truely wrote: » I don't understand this argument about it being about twitch skills. tab target MMORPG pvp is more about using your skills at the right times and managing cool downs, not really to do with twitch skills.
Nepoke wrote: » Well I've already explained why this is frustrating and how dodge could be replaced by a percentage reduction to damage (and CC too I suppose.) What I now want to show is how applying this all-or-nothing behavior to other stats is silly, and why nothing should behave like this.
GrilledCheeseMojito wrote: » Noaani wrote: » Azherae wrote: » Noaani is just being a pointless derail. Actually, I have been trying to say for some time now that Absolver is not a game any MMO should attempt to copy., and given several reasons for this. Basically, I have been trying to get back on the topic, while two of you just cant seen ti let your derailment in to talking about that piece of shit game go. The reasons you have given are all centered on the popularity of the game, and not any actual discussion beyond 'it is shit' without giving reasons why. If this is how you implement mechanics in a game, then maybe Ashes should have battle passes and randomized instanced matchmaking - Fortnite does that, and it has the most reviews of anything out there. Maybe try to engage on why they are bad design decisions instead of making it a popularity contest. Adding a feature to your game only if it passes a threshold of popularity is a great way to make something bland and boring.
Noaani wrote: » Azherae wrote: » Noaani is just being a pointless derail. Actually, I have been trying to say for some time now that Absolver is not a game any MMO should attempt to copy., and given several reasons for this. Basically, I have been trying to get back on the topic, while two of you just cant seen ti let your derailment in to talking about that piece of shit game go.
Azherae wrote: » Noaani is just being a pointless derail.
Noaani wrote: » Azherae wrote: » Also Noaani is wrong about how exactly 'builds' work in fighting games too, because every character is a 'build', most games have between 16 and 40 of them, and the ones with 16 usually have literally 'choices you can make about which skills you have to use', sometimes more than 3. ... Honestly I'm surprised this is even still being presented as a point given how many obvious holes there are in the stance. Are people seriously expected to just believe 'no, there are no examples, it's the fighting gamers who are wrong!'? I do want to address these two points, but I will start by first off saying that at least the game series you talked about (the Soul series) is a fighting game series. So, well done for that,you are doing better than others just with that The first point above, in regards to builds, I would consider these to be characters or classes, not builds. A build requires some for of, well, building. If the player has no options, they are playing a character. If they have few options, they are playing a class kit, if they have many options, they are playing a build. You may not think the distinction is important,but I absolutely do. An MMO with only characters or class kits is simply uninteresting. To the second point, I am not saying fighting games are wrong, or the people that play them. I am saying that fighting games are right for fighting games, but qring for MMO's. MMO's attempt to offer a completely different experience to what fighting games offer. One of the key aspects of that is in player choice in terms of a build. As you rightly point out yourself, fighting games that do have builds (which are still far more limited than MMO builds) marganilize that feature of the game anyway, as that is not what those games are about. What this means is that unless someone can add in the ability for players to create their own builds in to a game with the combat system of a fighting game, you cant just assume that this combat style would work along side the ability for players to build and gear their characters with the granularity that MMO players would expect.
Azherae wrote: » Also Noaani is wrong about how exactly 'builds' work in fighting games too, because every character is a 'build', most games have between 16 and 40 of them, and the ones with 16 usually have literally 'choices you can make about which skills you have to use', sometimes more than 3. ... Honestly I'm surprised this is even still being presented as a point given how many obvious holes there are in the stance. Are people seriously expected to just believe 'no, there are no examples, it's the fighting gamers who are wrong!'?
JustVine wrote: » Ah we are back to 'my definitions are the only correct ones.' Ok mate.
A fighting game is a video game genre based around close combat between a limited number of characters, in a stage in which the boundaries are fixed. The characters fight each other until they defeat their opponents or the time expires.
If not, and action combat is desirable, should we not be looking to lessons about combat from games that perfected it? Action combat has base principles gear or not.
Nerror wrote: » Currently in Alpha 1, the dodge roll halves damage taken. So that is already there.
