Noaani wrote: » VmanGman wrote: » You are the one who started comparing skill to gear in percentages like that. Yes, as an illustration. As that illustration, lets assume skill and gear are both equal before any changes (lets call this 50% - since a whole will always be 100%), Now if we cut the power of gear by 50%, that now means that gear is 33% and skill is 66% (the gap may be smaller, but is still what we are comparing to, so is still 100%). While this may seem good, it still puts the people that spend more time playing the game as being at a massive advantage, but it now just reduces players ability to make up as much of that difference via gear, and Intrepids ability to make it easier for players to make up some of that gap by giving them easier access to that gear. All of this happened just by lowering the power of gear - without the need to increase the skill cap.
VmanGman wrote: » You are the one who started comparing skill to gear in percentages like that.
JamesSunderland wrote: » VmanGman wrote: » Once again, if you lose when you have a meaningful advantage of 30% then you are not very good at the game. 30% is very significant. Alright, one last shot at it, lets bet on your comprehension potential. You see, i really agree with this part: "Once again, if you lose when you have a meaningful advantage of 30% then you are not very good at the game." as this is a correct statement that Skill will win the majority of times especially when that gear disparity is just kinda meaningful and skill is extremely meaningful (which will crush a lot of casuals anyway) and i disagree with this part: "30% is very significant." Sadly the statement doesn't acknowledge meaningful gear progression for an MMORPG. 30% is kinda meaningful, but not VERY meaningful, 20% is slightly meaningful. What i find just kinda meaningful you find very meaningful. This also applies to Casual players but "Casual players" isn't a perfectly homogeneous group which you can simple throw into a batch and speak for them as their protective saviour. And i'm not even talking about how Casual and Hardcore isn't black and white dicotomy but a spectrum and the original discussion post neglects people in the middle of the road. You see the problem here? Its a my opinion vs your opinion where all of that is interpretative and abstract as we still don't have the full picture of how Ashes will approach it other than 2 things:Steven's statement "Gear has approximately a 40-50% influence on a player's overall power in the game."Steven's experience and main sources of inspiration for the creation of Ashes -> Lineage 2 and Archeage. Just out of curiosity i would like to ask you a question. How experienced and knowledgeable about Lineage 2 and Archeage are you? (especially in terms of gear disparity)
VmanGman wrote: » Once again, if you lose when you have a meaningful advantage of 30% then you are not very good at the game. 30% is very significant.
Caww wrote: » Renathras wrote: » Caww wrote: » sorry - but that still sounds a little like carebear thinking, player power is always gonna be a dev concern and I trust AoC will balance as best as possible I'm a bit confused. OP's post seems to be saying "Combat should be about skill, not who has a ton of gear." How is asking for PvP to be about skill "carebear", exactly? o.O yeah... crying that "I have all the skill and talent in the world but no decent gear so that's why I always lose and I'm gonna quit" is pretty much carebear/snowflake territory
Renathras wrote: » Caww wrote: » sorry - but that still sounds a little like carebear thinking, player power is always gonna be a dev concern and I trust AoC will balance as best as possible I'm a bit confused. OP's post seems to be saying "Combat should be about skill, not who has a ton of gear." How is asking for PvP to be about skill "carebear", exactly? o.O
Caww wrote: » sorry - but that still sounds a little like carebear thinking, player power is always gonna be a dev concern and I trust AoC will balance as best as possible
Sylvanar wrote: » A new lvl50 player A with common gear should not stand a chance against a lvl50 player X with Divine gear regardless of skill.
Sylvanar wrote: » Even after all this if you aren't convinced that your concern is basically carebear mentality I cant think of anything else to say except "ASHES ISNT FOR EVERYONE."
Sylvanar wrote: » I think the power difference of gear matters between a player with average gear (people who have put time into the game beyond leveling) and players at the top. Not between the 2 extremes as I have shown using percentages above. I have stated what I want to in my earlier comments and have read what you are saying. MMO genre is beautiful cuz it can mean different things to different people unlike other genres of game like fps for instance. So all we can do is agree to disagree.
