Sapiverenus wrote: » If you do not even know the precise damage but simply time to kill then you do have information but it doesn't "solve the game".
Sapiverenus wrote: » Many decisions you support is a turn down to people that would like to play the game and already support it. Many ideas I suggest are appealing to supporters and those that would play the game. [...] Those that like to sit in this forum are not even close to the majority of people that would spend money on the game. And neither of us are developing it or have invested millions.
Aerlana wrote: » Sapiverenus wrote: » If you do not even know the precise damage but simply time to kill then you do have information but it doesn't "solve the game". Sure you could do a game with no life bar, no visual information, nothing. And i won't play it it wouldnt interest me. It would fast end to be boring... But just a question, if there are no life information of anykind, how do you are able to decide the heal you use ? (Don't say "healing should instead heal broken legs" this is not how it will work, and i am not interested in a survival MMORPG game. not my taste, and not what ashes of creation will be)
So you will allow player to have information about their own healthbar right ? so people can find out the damages of their skills... so the DPS of each skill if spammed. And because life = time to kill divided by DPS . . . People will be able to define at first approximately the range of health of ennemies.
You change data ? People will get bored of this game with random rules you can't rely on... Game master changing the rules of their table rarely keep their player for long (saw many doing it... all ended alone at their table) And doing so, you have to lower the fight difficulties... you can reach highest fight difficulties only when people are able to minmax. In such case, you can predict the overall DPS, HPS, HPM, mitigation of the raid of 40 people, and so, design the fight to fit this. else, you risk to create boss mathematically impossible to kill.
You say you want the game to be less niche... but people who supported on KS are ok with the niche... For many it was probably even why they gave money... And the funny thing : you want to add survival game features to make it less niche... while survival games being a niche genre ?
And for your complains : PvE pressure : not for this game, aside specific events (thru event you can do lot of things if you do it mostly opt in / minor long term impact)
PvX progression : don't understand what you are speaking about, we don't know what will happen in the game life... maybe people will spam siege when guild go on the hardest boss, maybe not. I don't see how to complain about a thing we have no information
Classes : you should read a topic from nooani where he expresses that for him, the secundary archetype is meaningless in it. but there are also weapons that will help to have a character different to the other, and lot more augments than the secundary archetype (i don't know why you said 8x8x4 while there are far more than 4 augments . . . and why you consider using a sword or a bow is the same thing) But also, we have no class design yet, so... how could you speak about the lack of uniqueness if we know nothing about it ? The first information we have are far from allowing us to speak about uniqueness or not.
Ok and ? you consider that you speak for all those who could like the game if your ideas are added to it, and so steven should consider it, even if it is losing all those who are currently doing free marketing (and would turn it to a negativ marketing about lying, not reaching promises, etc) in the hope to get people who don't care about the game to suddenly get interested ?
To end this message : until now, the more complex to understand the game mechanics (even without data changing) the less friendly it is for casuals/low skill players and the bigger the gap is between top and low players... This is clearly not a good thing, in my opinion...
Mag7spy wrote: » I dont need to prove you wrong, WoW killed EQ, and eq is still dead. You are so desperate to want some new eq when no one wants anything like that kind of game. It isn't even inspiration for AoC. And desperate I didn't even @ your ass wit the original comment, like who are you. You are in here desperately trying to defend your game and have yourself be right because that is all you can do even though you are wrong more than half the time with some of the worst takes I've seen on a forum.
Data exist doesn't mean its important to a game based on how it is designed.
Since you want to bring up sports(lol) they aren't looking at a tracker to improve they are using skill and knowledge.
This isn't about them not being in the game, this is about you personally trying to have them in the game and create weird arguments for it.
