail of Arrows or Ensorcelled Blade. Opponents with high evasion stats would suck, especially if they also ignore armor.


The Stances stuff sounds great though, i allways licked skills, that don&#039;t use MP, Mana or whatever. I was a huge fan of Final Fantasy 8 because of that.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know tbh, i liked the lack of evasion stats, because it let me get 100% hit rates, even when i used Hail of Arrows or Ensorcelled Blade. Opponents with high evasion stats would suck, especially if they also ignore armor.</p>
<p>The Stances stuff sounds great though, i allways licked skills, that don&#8217;t use MP, Mana or whatever. I was a huge fan of Final Fantasy 8 because of that.</p>
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	<item>
		<title>By: Hollows</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-328</link>
		<dc:creator>Hollows</dc:creator>
		<pubDate>Mon, 24 May 2010 09:20:39 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-328</guid>
		<description>I like the idea of terrain, you should throw in some terrain changing monsters/spells.

Short request long explination:

Could you make it in MDGF that the less characters you start with the easier it is to play?

I was playing and I just wanted to run thru the den with a conjurer because his wall of shadows spell is more usefull and I didn&#039;t like messing around with a big group like the first time so I tried it and it didn&#039;t go very well. It was impossible for me to kill any group of six and I only made it to the third level and than gave up.

PS: Wall of Shadows is Awsome!</description>
		<content:encoded><![CDATA[<p>I like the idea of terrain, you should throw in some terrain changing monsters/spells.</p>
<p>Short request long explination:</p>
<p>Could you make it in MDGF that the less characters you start with the easier it is to play?</p>
<p>I was playing and I just wanted to run thru the den with a conjurer because his wall of shadows spell is more usefull and I didn&#8217;t like messing around with a big group like the first time so I tried it and it didn&#8217;t go very well. It was impossible for me to kill any group of six and I only made it to the third level and than gave up.</p>
<p>PS: Wall of Shadows is Awsome!</p>
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	<item>
		<title>By: garin</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-327</link>
		<dc:creator>garin</dc:creator>
		<pubDate>Sat, 22 May 2010 04:46:39 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-327</guid>
		<description>Currently, reduction is still percentage-based.

I think having diminishing returns on most stats is kind of unintuitive and difficult to convey to people, even if it&#039;s somewhat better for balance. An approach like that might work for armor rating though, which already goes into a black box to emerge as damage reduction.</description>
		<content:encoded><![CDATA[<p>Currently, reduction is still percentage-based.</p>
<p>I think having diminishing returns on most stats is kind of unintuitive and difficult to convey to people, even if it&#8217;s somewhat better for balance. An approach like that might work for armor rating though, which already goes into a black box to emerge as damage reduction.</p>
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		<title>By: Ghaleon</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-326</link>
		<dc:creator>Ghaleon</dc:creator>
		<pubDate>Sat, 22 May 2010 00:48:51 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-326</guid>
		<description>Do you plan on making all forms of mitigation scale in a linear fashion? Or are you going to try and make it so you need 2X more of a mitigation stat when you&#039;re at 50% already than you would if you were at 0%?

Or maybe both, given its source? (skills add, equipment multiplies, etc)</description>
		<content:encoded><![CDATA[<p>Do you plan on making all forms of mitigation scale in a linear fashion? Or are you going to try and make it so you need 2X more of a mitigation stat when you&#8217;re at 50% already than you would if you were at 0%?</p>
<p>Or maybe both, given its source? (skills add, equipment multiplies, etc)</p>
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	<item>
		<title>By: ChaosBladeDC</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-325</link>
		<dc:creator>ChaosBladeDC</dc:creator>
		<pubDate>Fri, 21 May 2010 17:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-325</guid>
		<description>Is reduction percentage or number based? (aka. -15% oder -20 damage)
If I think of terrain, there are likely positive and negative effects. (If you take cover, it&#039;s difficult to use melee attacks sorta, and unstable ground would sort of protect you from melee, because rushing at you becomes more difficult. But logic can be dropped for balance though)</description>
		<content:encoded><![CDATA[<p>Is reduction percentage or number based? (aka. -15% oder -20 damage)<br />
If I think of terrain, there are likely positive and negative effects. (If you take cover, it&#8217;s difficult to use melee attacks sorta, and unstable ground would sort of protect you from melee, because rushing at you becomes more difficult. But logic can be dropped for balance though)</p>
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	<item>
		<title>By: James</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-324</link>
		<dc:creator>James</dc:creator>
		<pubDate>Fri, 21 May 2010 17:38:01 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-324</guid>
		<description>Good stuff man, now more stratagizing. 

Keep it up.</description>
		<content:encoded><![CDATA[<p>Good stuff man, now more stratagizing. </p>
<p>Keep it up.</p>
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	<item>
		<title>By: DaemonNic</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-323</link>
		<dc:creator>DaemonNic</dc:creator>
		<pubDate>Fri, 21 May 2010 13:53:07 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-323</guid>
		<description>That seems interesting.
Stances: That looks like it&#039;s going to be one of those things that will make non-sword (or bow for ranger, or knifes for rogue, or swords for mage, you get the picture) weapons usefull for the warrior, will you be able to pick your stance before entering combat?
Terrain: Cool, but I think that there are situations that wouldn&#039;t need it, for instace, generic hallway: (O= open, M= Mook, H= hero)
OOO
MOM
------
HHO
OHH
So there are only two enemies, thus terrain wouldn&#039;t change much.
Mitigation: Yay! An actual dodge stat! Yay! Poison Reduction! Yay! Overall clarification.... wait. Is there going to be a accuracy stat that isn&#039;t entirely based around weaponry?</description>
		<content:encoded><![CDATA[<p>That seems interesting.<br />
Stances: That looks like it&#8217;s going to be one of those things that will make non-sword (or bow for ranger, or knifes for rogue, or swords for mage, you get the picture) weapons usefull for the warrior, will you be able to pick your stance before entering combat?<br />
Terrain: Cool, but I think that there are situations that wouldn&#8217;t need it, for instace, generic hallway: (O= open, M= Mook, H= hero)<br />
OOO<br />
MOM<br />
&#8212;&#8212;<br />
HHO<br />
OHH<br />
So there are only two enemies, thus terrain wouldn&#8217;t change much.<br />
Mitigation: Yay! An actual dodge stat! Yay! Poison Reduction! Yay! Overall clarification&#8230;. wait. Is there going to be a accuracy stat that isn&#8217;t entirely based around weaponry?</p>
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	</item>
	<item>
		<title>By: Adam</title>
		<link>http://www.monstrumgames.com/2010/05/godfall-combat-mechanics-i/#comment-322</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Fri, 21 May 2010 10:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://monstrumgames.com/?p=181#comment-322</guid>
		<description>Stances... stance dancing? :P

Terrain...  intriguing.

Mitigation... clarified.

Mmmm... mechanics.</description>
		<content:encoded><![CDATA[<p>Stances&#8230; stance dancing? <img src='http://www.monstrumgames.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Terrain&#8230;  intriguing.</p>
<p>Mitigation&#8230; clarified.</p>
<p>Mmmm&#8230; mechanics.</p>
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