Guli wrote: » Nerror wrote: » Currently in Alpha 1, the dodge roll halves damage taken. So that is already there. its actually around 90-80%
Guli wrote: » i just dont like the idea where you pray that your CC actually hits or not, and im not talking about balancing right now, this is about CC. Not what class has it or not, but if it should be guaranteed hit or not. if its guaranteed = skills matter more than RNG if its not (like it is now in alpha) = if you have bad luck you will die to the on who has better luck. toughts?
Leonerdo5 wrote: » It's NOT okay to have an RNG CC that's so strong it effectively ends the fight by itself. It's also NOT okay if a CC proc is your only way to start a fight (like if all your abilities have a long wind-up time, and you need the CC to land anything).
Dygz wrote: » Leonerdo5 wrote: » It's NOT okay to have an RNG CC that's so strong it effectively ends the fight by itself. It's also NOT okay if a CC proc is your only way to start a fight (like if all your abilities have a long wind-up time, and you need the CC to land anything). Yeah, I think everyone here agrees with that.
CROW3 wrote: » Dygz wrote: » Leonerdo5 wrote: » It's NOT okay to have an RNG CC that's so strong it effectively ends the fight by itself. It's also NOT okay if a CC proc is your only way to start a fight (like if all your abilities have a long wind-up time, and you need the CC to land anything). Yeah, I think everyone here agrees with that. Same. RNG should be present but not substantial, mitigable but never to zero.
Noaani wrote: » CROW3 wrote: » Dygz wrote: » Leonerdo5 wrote: » It's NOT okay to have an RNG CC that's so strong it effectively ends the fight by itself. It's also NOT okay if a CC proc is your only way to start a fight (like if all your abilities have a long wind-up time, and you need the CC to land anything). Yeah, I think everyone here agrees with that. Same. RNG should be present but not substantial, mitigable but never to zero. Indeed. One thing I have noticed - the more understood a system is, the more accepting an individual is of RNG with that system. No one complains about RNG in terms of the damage range of a weapon or a spell, because everyone understands it. This seems to me to be why neither myself nor any of the people I play MMO's with regularly have an issue with RNG. We all tend to be people that pick apart systems to understand them, and when you do that you usually see fairly clearly how small a part RNG actually usually plays, yet how important it is. I can fully understand people that do not know what's going on having an issue with RNG. To them, RNGmust look like some magical phenomenon that they only pay attention to when it doesnt go their way. The answer to this iant to remove RNG, it is to provide easier access to information so that more people can understand what's going on.
JustVine wrote: » Oh please. More information isn't going to lower the amount of times I roll ones.
Noaani wrote: » JustVine wrote: » Oh please. More information isn't going to lower the amount of times I roll ones. Honestly, this opening to your post refuting mine kind of reinforces what I said. This is a clear case of "one more person opposed to RNG who doesn't understand the systems in which they are used". First, you will never see what you roll. Second, even if you did come up with the lowest number possible, that doesn't automatically mean you fail. In many opposed rolls, the RNG element of it makes up maybe 10% of the total, and gear makes up the other 90%. If you "roll a 1" but still have better gear than your opponent, you'd still land your CC even if they rolled the highest value they could. You complain I am making disingenuous arguments, and then follow that up by a purposeful example of a one dimensional gearing paradigm to back up what you think is your point. That is the definition of disingenuous, as I am quite positive you know that gearing in a game like Ashes won't be as one dimensional as you painted it above.
Dygz wrote: » LMAO You rolled three 1s in a row out of how many on the "dice"? Disable Defense won't just be on gear. I dunno how Crits are a positive experience. They aren't positive for the targets on the receiving end of the Crit.
Noaani wrote: » First, you will never see what you roll.
JustVine wrote: » It is one dimensional because it is binary.
Also 'if you had better gear than your opponent but rolled a one you would still hit'. Oh so you ARE in favor of 100% hit so long as 'you earned it.' Great except that's bad game design because now whatever gear lets you hit 100% is now 'the meta'.
But again I am talking just cc here, the part of the game you repeatedly say 'makes for interesting combat that goes outside boring rotations.'