Noaani wrote: » Enigmatic Sage wrote: » When you say both? you referring to using one or the other? OR having both currently active/available at any given time? Both at the same time, as I outlined in the post. A TL:DR version would be that active blocks act similar to attacks in that they are activated by a player, any will block the first melee attack that happens in about a 0.5 second time frame. From there, you can gear up to make your active block either better or worse, but the trade off will always be your passive defense. This lets players pick between better active defense but worse passive, or better passive defense but worse active. There is more to it, but in terms of the general idea, that is a fairly decent outline of what I'd like to see.
Enigmatic Sage wrote: » When you say both? you referring to using one or the other? OR having both currently active/available at any given time?
Ottobot wrote: » Not sure what the issue is with full action combat blocking. Putting damage mitigation in the hands of an rng stat seems lazy and boring. Since when is actually playing the game a problem?
Jahlon wrote: » We had a very in-depth discussion today on the Discord about how to give action fans active blocking without breaking passive (waterfall or tab) blocking.
Jahlon wrote: » 1: Active Blocking should give you a flat damage reduction on incoming damage. This damage would be based on the shield type/size/quality. So a small round shield might reduce 100 points of damage on every attack coming in, and a tower shield might reduce 500 points of damage on every attack coming in. 2: Even while active blocking your passive blocking can still trigger for whatever percentage passive blocking gives to damage reduction. So if you have a block rating of 30% then 30% of the time you'd block the attack, regardless of if you are active blocking or not. This would then give whatever damage reduction you give on blocks (100% or less as designed)
Enigmatic Sage wrote: » I feel it could too much rely onto RNG with passive procs for better blocking which takes away from skill as it relies more on luck in hopes for those passive procs.
Noaani wrote: » Enigmatic Sage wrote: » I feel it could too much rely onto RNG with passive procs for better blocking which takes away from skill as it relies more on luck in hopes for those passive procs. That is kind of the point. Some people prefer this kind of gameplay (especially for defense), and some don't. The point of the system outlined was to basically function similar to how we can pick action or tab abilities. Each player can pick basically as much of each as works best for them. The outline was basically a defensive version of that. If you refer active blocking, have at it - get the gear that works best for it and go. On the other hand, if you prefer passive blocking, have at it - get the gear that works best for it and go. I think we can all agree that having both active and passive blocking working at full capacity on a character would be a bit OP. To me, this means that the only way to give players a choice as to how much active or passive they want is to allow them to pick where they want to lie on that line. It also kind of fits in to Ashes whole thing of player agency.
Dygz wrote: » RPGs are about character skill; not player twitch skills. I should be able to build a Py'Rai Ranger with high Dex who has more accuracy than my player twitch skills and my high Dex should hit a Ren'Kai Cleric with low Dex, regardles of that player's twitch skills. RNG helps determine the outcome. I should be able to build a Rogue Nikua with high Dex who can Dodge better than my player twitch skills and my high Dex should allow me to Dodge the Lightning Strike of a Vek Mage who has low Dex, regardless of the player twitch skills for accuracy. There will be less RNG with Action Combat skills, but there will still be some because Ashes is an RPG, not an FPS.
Solvryn wrote: » I don’t agree, player still plays a role whether it’s tab or action. Moving the work to the player and not the paper doll doesn’t remove the fantasy aspect of the game. One involves an added layer of skills required to become proficient at the game.
Enigmatic Sage wrote: » Noaani wrote: » Enigmatic Sage wrote: » I feel it could too much rely onto RNG with passive procs for better blocking which takes away from skill as it relies more on luck in hopes for those passive procs. That is kind of the point. Some people prefer this kind of gameplay (especially for defense), and some don't. The point of the system outlined was to basically function similar to how we can pick action or tab abilities. Each player can pick basically as much of each as works best for them. The outline was basically a defensive version of that. If you refer active blocking, have at it - get the gear that works best for it and go. On the other hand, if you prefer passive blocking, have at it - get the gear that works best for it and go. I think we can all agree that having both active and passive blocking working at full capacity on a character would be a bit OP. To me, this means that the only way to give players a choice as to how much active or passive they want is to allow them to pick where they want to lie on that line. It also kind of fits in to Ashes whole thing of player agency. I get that everyone has preferences. I do agree with what some people have said in having both systems available causing issues. It's not really that difficult to hit a button to activate a blocking feature opposed to relying on RNG luck and stat patting to ensure automated passive block is more functional. The whole point of a defence rating and armour acts as a damage mitigation as well which can just make the blocking passive a bit inferior and not necessary especially when it comes down to " oh if my RNG luck was better I could have blocked that" (assuming they stacked enough points into acquiring a functional % range for the passive to trigger on its frequency they prefer) That's the thing with stats RNG % chance to trigger as a functioning means for balancing. In terms of a spectrum it goes like this: low % chance, low pay off = pointless low % chance, medium pay off = still pointless, leaning towards luck reliance low % chance, high pay off = reliance on luck to survive Med % chance, low pay off = still pointless Med % chance, medium pay off = more reliance on luck than what it's worth Med % chance, high pay off = more luck and leaning towards burst dependence High % chance, low pay off = relatively functional but relatively pointless High % chance, medium pay off = procedural burst dependence High % chance, high pay off = heavy burst proc dependence on survivability functionality Now, with those examples provided it still comes to ability functionality, how often that ability will be used, it's pathing for procedurals to trigger and the damage numbers and it's output range allowances. Base damage works with RNG range off its weapons and stats as an example, Crits work with RNG range etc. Obviously there's room for more grey zones for nuance and I'm not saying RNG and procedural systems are bad, they just set up the game for a lot of complications down the road that can be avoided. I for one prefer knowing i survived or accomplished something because of skill and not an RNG dependence such as these examples but that is my opinion and I respect others and their preferences as we're all different, relatively.
