Atama wrote: » Simple. Because players do not like losing control over their characters. Stunlocking is not fun, nor is being “mind controlled”, and something that forces you to focus on a target leads to bad feelings. You can’t apply the same crowd control consequences to players that you apply to NPCs. It pisses people off and drives them away. There’s a reason why developers won’t touch this with a ten foot pole. You don’t want to ask people to give their money to have fun then punch them in the groin, which is how players usually react to that sort of thing.
noaani wrote: » Atama wrote: » Simple. Because players do not like losing control over their characters. Stunlocking is not fun, nor is being “mind controlled”, and something that forces you to focus on a target leads to bad feelings. You can’t apply the same crowd control consequences to players that you apply to NPCs. It pisses people off and drives them away. There’s a reason why developers won’t touch this with a ten foot pole. You don’t want to ask people to give their money to have fun then punch them in the groin, which is how players usually react to that sort of thing. I just want to check something here. We are both talking about the same game... right? Ashes of Creation? The game where players can (and will) literally kill you and take your stuff? The game where a max level character can kill a low level harvester and take a percentage of the materials that player has harvested? The game that asks you to put time and resources in to building up a city, to set up industry in that city, only to then invite other players to tear all of that down? And you think a 1.2 second force target ability will lead to bad feelings?
Atama wrote: » noaani wrote: » Atama wrote: » Simple. Because players do not like losing control over their characters. Stunlocking is not fun, nor is being “mind controlled”, and something that forces you to focus on a target leads to bad feelings. You can’t apply the same crowd control consequences to players that you apply to NPCs. It pisses people off and drives them away. There’s a reason why developers won’t touch this with a ten foot pole. You don’t want to ask people to give their money to have fun then punch them in the groin, which is how players usually react to that sort of thing. I just want to check something here. We are both talking about the same game... right? Ashes of Creation? The game where players can (and will) literally kill you and take your stuff? The game where a max level character can kill a low level harvester and take a percentage of the materials that player has harvested? The game that asks you to put time and resources in to building up a city, to set up industry in that city, only to then invite other players to tear all of that down? And you think a 1.2 second force target ability will lead to bad feelings? If taunt only lasts 1.2 seconds it’s useless and no tank would waste space on their bar. For something to be worth using, it has to be good enough that if used on a player would piss them off. I don’t think you have a lot of exposure to PvP across multiple games. Successful MMOs don’t have hard CC against players. People will not play that game. Someone stronger than you attacks you and you die? Okay, then get stronger so next time you win. Someone plays a class that has a ability to prevent you from fighting back (even temporarily)? That’s when people rage quit. Again, games don’t do this for a reason. You don’t know the mind of gamers. Your ideas don’t work.
Wandering Mist wrote: » Atama wrote: » noaani wrote: » Atama wrote: » Simple. Because players do not like losing control over their characters. Stunlocking is not fun, nor is being “mind controlled”, and something that forces you to focus on a target leads to bad feelings. You can’t apply the same crowd control consequences to players that you apply to NPCs. It pisses people off and drives them away. There’s a reason why developers won’t touch this with a ten foot pole. You don’t want to ask people to give their money to have fun then punch them in the groin, which is how players usually react to that sort of thing. I just want to check something here. We are both talking about the same game... right? Ashes of Creation? The game where players can (and will) literally kill you and take your stuff? The game where a max level character can kill a low level harvester and take a percentage of the materials that player has harvested? The game that asks you to put time and resources in to building up a city, to set up industry in that city, only to then invite other players to tear all of that down? And you think a 1.2 second force target ability will lead to bad feelings? If taunt only lasts 1.2 seconds it’s useless and no tank would waste space on their bar. For something to be worth using, it has to be good enough that if used on a player would piss them off. I don’t think you have a lot of exposure to PvP across multiple games. Successful MMOs don’t have hard CC against players. People will not play that game. Someone stronger than you attacks you and you die? Okay, then get stronger so next time you win. Someone plays a class that has a ability to prevent you from fighting back (even temporarily)? That’s when people rage quit. Again, games don’t do this for a reason. You don’t know the mind of gamers. Your ideas don’t work. I disagree with this. If you have no cc then you have no way of melee classes fighting ranged classes.
Atama wrote: » Wandering Mist wrote: » Atama wrote: » noaani wrote: » Atama wrote: » Simple. Because players do not like losing control over their characters. Stunlocking is not fun, nor is being “mind controlled”, and something that forces you to focus on a target leads to bad feelings. You can’t apply the same crowd control consequences to players that you apply to NPCs. It pisses people off and drives them away. There’s a reason why developers won’t touch this with a ten foot pole. You don’t want to ask people to give their money to have fun then punch them in the groin, which is how players usually react to that sort of thing. I just want to check something here. We are both talking about the same game... right? Ashes of Creation? The game where players can (and will) literally kill you and take your stuff? The game where a max level character can kill a low level harvester and take a percentage of the materials that player has harvested? The game that asks you to put time and resources in to building up a city, to set up industry in that city, only to then invite other players to tear all of that down? And you think a 1.2 second force target ability will lead to bad feelings? If taunt only lasts 1.2 seconds it’s useless and no tank would waste space on their bar. For something to be worth using, it has to be good enough that if used on a player would piss them off. I don’t think you have a lot of exposure to PvP across multiple games. Successful MMOs don’t have hard CC against players. People will not play that game. Someone stronger than you attacks you and you die? Okay, then get stronger so next time you win. Someone plays a class that has a ability to prevent you from fighting back (even temporarily)? That’s when people rage quit. Again, games don’t do this for a reason. You don’t know the mind of gamers. Your ideas don’t work. I disagree with this. If you have no cc then you have no way of melee classes fighting ranged classes. I never said there is no CC. No lasting, hard CC. But there are snares, short term stuns, all kinds of CC. You just can’t have the same options against PCs that you have against NPCs. Remember, I’m not expressing my opinion of how things should be. I’m expressing what they are. I’m describing what you will find in MMOs. Are you suggesting that right now, melee classes can’t PvP against ranged classes? (I’m sure in some games there’s an imbalance.)
Gimlog wrote: » Most online games use diminishing returns to combat this, as well as giving players ways of breaking cc on themselves.
Atama wrote: » If taunt only lasts 1.2 seconds it’s useless and no tank would waste space on their bar.
Atama wrote: » Successful MMOs don’t have hard CC against players.
Atama wrote: » Someone plays a class that has a ability to prevent you from fighting back (even temporarily)? That’s when people rage quit.
noaani wrote: » A force target is not a hard CC.
Atama wrote: » noaani wrote: » A force target is not a hard CC. Look, I didn’t design the MMOs that have determined these things. You keep arguing with me like I’m proposing this stuff as my own idea. I’m not. I wouldn’t mind if taunts worked the same in PvE and PvP. (I usually play tanks so I think it would be cool.) I’m explaining what games have done and why, and coming at this from that perspective. Everything you’re arguing is “old man shouting at the clouds” stuff. You don’t even understand what I’m saying.