Noaani wrote: » JustVine wrote: » It is one dimensional because it is binary. You completely missed the point. The one dimensional thing was your example of a gear choice between CC resist gear and defense gear. WoW and ESO are the only games I can think of with even anything close to that one dimensional style of gearing, and even they aren't close to that. 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'. This is another example of you not understanding - well - anything. Yes, you will be able to get to 100% hit chance in any game with RNG if your gear is good enough and their gear is bad enough. However, that doesn't mean you have 100% hit, because they can always get better gear, which would lower your chance to hit against them. This is how a contested roll works. It is my result vs your result, and both of us can influence that result via our gear. This isn't going to result in everyone running around with max CC gear though, as even though gearing decisions are not one dimensional like you painted earlier, they are still choices. Choices have consequences. What will happen is there will be people that specialize in CC in PvP, and they will maximize their chances to land that CC. It won't be a meta, it will be a specific build that some people will run. You aren't going to make gear decisions just to increase one or two CC's landing, but if you are able to build a class around CC, you will. 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.' This is another example of you not following discussions. I have said RNG in general is essential to keep a game away from rotations, not specifically CC RNG. A game could keep away from rotations without any CC at all, if it wanted to do so. You really need to pay attention to how often you are pulled up for not having followed the conversation, after being more than willing to thrown in your opinion on what you think the conversation is. Perhaps even reflect on that some.
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.'
JustVine wrote: » It's easy to think someone isn't following the conversation when you aren't listening to what they have to say.
Noaani wrote: » JustVine wrote: » It is one dimensional because it is binary. You completely missed the point. The one dimensional thing was your example of a gear choice between CC resist gear and defense gear.
Noaani wrote: » JustVine wrote: » It's easy to think someone isn't following the conversation when you aren't listening to what they have to say. When you say something like 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.' when in fact that is not what I have said, anything you may have to add to that doesn't matter, because that is not what was said. If you opt to join a conversation, join the conversation as it is. Don't just make shit up as you have done here (I literally didn't say what you claimed I did, and then you decided to comment on what you pretended I had said - what the actual fuck?) Even more than that, when people call you out for not following the conversation and just making shit up, don't then attempt to reverse that by saying they aren't paying attention to what you are saying. Of course I am not going to pay attention to your response to the thing you made up and claimed I said. Why would you ever think someone would?
JustVine wrote: » But sure let's correct your misunderstanding. I brought up that example (thought you were talking about something else due to your unclear wording,) is because 'in a situation where you die to stun because you geared against stun and you 'fail' the save and die from the combo, you are generally going to have two 'visible' things to emotionally react to. 'The gear didn't do its 'job'.' (This is a psychological bias, but good video games build around those not ignore them.) 'If I had more defense I would have lasted longer.' I'm talking about 'emotional responses.' Your response to that is the gear equivalent of 'git gud' mine is 'ok this situation isn't a necessary experience let's build in a way that lowers the quantity of those situations.'
JustVine wrote: » do you want to have an actual debate and answer my earnest questions to you that you ignore entirely
JamesSunderland wrote: » Man reading some of the "anti-rng" comments makes me think some people are truly scared to death by RNG, and are much more prone to stale and almost static systems, that can alot of times make the experience very repetitive and monotone, stuff that is usually more aligned with Mobas or Fighting Games that barely have RNG.
truely wrote: » JamesSunderland wrote: » Man reading some of the "anti-rng" comments makes me think some people are truly scared to death by RNG, and are much more prone to stale and almost static systems, that can alot of times make the experience very repetitive and monotone, stuff that is usually more aligned with Mobas or Fighting Games that barely have RNG. you say that as if MOBA combat isn't fun? RNG doesn't mean fun combat
bigepeen wrote: » I think that PvP in MMOs don't really need rng at all.
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.
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.