Mag7spy wrote: » Noaani wrote: » Sapiverenus wrote: » You respond to Mag with another, where you say "organically uncovering info from an enemy is part of the strategy" yet don't understand the issue with DPS numbers and how that reveals enemy resistances, health pool, et cetera. The problem is, a tracker cant do this. Like you, Mag is arguing from a position of not knowing how trackers actually work. Imagine tracking how much dmg it took to kill a player number wise and then making this statement. Noaani likes to be manipulative also enjoys being insulting to people that don't agree with him, ALSO enjoys not respecting people and thrives on the tension it creates
Noaani wrote: » Sapiverenus wrote: » You respond to Mag with another, where you say "organically uncovering info from an enemy is part of the strategy" yet don't understand the issue with DPS numbers and how that reveals enemy resistances, health pool, et cetera. The problem is, a tracker cant do this. Like you, Mag is arguing from a position of not knowing how trackers actually work.
Sapiverenus wrote: » You respond to Mag with another, where you say "organically uncovering info from an enemy is part of the strategy" yet don't understand the issue with DPS numbers and how that reveals enemy resistances, health pool, et cetera.
Sapiverenus wrote: » @Chickenlipzz Number 'mechanics' are nowhere as interesting as the more wholistic 'mechanics'.
Sapiverenus wrote: » @Chickenlipzz But when devs are allowed to just make "number mechanics" you get World of Warcraft where abilities are tab, attacking has no hitbox, no one has a collisionbox, and physics based anything isn't much of a reality.
Sapiverenus wrote: » @Chickenlipzz you get World of Warcraft where abilities are tab, attacking has no hitbox, no one has a collisionbox, and physics based anything isn't much of a reality.
Instead of creating something complex or arbitrary I'd rather have the people already dealing with something complex and sometimes arbitrary [coding & design] figure out how to get qualitative results rather than Data Structure results. Give me an example of something complex that requires theorycrafting, that isn't arbitrary.
If Attributes affected relevant things in a 'realistic' manner then that's a sort of time management and situation-prediction theory craft. There's various situations to consider; Agility might not let you kill something but allow you to run from certain death.
Sapiverenus wrote: » Number 'mechanics' are nowhere as interesting as the more wholistic 'mechanics'. Like, Tanks physically blocking damage and being in the way of attacks due to attacks being physical collisions could be a normal part of the game and how things work.
Sapiverenus wrote: » Alpha 1 and another showcase had classes and they were not good. 5+ years in and it does not encourage hope or excitement in me. I am simply stating what I see as important.
Sapiverenus wrote: » I have in other places made it clear that I'd like to increase the value of "unskilled manpower" and require "more manpower" for the effective and efficient doing of things. Hopefully this addresses what you are speaking of.
Noaani wrote: » This is what I have been saying for years. The fact that there are currently two posters in this thread that are against trackers, both of whom make shit up to support their arguments is just poetry, as far as I am concerned.
Sapiverenus wrote: » But when devs are allowed to just make "number mechanics" you get World of Warcraft where abilities are tab, attacking has no hitbox, no one has a collisionbox, and physics based anything isn't much of a reality.
Chickenlipzz wrote: » Sapiverenus wrote: » @Chickenlipzz Number 'mechanics' are nowhere as interesting as the more wholistic 'mechanics'. As a data analyst of over 25 years, I could argue that statement in many ways...but it's boring so I won't LOL Sapiverenus wrote: » @Chickenlipzz But when devs are allowed to just make "number mechanics" you get World of Warcraft where abilities are tab, attacking has no hitbox, no one has a collisionbox, and physics based anything isn't much of a reality. Hmmm...Interesting choice of words here when you say "Dev are allowed". I think it would be safe to say most game encounters start as pure numeric equations (this is even true in pen and paper rpgs, look at DnD as an example and encounter levels) so its not that "they are allowed to make number mechanics" but that they HAVE to in order to design the encounters Sapiverenus wrote: » @Chickenlipzz you get World of Warcraft where abilities are tab, attacking has no hitbox, no one has a collisionbox, and physics based anything isn't much of a reality. I don't think that this is necessarily a bad thing if the design was intentional to enhance or facilitate gameplay and is what the game had to offer based on what technology was available at the time it was created. Many MMO's don't allow collision as it prevents severe in game trolling crap. I have been a longtime WOW player and enjoy what the game has but I am really drawn to other MMO's that offer new experiences. That is why I play New World as well and I am looking forward to AOC.