Goalid wrote: » @VmanGman one of the most important parts of the MMORPG endgame is getting your gear. Guild Wars 2 has the controversial system where completing new expansions doesn't get you better gear, just a different cosmetic appearance. Many people hate that system because even though it does make gear balanced between players for the most part, many don't see the point in participating in the endgame if their new gear doesn't reward them with power. I think this is a severe problem for your desire to have closer to equalized gear than Ashes then planned. The competition for resources should be server wide and universal. Competition for killing world bosses for mats and getting to do raids for mats / recipes should be high. There should be a market for the best gear in the game, and it should go for top dollar. Your system reduces the incentive to complete all that content. It reduces the competition for resources and PvE content, and hurts the market for gear. That's my main concern with your proposal.
VmanGman wrote: » You're still going around in the same circle... I explained over and over again that the skill difference between the best and worst player is always 100% and any gear difference after that exceeds 100%. When it comes to player power gap, we can exceed 100% so we don't need to talk about just wholes. Like I explained, if the maximum gear power difference is 1,000% and the casual attainable gear power is 980%, then the difference between worst and best player would still be 120% (including skill). Based on your idea that more gear power difference gives the devs more control does not work. Because with the above numbers (assuming skill is 100% which it always is) you would not say that the split between skill and gear is skill 10% and gear at 90%... because the devs balanced the gear power difference to be 20%.
Noaani wrote: » VmanGman wrote: » You're still going around in the same circle... I explained over and over again that the skill difference between the best and worst player is always 100% and any gear difference after that exceeds 100%. When it comes to player power gap, we can exceed 100% so we don't need to talk about just wholes. Like I explained, if the maximum gear power difference is 1,000% and the casual attainable gear power is 980%, then the difference between worst and best player would still be 120% (including skill). Based on your idea that more gear power difference gives the devs more control does not work. Because with the above numbers (assuming skill is 100% which it always is) you would not say that the split between skill and gear is skill 10% and gear at 90%... because the devs balanced the gear power difference to be 20%. It's like you are purposely trying to not understand. Like, going out of your way, ignoring the last half dozen or so posts. You are even ignoring the fact that you yourself just recently said that you can't quantify skill, yet here you are, trying to talk as if you can. Forget literally everything you are thinking in relation to this, because you have confused the crap out of yourself. I am trying to explain to you that the bigger the ratio of gear gap to skill gap there is between players, the easier it is for the developer to assist in bridging it. If you decrease the importance of gear, you give the developers less room to fix it.
VmanGman wrote: » I’m not missing anything. I just explained to you with numbers that even if the gear power goes all the way up to 1,000%, the developers don’t gain “more room to fix it”… because the maximum does not matter. What matters is the difference between the maximum level and the casual attainable level. If the maximum gear power is 1,000% and the developers allow casuals to comfortably attain 980% gear power, then the difference is only 20% and the developers would have no “more room to fix it” than if the maximum gear power was 20%. The maximum gear power does not matter… it does not give the developers “more room to fix it” as you claim. The only thing that matters is the difference between the maximum gear power and the casual attainable gear power. Edit: word
Noaani wrote: » VmanGman wrote: » I’m not missing anything. I just explained to you with numbers that even if the gear power goes all the way up to 1,000%, the developers don’t gain “more room to fix it”… because the maximum does not matter. What matters is the difference between the maximum level and the casual attainable level. If the maximum gear power is 1,000% and the developers allow casuals to comfortably attain 980% gear power, then the difference is only 20% and the developers would have no “more room to fix it” than if the maximum gear power was 20%. The maximum gear power does not matter… it does not give the developers “more room to fix it” as you claim. The only thing that matters is the difference between the maximum gear power and the casual attainable gear power. Edit: word See, I am trying to keep things somewhat realistic. Your scenario here relies on casual players being able to get 98% of the way to the best gear in the game. If you want a serious discussion, try to remain serious. I am making the assumption - as you should - that Intrepid have a gap in mind for the difference between casual players and more top end players. Your entire thought process is revolving around the idea that Intrepid either will not or can not control this. They can, and they will. So, since that gap between top end and casuals is controlled by Intrepid, the only thing worth discussing about it is how much of that gap is made up of gear, and how much is made up of player skill. The gap will remain the same, because Intrepid will be in control of that. Or, of course, you can assume Intrepid are incompetent - which seems to be what you are implying. Why is it you are assuming that Intrepid will not control that total gap?
