Sapiverenus wrote: » @Azherae Trying to make up for the lack of features with number interactions that have no presence in the game except as numbers is bad game design. That's the only context that really matters here. Everything else is fiddling with pennies while the pounds are ignored. Either there is design or standins for design.
Azherae wrote: » If I understand your usual stance correctly, the answer is 'you shouldn't care'?
NiKr wrote: » Azherae wrote: » If I understand your usual stance correctly, the answer is 'you shouldn't care'? In most cases yeah, that'd be the response. If the game accounted for that kind of granularity and also wanted to implement rng on that level, I'd hope it would have debuffs like "block/remove target's healing received bonuses". And if you have those kinds of debuffs in the game (both some mobs and some classes) - you'd have to adjust your builds correctly.
Azherae wrote: » That's an interesting perspective (from where I stand) because I feel like 'Healing Received Bonus' was part of Passives... So that would mean there was a debuff that would preferentially block an ability that a Tank put skill points into (and potentially not affect a Tank that didn't put any points in it). Either way, thank you for the data.
Sapiverenus wrote: » Let it be transparent where it should be
Sapiverenus wrote: » Why are you calling that transparency when it is adding an extra function of logging everything for you.
A game only needs enough transparency that you know what is happening when it is relevant for you to know what is happening.
Information is a design choice
This MMO could wind up being nothing like any other MMO and play more like Guitaroo Man for all you know; in which case I would laugh and your Plans would be ruined.
How it is that you treat a video game, the game itself, like a Business is insane.
Sapiverenus wrote: » Trackers are not important. Logs are not important. They detract from the game. Everyone that likes them or think they're important don't care about creating an immersive and well-designed game; they assume the MMO is dogshit but that means less competition or something.
Sapiverenus wrote: » Immersion all the way
Sapiverenus wrote: » I am fine with your entire raid being unable to figure out what is going on because you don't have a tracker. I'm not assuming there will be a 1 week timer on everything or that it needs to get done in as time-efficient a manner as possible. I assume that whatever debuffs will be clear in some way, such as cleric noticing they are not healing enough on Tank over-time and the Tank has been focused; and physical dmg dealers noticing they are doing less damage after the AoE goop hit them.
Aerlana wrote: » Sapiverenus wrote: » Immersion all the way your ideas are for YOUR immersion, not mine. Your ideas have nothing to do with "immersion" in what makes me immerse in MMORPG. You should reconsider your opinions from being a universal truth, to being your own tastes Immersion is personnal feeling, i am totally in favor of a deep immersion in game, and against most your ideas... But here i just used your rethoric, to take other topics (yours but not only) and show this sentence work also...
Sapiverenus wrote: » Get Officers.
Most of it is common sense
Sapiverenus wrote: » The mirrored diseases are only obfuscated if the icons are identical.
Trying to get more mechanics out of Cure Disease should begin early in the leveling process not randomly in a raid.
Why hide such juicy shit in a raid that's 1000 hours away? Why not design that into the base game?