Ace1234 wrote: » @Sapiverenus Instead of creating something complex or arbitrary I'd rather have the people already dealing with something complex and sometimes arbitrary [coding & design] figure out how to get qualitative results rather than Data Structure results. Give me an example of something complex that requires theorycrafting, that isn't arbitrary. You can have both though. It adds a another layer to the whole. The "qualitative" aspect is most important for the gameplay itself but there is no reason the 2 cant be intertwined. There is nothing wrong with requiring some "data structuring" that is somewhat arbitrary in a sense because it still requires a skill which can be fun and add the the overall experience. It just comes down to what skills you want to reward in yoir game systems. I generally think that the more skills-checks intertwined within the system the better. If thats not a skill you would like to see tested in the game you can have that opinion. Its a preference of fun. I like the dynamic moment-to-moment skill checks (pobably more), but I also like having that strategic/preparation "data structuring" skill-check as well. There is nothing wrong with that, you can appeal to different types of people. If Attributes affected relevant things in a 'realistic' manner then that's a sort of time management and situation-prediction theory craft. There's various situations to consider; Agility might not let you kill something but allow you to run from certain death. Absolutely, i agree and that is my preference which is why I excel at competitive fighting games. As I said above you can have that while also having different kinds of skill-checks intertwined to appeal to those types of people as well. Its preference.
Mag7spy wrote: » Your takes are so bad actually full of manipulation, i know you aren't dumb. Data exist doesn't mean its important to a game based on how it is designed. When you play a fighting game a tracker isn't going to make you better, your skill and knowledge of the game and characters is what is going to be the difference on who wins.
Azherae wrote: » This is of course, also untrue.
Aerlana wrote: » As ever, won't answer to most because it would just be boring, you just focus on your own taste and say "i don't see problem" where i just say before that this taste is not mine. But great news for you, there is another MMORPG in development, in which, there will be the "classic" healing system AND the broken bones (and other thing) healing system alltogether. Do i spit on this other game ? no... i also support this. 2 different games, 2 different set of ideas, and totally different in the end (maybe not for you who consider war3 and SC1/2 being the same thing... )
Sapiverenus wrote: » Alpha 1 and another showcase had classes and they were not good. 5+ years in and it does not encourage hope or excitement in me. I am simply stating what I see as important. Did you see class in their final state in alpha 1 ? Funny, because i played alpha1 and still saw nothing about classes... Those were placeholder, and was explained this way. they were far from a final design...
Sapiverenus wrote: » I have in other places made it clear that I'd like to increase the value of "unskilled manpower" and require "more manpower" for the effective and efficient doing of things. Hopefully this addresses what you are speaking of. This will happen, until people get bored from this large gap due to a design making the game hard to learn... The casual/low players get a far lower retention in such game. So, bad idea.
Noaani wrote: » This is what I have been saying for years. The fact that there are currently two posters in this thread that are against trackers, both of whom make shit up to support their arguments is just poetry, as far as I am concerned. One of them is not even defending the current project, but try to convert people into supporting its own project v_v" While claiming he dislike MMORPG, and have clear disdain to video-gamer...
NiKr wrote: » Azherae wrote: » This is of course, also untrue. Ahhh, you changed your pfp again. Though it was a post from some new chatter
as long as it gets done
Azherae wrote: » Sorry to disappoint(?). Would you like more variety? As noted, I only do this because the rest of my group doesn't generally have the time/patience, but I could honestly leave 'Mag Fact Checks' to other people.
Ace1234 wrote: » @Sapiverenus as long as it gets done Then please focus your attention on the combat system instead of the dps feedback The combat will be the thing that will provide the experience you seek. Try to let others have their fun by not being a roadblock to them getting the proper build feedback they want.
So an encyclopedic database can be built? It's an MMO; a game of exploration. Uncertainty is part of the appeal.