VmanGman wrote: » I am no assuming that Intrepid cannot control that gap. I never said that.
If gear is too meaningful, then skill becomes meaningless. And as I explained above gear power is multiplicative with skill. 1% of gear power in the hands of a great player looks different from 1% of gear power in the hands of an average player.
Noaani wrote: » Cool, so all that bullshit above about skill being 100% and gear being related to that was just that - bullshit. Since you now agree that the total gap will be a set thing, that total gap is the 100%.
Noaani wrote: » When you are at the start of that gear curve, 1% could be found on the side of the road. At the other end, that 1% could take 40 of your friends a week to achieve - just for one of you. If skill is the major factor in the gap between casual and top end players, that gap will simply never be bridged. Casual players can literally never come close to catching up to top end players in terms of skill - even if they think they are amazing at the game. They can, however, acquire better gear more easily than top end players (due to the above curve), and Intrepid can and will make this easier when they see fit to do so. Basically, you should look at the gap between casual and non-casual players as 100%. Of that, the skill portion of that gap is insurmountable, but the gear gap can be manipulated. Now, tell me again how you want to help casuals?
Sylvanar wrote: » Currently, Steven has said that gear would compose of 50% of characters power. Let say there are 5 tier of gears in the game and each tier of gear having a lower and higher category: - Common: 5-10% - Uncommon: 15-20% - Rare: 25-30% - Epic: 35-40% - Above Epic below legendary, say Divine: 45-50% I am not counting legendries cuz they will be very hard to obtain and very few in number, so holders of these items deserve their well earned bonus power boost. Now as per what I have stated the difference between different tier of gears would be 10%. A new lvl50 player A with common gear should not stand a chance against a lvl50 player X with Divine gear regardless of skill. It is what I believe. Effort needs to be rewarded cuz X stands head and shoulders above A. Plain and simple. Player A has to earn the right to be capable of challenging player X. Like how in real world, just because you become an adult you dont become successful because you have skill or money. You have to work to be comparable to those people and then you can go on to challenge them. If player A is going to quit after he dies to X then its better for the community, less toxicity overall. An average player will have epic gear of lower category at least i.e. 85% of their characters power. Most hardcore players will have half higher category epic and some divine category gear i.e. 93-96% of their characters power. As you can see, even if gears contributes 50% towards a characters stats, the difference between the power of an average player and a hardcore will be somewhere around 8-15%. I know these numbers are assumptions on my part but it is based on what Steven has said gears would contribute. Even after all this if you aren't convinced that your concern is basically carebear mentality I cant think of anything else to say except "ASHES ISNT FOR EVERYONE."
VmanGman wrote: » Here's your carebear mentality. I'm not good enough at the game so I need to hide behind my no life gear to win a fight. If you're so hard and not a carebear, why are you afraid to give casuals a fighting chance by making gear less of a factor?
Caww wrote: » VmanGman wrote: » Here's your carebear mentality. I'm not good enough at the game so I need to hide behind my no life gear to win a fight. If you're so hard and not a carebear, why are you afraid to give casuals a fighting chance by making gear less of a factor? dude.... you got it all wrong... I don't PvP at all but I'm not shaking in my boots 'cause I'm gonna get clobbered... I'm looking forward to AoC teaching me a lesson on PvP and you should too... suck it up and take your beating or snowflake and quit