veyrah wrote: » Dreoh looks to make this into a religion. Stuns will be in the game regardless.
Azherae wrote: » veyrah wrote: » Dreoh looks to make this into a religion. Stuns will be in the game regardless. If this changes... if the arguments made by Dreoh are convincing enough that they say 'ok, this is heavily supported, so no stuns', will you accept it?
veyrah wrote: » While highly unlikely, I would definitely start my own thread arguing the opposite. But I know the devs know what they're doing and they will put stuns in, so I see no reason to do so yet.
Azherae wrote: » If this changes... if the arguments made by Dreoh are convincing enough that they say 'ok, this is heavily supported, so no stuns', will you accept it?
CROW3 wrote: » Azherae wrote: » If this changes... if the arguments made by Dreoh are convincing enough that they say 'ok, this is heavily supported, so no stuns', will you accept it? The only argument is that it completely removes a player’s agency to do something for x period of time. Which is exactly a stun’s function (and personally why I like them) and why they’re part of the cc toolkit. Most of your and Dreoh’s assertions for other forms of cc are totally valid, except for the assertion that they are somehow mutually exclusive replacements for stuns. So what it comes down to is a fundamental opinion that you do not like being stunned, speciously extrapolated toward some sort of pseudo-fact that ‘this is bad game design.’ Not a fact, still just opinion. If that’s unacceptable then don’t accept it and move on, but no amount of mental gymnastics is going to transmute your opinions into an factual argument.
Dreoh wrote: » @CROW3 I understand your point of view and respect it. I just think at any time you have no agency while playing a video game, you are not "playing a video game" until you get your agency back. You're essentially just "watching a movie/show" for that short duration. This is entirely why I think it's bad game design. Any time a player should have agency, but doesn't/easily loses it and gets punished for their lack of agency it's bad game design in my opinion. It's a nitpicky and extreme stance I know, which is why I'm also not expecting any actual change to come from this, but I still think it's a good thing to consider when talking about CC's in general.
Azherae wrote: » I'm unsure what your point is here, were you actually addressing the quoted text question? Is the question itself the 'mental gymnastics' you refer to?
veyrah wrote: » Dying makes players lose agency. Remove dying from the game.
veyrah wrote: » Dreoh wrote: » @CROW3 I understand your point of view and respect it. I just think at any time you have no agency while playing a video game, you are not "playing a video game" until you get your agency back. You're essentially just "watching a movie/show" for that short duration. This is entirely why I think it's bad game design. Any time a player should have agency, but doesn't/easily loses it and gets punished for their lack of agency it's bad game design in my opinion. It's a nitpicky and extreme stance I know, which is why I'm also not expecting any actual change to come from this, but I still think it's a good thing to consider when talking about CC's in general. Dying makes players lose agency. Remove dying from the game.
Dreoh wrote: » veyrah wrote: » Dreoh wrote: » @CROW3 I understand your point of view and respect it. I just think at any time you have no agency while playing a video game, you are not "playing a video game" until you get your agency back. You're essentially just "watching a movie/show" for that short duration. This is entirely why I think it's bad game design. Any time a player should have agency, but doesn't/easily loses it and gets punished for their lack of agency it's bad game design in my opinion. It's a nitpicky and extreme stance I know, which is why I'm also not expecting any actual change to come from this, but I still think it's a good thing to consider when talking about CC's in general. Dying makes players lose agency. Remove dying from the game. Funny enough you aren't the first person to use this line of reasoning against me. I've had this debate with other people before. If we want to get in to the difference here I will though. For the same reason why watching a cutscene isn't the same as being stunned, the death state isn't the same as being stunned. When you are stunned you are still actively in the battle, but you are not physically allowed to partake in the battle. When you are dead you are not actively in the battle, thus it is clear to the player that they have no agency in the battle. Though I do agree that long death timers are bad game design too (generally speaking). There are many scenarios in which death timers make sense and have no alternative (like Counterstike having 1 life per round, or capture the flag game types), unlike stuns which do have valid alternatives in every scenario I have ever considered. There is a distinct difference between getting stunned and getting killed. There is nuance to it, though you may disagree, which is fine as long as you try to consider the points I'm making.
veyrah wrote: » I considered it on page 1. I'm getting tired of your supposed reasoning. To me it doesn't make sense. Your opinion seems somewhat relatable but it really isn't nearly as bad as you describe it, and not nearly enough to be valid argument against such a staple of a cc skill. I also still don't get why it is much worse than a sleep. It takes away agency. Usually the tradeoff between stun vs sleep is duration vs wake on damage. Seems fine to me.
