Noaani wrote: » Randomness adds the need for more skill, as it means you are faced with more individual situations in which you will want to prevail.
bigepeen wrote: » some players achieve extremely high win rates
Noaani wrote: » bigepeen wrote: » I think that PvP in MMOs don't really need rng at all. My issue with this is how low Stevens target for gear based improvement is. In most games, gear makes up to 400 - 500% of your "power". A character in top end gear in a game like WoW would be able to take on 5 gearless (apart from basic weapons that would be needed) characters in literally any MMO I have ever played. In Ashes, the target is for gear to equal about 50%. This means two characters with no gear (apart from basic weapons that would be needed) should be able to easily defeat a player in the best gear the game has to offer. If this is how things go, it would mean that gear isn't really all that much of a variable in the game. This results in there only being two variables left between the same two people fighting each other a few times - their spec, and RNG. While we are going to be able to change our spec, it likely isn't going to be all that easy. People aren't likely to tinker with it, but rather settle on one that they like and only change it when there is a need. As such, this means the only variable left in PvP is RNG. Take that away and what do we have left? Sure, you have variables in regards to which player you are fighting, but in most games I tend to find that 90% of my PvP fighting is against the same 20 or so people. Without much in the way of gear being a factor, and without RNG being a factor, you will very quickly learn which of those 20 people you always win against, and which you always lose against. Those you always win against will likely run when they see you, as they always lose, those you always lose against will likely see you run. RNG being present in Ashes is what is going to play a factor in people deciding to fight back or not - if you want open world PvP, you want RNG.
bigepeen wrote: » I think that PvP in MMOs don't really need rng at all.
truely wrote: » I'm not sure what you mean by 400-500% of your power, gear can only make up to 100%??
Noaani wrote: » JustVine wrote: » 'What do we have left'? Skill if the combat system doesn't suck. Gear attributes enhancing play styles if the gear system doesn't suck. People also don't generally change their playstyle, so again this isn't a variable in regards to fighting the same people regularly.
JustVine wrote: » 'What do we have left'? Skill if the combat system doesn't suck. Gear attributes enhancing play styles if the gear system doesn't suck.
Your post is hinging on the false assumption that randomness removes from skill. This has been debunked before, including earlier in this thread. Randomness adds the need for more skill, as it means you are faced with more individual situations in which you will want to prevail.
If you are a class that relies on a CC opener, and that opener fails, it takes player skill to recover. If that CC is always going to hit, you have no need to have that player skill to recover from that situation, as that situation won't happen.
JustVine wrote: » I mentioned having 'yoming' or RPS style decision making within the combat system as important.
Noaani wrote: » bigepeen wrote: » some players achieve extremely high win rates You realize, I assume, that this would be a death knell for a game like Ashes.
bigepeen wrote: » Noaani wrote: » bigepeen wrote: » some players achieve extremely high win rates You realize, I assume, that this would be a death knell for a game like Ashes. Not necessarily. While individual skill is important, it isn't the most important factor in open world PvP. Also, extremely high win rates being achievable in arena PvP is a good thing as long as it's not because of P2W.
Noaani wrote: » bigepeen wrote: » Noaani wrote: » bigepeen wrote: » some players achieve extremely high win rates You realize, I assume, that this would be a death knell for a game like Ashes. Not necessarily. While individual skill is important, it isn't the most important factor in open world PvP. Also, extremely high win rates being achievable in arena PvP is a good thing as long as it's not because of P2W. In an open world MMO like Ashes, it's an issue.
bigepeen wrote: » Noaani wrote: » bigepeen wrote: » Noaani wrote: » bigepeen wrote: » some players achieve extremely high win rates You realize, I assume, that this would be a death knell for a game like Ashes. Not necessarily. While individual skill is important, it isn't the most important factor in open world PvP. Also, extremely high win rates being achievable in arena PvP is a good thing as long as it's not because of P2W. In an open world MMO like Ashes, it's an issue. I'm not sure why it's an issue, because even if combat is almost entirely skill-based, it doesn't mean that one group of people can dominate every battle in open world PvP or PvX. This is because individual skill is not the most important factor in open world battles.
Noaani wrote: » bigepeen wrote: » Noaani wrote: » bigepeen wrote: » Noaani wrote: » bigepeen wrote: » some players achieve extremely high win rates You realize, I assume, that this would be a death knell for a game like Ashes. Not necessarily. While individual skill is important, it isn't the most important factor in open world PvP. Also, extremely high win rates being achievable in arena PvP is a good thing as long as it's not because of P2W. In an open world MMO like Ashes, it's an issue. I'm not sure why it's an issue, because even if combat is almost entirely skill-based, it doesn't mean that one group of people can dominate every battle in open world PvP or PvX. This is because individual skill is not the most important factor in open world battles. The thing I am referring to as being an issue in a game like Ashes is if some players have extremely high win rates in open world PvP. I am not making any comment on how that may have come to pass.
Psomopsoli wrote: » Have played both systems for years. 100% cc landing (wow) and rng landing (lineage 2-classic wow). I am just a pvp player and my experience to these systems is that 100% land rate is pure experience and patterns... U stun him he trinkets then fear to disorient and so on bla bla... It needs very good coordination with your team mates which is smth nice but still it is just patterns and counting how many cc's enemy used already (addons even took that away). I liked more rng on cc like lineage because it felt like it required more adaptability and brains than following patterns... Altough i give you that it can be frustrating when the healer resists 5-6 consecutive stuns.... Still prefer that system tho. In the end there is no better or worse it is just that people have to adjust their playstyle accordingly.. anyway my vote is for rng cc with a bit shorter cd's of course than what they would have if it was 100% land rate.
Dygz wrote: » All combat has RNG, including hard CCs:"RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play." – Jeffrey Bard Stun is a "soft" CC?
bigepeen wrote: » Between two equally skilled players 1v1, the battle is decided by luck if you're using a CC rng system.
CROW3 wrote: » bigepeen wrote: » Between two equally skilled players 1v1, the battle is decided by luck if you're using a CC rng system. Just because RNG is present doesn't mean it's the dominating deciding factor, it's just a potential factor.
CROW3 wrote: » bigepeen wrote: » Between two equally skilled players 1v1, the battle is decided by luck if you're using a CC rng system. Not quite. Between two equally skilled players 1v1, the battle may sometimes be decided by luck if C has some dimension of RNG. It's statistically more probable that a win will come from some other element, like fat fingering a key, or responding to a skill in an unexpected way, or just wearing the opponent down using bleeds & evasion v. direct damage. Just because RNG is present doesn't mean it's the dominating deciding factor, it's just a potential factor.