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1000000 or 10?

  • Big numbers.

    Votes: 54 35.5%
  • Small numbers.

    Votes: 98 64.5%

  • Total voters
    152

SofNascimento

cursed
Member
Oct 28, 2017
21,258
São Paulo - Brazil
Particuarly in RPG and tactical games.

I'm not sure if the title is clear, so what I mean is how your damage output change as the game progress. It's only natural you deal more damage as your character become stronger, but there are different approaches to that.

Take Divinity Original Sin 2 for example. You begin dealing 1~10 damage points. Eventually you'll be doing 1000s of damage. Wasteland 3 which is a game I'm been playing recently follows a similar route. And so many other games.

On the other end we have games like XCOM2, FTL or Baldur's Gate... in FTL for example a weak weapon might do 1 damage and a powerful one do 4. Your HP (30 points) remains the same throughout the campaign.

Personally, as much as can be very satisfying to deal huge tons of damage, small numbers lend themselves much better to a tactical approach. When you're dealing 1000s of damage, you tend to ignore the numbers. They become meaningless. While in the other case, you're always looking for that optimal combination... having a +1 bonus damage can make all the difference in the world. Not to mention this affect enemy design as well.
 

apocat

Member
Oct 27, 2017
10,038
Small numbers. Let me have a real point of reference to help me understand what's going on. I'm not playing pinball. XCOM would be unplayable if you couldn't grasp what was happening.
 

Neoleo2143

Member
Oct 27, 2017
3,462
Small numbers are more readable. Greater readability makes it more reasonable to plan and make good decisions on more significant margins.
 

Deleted member 16908

Oct 27, 2017
9,377
Big numbers are only fun if you start off dealing small numbers.
 

Finale Fireworker

Love each other or die trying.
Member
Oct 25, 2017
14,710
United States
I think starting small and ramping up to a few hundred at top levels with exploited weaknesses is my preference. I like seeing my damage go up over the course of the game so 1-10 is smaller than I'd prefer. But I know if the number gets too big I completely lose interest because it feels too artificial and fake.
 
Oct 27, 2017
12,053
Smaller can be helpful but I have to admit, I enjoy the dopamine rush of getting big damage with 1000s of points lol
 

dipship31

Member
Oct 26, 2017
1,179
I'll take big numbers all day

maxresdefault.jpg
 

Deleted member 8468

User requested account closure
Banned
Oct 26, 2017
9,109
About 90% of the reason I like games boils down to numbers getting bigger the longer I play.

The bigger the numbers start out, the better the game is.
 

fr0st

Member
Oct 28, 2017
4,483
Smaller for sure. Division 2 I can get like 50 million 1 shot damage and it's hard to go back to a lower one
 

Gunny T Highway

Unshakable Resolve - One Winged Slayer
Member
Oct 27, 2017
16,993
Canada
I do not really have a preference for one or the other. But I will admit seeing either 9999 or 0 (If your have damage numbers on your character) is quite satisfying.
 

Doomguy Fieri

Member
Nov 3, 2017
5,261
Diablo 3: why not both?

Level 1 characters hit for 10 damage a pop. A few hours later they crit for 1,000,000,000.
 

Stoze

Member
Oct 26, 2017
2,588
Very small. It's one of the many reasons why I latched onto Paper Mario over other JRPGs when I was younger.

Really loved that type of design in Into the Breach where pulling off a 4 damage attack on an enemy is big.
 

Napalm_Frank

Avenger
Oct 27, 2017
5,731
Finland
Small numbers make it way easier to see how your character progresses. Going from a fireball doing 12 damage to 25 damage is way more tangible than going from 122058 to 258953 damage.
 
OP
OP
SofNascimento

SofNascimento

cursed
Member
Oct 28, 2017
21,258
São Paulo - Brazil
Small numbers. Let me have a real point of reference to help me understand what's going on. I'm not playing pinball. XCOM would be unplayable if you couldn't grasp what was happening.

Indeed.

For example, in XCOM2 your assault rifle deals 3-5 damage. On the hardest difficulty the Advent Trooper have 4 HP. Which means that dealing 3 damage or 4 damage can have major differences.
 

SnazzyNaz

The Wise Ones
Member
Nov 11, 2019
1,871
Starting in the single digits and working up to 999 or maybe 9999 is perfect IMO.
 
OP
OP
SofNascimento

SofNascimento

cursed
Member
Oct 28, 2017
21,258
São Paulo - Brazil
I should add that small numbers of a game that you end up dealing huge damage is not the same of the small numbers I'm talking about the OP. We're talking about two different approaches to the game design.
 