CROW3 wrote: » Azherae wrote: » If this changes... if the arguments made by Dreoh are convincing enough that they say 'ok, this is heavily supported, so no stuns', will you accept it? The only argument is that it completely removes a player’s agency to do something for x period of time.
Dreoh wrote: » veyrah wrote: » I considered it on page 1. I'm getting tired of your supposed reasoning. To me it doesn't make sense. Your opinion seems somewhat relatable but it really isn't nearly as bad as you describe it, and not nearly enough to be valid argument against such a staple of a cc skill. I also still don't get why it is much worse than a sleep. It takes away agency. Usually the tradeoff between stun vs sleep is duration vs wake on damage. Seems fine to me. My reasoning is sound and hasn't changed. I've been very clear about my reasoning from page 1. I've also said that stuns aren't the worst thing in the world, and I will play AoC even if it does have stuns. I just think it's the laziest and most unimaginative way to create CC. I do think the arguments I've made are very valid against simple stuns. Sleep is far better because while you lose agency, you get it back as soon as you start getting punished. If you want to get into the extreme nuance. Stuns and losing agency does suck by itself, but the exact reason why it is bad is because being punished for not being able to act is completely insane to me. To put it in other words, losing control of your character sucks, and if you get stunned for 5 seconds (or 2 seconds or whatever, doesn't matter) but nothing happens to you it's, "well that sucked a lot but alright". If you get stunned for 5 seconds, and then someone starts attacking you with things you'd normally be able to react to, that's completely atrocious. Sleep is like a halfway point between the two of those. Being sleeped also sucks, but the fact that you only get one instance of punishment and then you can react makes it infinitely better than stacking punishments while you can't react. Edit: I will also reiterate that things being "staples/tradition" isn't a good argument in itself for it's validity.
Xan The Mad Aussie wrote: » Make stun breakable by most kinds of damage, so it's kind of like sleep. But some damage doesn't break stun. That way, yes the player isn't "playing the game" but they also can't just take free damage unless it is a specific kind. This encourages strategic play and teamwork on the group doing the stun.
veyrah wrote: » I know 0 games with 5 second stuns, sounds excessive. You're exaggerating for the purpose of making your argument sound more plausible. And yes a 2vs 5 sec stun is a huge difference. Also your prime argument applies to all cc. A staple is an argument if the statistics show that. All games with good pvp in my opinion have had stuns. Name some games you thougt had good PvP please.
Noaani wrote: » So does being killed, and when you are killed, you lose that agency for even longer. Thus, any argument against stuns seems to me to also be applicable to an argument against players being able to kill each others characters. Like you, I am all for stuns if done well. I am also all for players having ways they can build their character (stats, gear, builds etc) to minimize their impact.
Dreoh wrote: » veyrah wrote: » I know 0 games with 5 second stuns, sounds excessive. You're exaggerating for the purpose of making your argument sound more plausible. And yes a 2vs 5 sec stun is a huge difference. Also your prime argument applies to all cc. A staple is an argument if the statistics show that. All games with good pvp in my opinion have had stuns. Name some games you thougt had good PvP please. Funny, I edited in the 2 second thing because I knew you would use that disingenuous take lmao.
veyrah wrote: » Dreoh wrote: » veyrah wrote: » I know 0 games with 5 second stuns, sounds excessive. You're exaggerating for the purpose of making your argument sound more plausible. And yes a 2vs 5 sec stun is a huge difference. Also your prime argument applies to all cc. A staple is an argument if the statistics show that. All games with good pvp in my opinion have had stuns. Name some games you thougt had good PvP please. Funny, I edited in the 2 second thing because I knew you would use that disingenuous take lmao. "Lmao". If you knew, why did you type it? Did you not mean it? Don't you think many decisions in AoC are based off tradition? Why the holy trinity of roles? Why the typical races? It is all to appeal to a certain kind of player. Stuns is part of that.