Dygz wrote: » Doesn't matter whether you agree. You're definition of an RPG from a game design standpoint is flawed.
Noaani wrote: » Enigmatic Sage wrote: » Noaani wrote: » Enigmatic Sage wrote: » I feel it could too much rely onto RNG with passive procs for better blocking which takes away from skill as it relies more on luck in hopes for those passive procs. That is kind of the point. Some people prefer this kind of gameplay (especially for defense), and some don't. The point of the system outlined was to basically function similar to how we can pick action or tab abilities. Each player can pick basically as much of each as works best for them. The outline was basically a defensive version of that. If you refer active blocking, have at it - get the gear that works best for it and go. On the other hand, if you prefer passive blocking, have at it - get the gear that works best for it and go. I think we can all agree that having both active and passive blocking working at full capacity on a character would be a bit OP. To me, this means that the only way to give players a choice as to how much active or passive they want is to allow them to pick where they want to lie on that line. It also kind of fits in to Ashes whole thing of player agency. I get that everyone has preferences. I do agree with what some people have said in having both systems available causing issues. It's not really that difficult to hit a button to activate a blocking feature opposed to relying on RNG luck and stat patting to ensure automated passive block is more functional. The whole point of a defence rating and armour acts as a damage mitigation as well which can just make the blocking passive a bit inferior and not necessary especially when it comes down to " oh if my RNG luck was better I could have blocked that" (assuming they stacked enough points into acquiring a functional % range for the passive to trigger on its frequency they prefer) That's the thing with stats RNG % chance to trigger as a functioning means for balancing. In terms of a spectrum it goes like this: low % chance, low pay off = pointless low % chance, medium pay off = still pointless, leaning towards luck reliance low % chance, high pay off = reliance on luck to survive Med % chance, low pay off = still pointless Med % chance, medium pay off = more reliance on luck than what it's worth Med % chance, high pay off = more luck and leaning towards burst dependence High % chance, low pay off = relatively functional but relatively pointless High % chance, medium pay off = procedural burst dependence High % chance, high pay off = heavy burst proc dependence on survivability functionality Now, with those examples provided it still comes to ability functionality, how often that ability will be used, it's pathing for procedurals to trigger and the damage numbers and it's output range allowances. Base damage works with RNG range off its weapons and stats as an example, Crits work with RNG range etc. Obviously there's room for more grey zones for nuance and I'm not saying RNG and procedural systems are bad, they just set up the game for a lot of complications down the road that can be avoided. I for one prefer knowing i survived or accomplished something because of skill and not an RNG dependence such as these examples but that is my opinion and I respect others and their preferences as we're all different, relatively. I'm going to start off by saying that I think you are over-exaggerating the impact of RNG here. In an MMO, the RNG factor makes up perhaps 2% of any given outcome - at a stretch. The rest is a mix of how you gear, spec and play your character. In 20 years of playing MMO's I have literally never once had a death that I blamed on RNG. It just doesn't happen. That aside, your perspective here is exactly why both systems need to be incorporated. You prefer one, others prefer the other. The only thing is, a player can't use all of both at the same time - there needs to be a scale.
Enigmatic Sage wrote: » I dont know where you get the 2% from if the RNG is become a dependant for gameplay mechanics going off the % chances and range allowances.
Noaani wrote: » Enigmatic Sage wrote: » I dont know where you get the 2% from if the RNG is become a dependant for gameplay mechanics going off the % chances and range allowances. From analyzing MMO combat for two decades.
Enigmatic Sage wrote: » Noaani wrote: » Enigmatic Sage wrote: » I dont know where you get the 2% from if the RNG is become a dependant for gameplay mechanics going off the % chances and range allowances. From analyzing MMO combat for two decades. nice! me too! lots of experience with video games.
Noaani wrote: » Enigmatic Sage wrote: » Noaani wrote: » Enigmatic Sage wrote: » I dont know where you get the 2% from if the RNG is become a dependant for gameplay mechanics going off the % chances and range allowances. From analyzing MMO combat for two decades. nice! me too! lots of experience with video games. If you have analyzed combat as I have, you will know that RNG is not that big of a deal. You'll know things like %chance to block is often based on the amount of damage a hit will cause - meaning it will almost always block bigger hits, unless that bigger hit has a component to prevent this (where the design intention is that the player come up with a different strategy for dealing with this hit). There are many things that are weighted like this, and when taken together, reduce the impact of RNG on a game. These aren't things that are expressly explained to players, they are only really able to be learned via analyzing combat tracker data.