Oaklight

Avenger
Jun 16, 2018
933
Start with small numbers but by the end and especially the post game you start dealing millions or billions of damage. You can always just abbreviate big numbers to make them more understandable and meaningful like 1,246,764 can be shortened to 1.2m but then you don't lose that sense of power that big numbers convey. I like to feel powerful and massive numbers really help with that for some reason.
 

RadzPrower

One Winged Slayer
Member
Jan 19, 2018
6,037
One of the best things about the Paper Mario series is that damage started at 1. It gets the point across much better when you can use small, quickly understood numbers. Yeah, you technically lose some granularity, but most games don't even do anything WITH that granularity.

I remember playing Yu-Gi-Oh back in the day and they'd have numbers like 1700 or 2500 and like one card that was 1750. They really could've just dropped the two zeros and stuck to 2-3 digit numbers as you're basically just doing the math on those leading digits anyhow.
 

Dekuman

Member
Oct 27, 2017
19,026
It has to.make sense. Damage spam in MMOs where you do hundreds of thousand hp damage is a turnoff and a sign they devs would rather scale things linearly than rework the mechanics
 

Deleted member 33057

One Winged Slayer
Banned
Nov 14, 2017
1,636
Small numbers overall, big numbers if you pull off a special combo or massive attack. It makes a difference in showing how powerful a move is
 

SirNinja

One Winged Slayer
Member
Honestly, kinda both. I like RPGs where stats have an exponential effect: you start by doing ~25 damage an attack but can eventually do 99,999 with enough time and effort. Final Fantasy X uses this to great effect: it makes each successive point in a stat more rewarding than the last one, and it's a great motivator for both grinding and building up characters on that giant grid.
 

Euler007

Member
Jan 10, 2018
5,035
No numbers, I prefer visual feedback on successful attacks. One of the things I hated about D3 is hitting for hundreds of millions. What does a point of health mean at that point?
 

Skade

Member
Oct 28, 2017
8,837
Small numbers, i like to be able to actually count what i do and what needs to be done. Humongous numbers are just ridiculous most of the time.

If anything, i prefer no numbers at all.
 

supercommodore

Prophet of Truth
Member
Apr 13, 2020
4,189
UK
I feel like the 0-999 and 0-9999 systems work well.

I know some games allow for breaking the damage limit under certain conditions, but if it is allowed only in one or two cases/moves/summons in the whole game it is still meaningful.
 

styl_oh

Fallen One-Winged Chicken Chaser
Member
Nov 24, 2019
2,205
Alberta, Canada
Interesting time for this post as I've been playing some old RPGs (besides FF6 recently which yes I consider a 'new RPG' in these terms).

Dragon Quest 1+2, Final Fantasy... you're going to do 10 damage and you're going to like it because thats a pretty good hit. I got completely out of the zone of later games having parties with 8732 HP and 4587 MP and hitting for 9999 damage per turn. Those are just absurd numbers and after a point it's just like... yeah, I hit hard. How hard, I don't even really know. Nobody has a frame of reference for how much destruction I'm raining down. And that's good too! I also love being OP and seeing it in sheer, chaotic numerals.

But I think you do stop paying attention and having such a minute understanding of the numbers... because usually, you don't have to.

Certain old games, though... it might take a LONG time, but you level up and go from 30HP to 60HP? You just fuckin' doubled your chances of living a little longer. That's a meaningful level up.
 

ZangBa

Member
Oct 25, 2017
2,040
More about how the numbers are displayed to me. WoW Classic has such a good feel when you get a string of critical hits.

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Last edited:
Dec 21, 2020
5,066
Disgaea only exists to be number porn and is popular because it is number porn.

don't @ me because you know it's true
 

pbayne

Member
Oct 27, 2017
8,330
9999 cap still feels right to me
I dont play mmos but when i see like a screen that has like 90 different numbers flashing every second i find it distracting as hell
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
115,433
It's very hard for me to process power scaling when the upper limit of damage you deal is still single or double digits. Give me big numbers.
 

Fonst

Member
Nov 16, 2017
7,057
Big numbers make me think damage doesn't matter. Too many digits negates the impact of a big number.
 

KillstealWolf

One Winged Slayer
Avenger
Oct 27, 2017
16,053
Big is best, but I feel that 9999 cap is the golden number.

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Guess it's because of so many RPGS having it at the max damage. Like, you did it, you did the maximum possible damage in one turn, you can't go higher than this.

...And then some games go "What if you can hit that 9999 multiple times in one turn though..." and your mind then starts thinking things up further.
 

Greywaren

Member
Jul 16, 2019
9,896
Spain
Big numbers make you feel stronger, small numbers make it easier to understand what's going on. I guess it depends on the game.