Zehnpai
Molten Core Raider
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MY POKEMON BRINGS ALL THE NERDS TO THE YARD.Lleauaric~EW said:Fuck you Zehn, you Pokemon faggot. Go jerk off to Dragonball Z more.
Anyway.
Still <3
MY POKEMON BRINGS ALL THE NERDS TO THE YARD.Lleauaric~EW said:Fuck you Zehn, you Pokemon faggot. Go jerk off to Dragonball Z more.
Anyway.
Still <3
Fuck that. The best way to implement an MMO combat system is with a card-based system.Zehn - Vhex said:It wasn"t fleshed out enough but that is hands down the best way to go about implementing a non-combat system. Look at how terrible EQ2"s tradeskill system is. They tried to make it a whack-a-mole combat system without realizing the reason we enjoy killing shit isn"t because we"re hitting buttons but because we"re killing shit..
If I could give you more -internets, I would.Draegan said:I think you"re confused.
Eh. I"m completely serious. My dream MTG MMO doesn"t have random boss abilities X,Y and Z that spark at random times. The bosses are running known decks (or at least decks that you"ll get to know as you encounter them and lose to them in the first instance) as such the raiding team will be altering its decks to beat the boss decks.FoghornDeadhorn said:tad, I"m not sure how serious you are, but if there"s one thing that I"m tired of from TBC raiding it"s the power of random. We"ve implemented strats that basically say "for 3/4 of the pulls this is the best way to go, but that 1/4 of pulls this strategy will leave us wide open to get absolutely raped by retarded combination of boss abilities X, Y, and Z."
Random is good. Random with no consideration of the ludicrous power of some abilities stacking on top of eachother =
I could go on and on about this subject, but I don"t feel like it so I won"t.
Because a PvP game should never be balanced around 1vs1. It should be balanced around group vs group and multi group vs multi group. And this is where the whole RPS comes into play.Agraza said:I do not like rock paper scissors as a PvP concept. All it says is that as rock I should never fight paper, and instead run, but always fight scissors. How is it fun that I WILL lose to paper if I engage? Everyone should have elements of rock, paper, and scissors. The difficulty should lay in properly responding during the fight rather than having it handed to you at the outset.
You do realize that "artificial" means not real? I was not actually describing any type of existing deck. It was an artificial example of the RPS elements of MTG. And please look up the definition of analogy before you use it again. And it"s not a fucking analogy you dipshit. I am not comparing two dissimiliar things and finding something similiar. Your brain is like a cow"s ass: they"re both full of shit. That"s an analogy.Zhakran said:Surprise surprise guys, Tad is really bad at Magic! Can you believe it?!.
Couple things. I played a little Magic, and once I got into some competing situations I felt that game was so far from RPS it was laughable.tad10 said:Eh. I"m completely serious. My dream MTG MMO doesn"t have random boss abilities X,Y and Z that spark at random times. The bosses are running known decks (or at least decks that you"ll get to know as you encounter them and lose to them in the first instance) as such the raiding team will be altering its decks to beat the boss decks.
MTG is rock-paper-scissors. Super simple artificial example: my direct damage deck will (on average though not always) beat your creature deck which (on average though not always) will beat JoeCCG"s control deck which (on average though not always) beats my direct damage deck. Yes there is a random element in that some times really shit luck with draws: say getting mana screwed early or too much land early -- will result in me losing to your creature deck or your creature deck losing to JoeCCG"s control deck but generally rock beats scissors beats paper beats rock.
Anyway, same thing but in an MMO context. Another super simple artificial example first time you encounter Boss X. It turns out that Boss X runs a pure red (direct damage) deck. It also turns out that none of you guys were expecting it so no CoP:Red in anyone"s deck. Unable to deal you wipe. You all aquire CoP: Red put it into your decks for the next go-around. This time you might get a lot of CoP:Reds early in which case you win, you might get most of them late, in which case you lose. You might get enough midway through fight to protect your MT and healers -- in which case the fight will hinge on your non-CCG Diku abilities (how well you taunt, heal, feign deathing -- well the fight wouldn"t hinge on FDing but just giving an example of non-CCG abilities a class might have, etc).
In every case your strategy is the same with respect to this boss: he"s a pure red DD boss -- you"re going to CoP:Red your tanks, then your healers, then everybody else when the card pops. Whether or not your strategy succeedsd doesn"t depend on what semi-random ability the Boss is playing but on when the card pops in all your various decks and whether y"all execute the strategy correctly (e.g. DPSidiot#1 gets the first CoP:Red but instead of using it on your MT or a Healer he uses it on himself or ignores it and uses some other card).
Obviously the real deal would be much more complicated -- something like a pure red Boss (or the equivalent in other CCGs) would only be something you"d see at the low level. But you get the idea.
Random is okay when the outcome is still usually determined by how you, the player, executes with what you"ve been randomly given (acknowledging that sometimes you"ll be given nothing: e.g. in MTG too little or too much land) and it"s not okay when in the usual case -- or even 1/4 the case it doesn"t matter what you do, or how well you execute (as in the example you posted).
Agree on the latter, disagree on the former. Just because most raid games have lacked an intrinsic fun value does not mean it can"t be done. Although, much to Curt"s point, probably the most fun encounter for me in TBC was Illidari Council. For the first couple of weeks. Now I hate that fight. It"s just too long. But it was fun, as the melee tank, for a while. Fun andhilarious.Now those same elements that made it fun and amusing make it a complete drag, even though we beat it in half the time we used to (when we go).The fun factor for end-game encounters isn"t something a developer can create. Developers can create challenges or difficulty, but they can"t create fun.
Fun comes from playing with friends.
Honestly, I feel this reason is why in WoW you do not see massive turnover. A good portion of the raid content is "fun" multiple times. I"m personally way past Kara, but I like the zone and concept behind it.Ngruk said:A wise man once told me "You don"t decide "how fun" you are making the event, you have to decide how many _times_ you want it to be fun".
Because face it, end game min/max spearhead players will arrive way ahead of the rest of us and usually in 1/3 the time designed for the rest of the normal world to arrive, and they"ll chew it up, dissect it, then beat the piss out of it until something else is offered up.
So the FUNNEST raid event stops being fun the X time through right? If we can all agree that a hypothetical "Raid on the Pigs Scrodum" is just an all out hoot fest and fun as hell, we can all also agree that at some point that "fun factor" will lessen for each of us. How soon? How much? How long before you can get another batch of that sort of raid fun?