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| | #7262 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 691
+60 Internets | Quote:
You truly are an idiot. Those guys are already on these forums, they already read this stuff. Ya, most of it is redundant, much of it is way cooler in theory than application. But every so often someone says some stuff that is better than the rest and if some day it actually happens that something comes out of here that positively impacts Copernicus, cool. I'm not designing the game dope, I've had much of 'my say' in that, and we're far past the point of my extensive feature creep capabilities. Now I only cost us time and money we don't have. I finally did figure out how to manage this thread, which is cool, and will likely make it far more enjoyable moving forward.
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| | #7263 (permalink) | |
| Registered User Join Date: Apr 2002 Location: :noitacoL
Posts: 3,645
| Quote:
Well played sir. Now Curt. Let's be honest here. You could manage this thread even better. Boston is sending poor Smoltz(y) on assignment, which probably means you could (hopefully) get a call. Sure, you can't play in the playoffs, but you could get a few starts in... That said, should you accept and write FoH on your tits I will play your MMO. I promise. | |
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| | #7264 (permalink) |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
| Yeah our GM has no clue... getting rid of Smoltz and Glavinn was just wrong. He should have kept them a few more years and retired in our uniform. *shakes head* QFT. Been saying this for years.
__________________ ![]() Give me more -internets you little bishes! |
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| | #7265 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Good point. I come to this thread to wax intellectual about video games, not break down into a Utnayan vs. Duppin 20 page derail. So here goes. I whole heartedly agree with your point, but not your implementation. It's no secret that I hate random loot. It's simply not -fun- in a group setting. And before you say "But Diablo..." Diablo was a fucking slot machine, not a game. You pulled the lever and saw what came out. But don't base your entire reward system around pulling a lever. A finicky one at that. And before you argue replayability, 'twinks with benefits" combined with a loot select system will add more replayability then random loot ever could with far less frustration. As for items with proc's, the problem is it breaks down into a simple dps calculation anyways. With testing you can know the frequency at which an item proc's, you can determine it's relative uptime from that frequency, and you can average out how much dps it adds. Or even for none dps proc's you can work out how much EH it adds to tanks over a given period of time or HPS/HPM calculations for healers. Personally? I'm okay with itemization being "+ more gooder." The general public likes being able to know if an item is an upgrade or not as well without having to run it through a spreadsheet. If you're going to mix up loot, add in specific gimmick items just for that purpose. Throw in the occasional mount, illusion item, pet, clickee item just for that purpose. Don't get me wrong, I enjoyed abusing the shit out of the green whelp tunic. But I also hated having to have an admiral's cap and the "Buff buddy" system just for that extra hp edge back in the day. These items that you intended to be fun and add versatility to people become no better then the hassle that was building a nature resist set for Ahn'Qiraj. As for ICD's vs. random proc's...the problem is people tend to hate random proc's. Especially in pvp. Skillherald and so forth. ICD is actually quite an elegant solution. It allows them to create powerful proc effects without having to worry about back to back proc's making it absurdly overpowered or proc famines making it a worthless item. It also solves the problem of scaling proc's due to haste effects and the like. |
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| | #7266 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,308
| In WoW, specifically, random does not contribute to awesome. At all, period. With its focus on endgame raiding and the carrot of PVP, they have to put the brakes on abilities to an extent so that the random factor isn't as random as ye olde Windfury bitching would have you believe. It is as much a product of the PVP system as it is a product of balance for endgame raid fights. It's also a sad factor of lazy testing processes. You can't account for random, true random, period. Because well, that would defeat the point of being random. Now, accounting for a fight where a boss enrages in 10 minutes and some proc or other on a given weapon has a ICD of 1 minute? Yeah, shit tons easier to design around. And that's the crux of the issue. At this point, Blizzard is content with simply taking the easiest route when designing content that will also have the least loopholes in it's design. Putting hard caps, soft caps and time delay based caps upon abilities and damage potential (everything from global cool downs to my Arcanite Reaper and its glorious Normalization push) is a way to streamline the design process so that their absolutely glaical content release schedule doesn't get positively frigid with each update. And seriously, being completely honest, WoW is stale for a hundred more reasons than its mechanics. For a reasonable amount of its playerbase, 5 years is 5 years enough. With that said, one cannot have random and the word "balance" in the same sentence when involving mechanics and still keep credibility. Because frankly, one defeats the other. PS, random loot is retarded for reasons that don't need to be stated again. Forcing the game to add a "roll" mechanic for rare loot is even more retarded indeed and a factor of the overall retardery that is random loot in the first place.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #7267 (permalink) |
| Registered User Join Date: Aug 2006 Location: Rochester, NY
Posts: 438
| You should just play on player made servers Zehn, then you can just buy all the gear you want off of the vendors. Loot in an MMO designed by Zehn would have no objective meaning. Why even have gear if you don't want it to represent your progression? Looking back I don't mind that I had to do 20 UBRS runs to finally get my Shadowcraft Tunic. Having it be a 1 in 8 shot every run was way better than the horrid Zul'Gurub implementation. MC was a little ridiculous with it being 100% random but that was the exception really. Levers aren't bad, it keeps you coming back like a coked up blackjack player in Vegas. Minor modifications for raid loot is fine since there are many more people with the same small number of drops. Other than that I don't see what the big fuss is about. |
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| | #7268 (permalink) | |
| Registered User | Quote:
Fun, quirky, clicky gear being dropped on a random table is fine, but when progress through the game's content is roadblocked by a digital dice roll and players are forced to fight a war of time atrophy something is clearly FUBAR; overcoming the game's hurdles should play more like chess and nothing like craps. Last edited by Cadrid; 08-09-2009 at 12:46 PM.. | |
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| | #7269 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,308
| I have to admit, other than his hatred of the Random Loot System, I'm a bit ignorant of Zhen's overall gear acquirement scheme that is proclaimed "The Best." Is it simply a ticker that settles upon the best quest in the world (ie, Onyxia head quest that can only be completed once) upon so many successive completions of a specific event or is there a simple "lawl you win but there's only 5 rewards that can effect your class, hence 5 kills and you're done" type mechanic?
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #7270 (permalink) | |
| Lays the Pipe Join Date: Jun 2002 Location: Corp Por
Posts: 1,125
+33 Internets | Quote:
My life is complete.
__________________ Darph - Fires of Heaven. "Train simulators are a game." - Fansy the Famous Bard Last edited by Darph; 08-09-2009 at 04:28 AM.. | |
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| | #7271 (permalink) | ||
| Lord of the Dance Join Date: Apr 2002
Posts: 8,796
+166 Internets | Quote:
Quote:
My way comes with far less frustration, you earn the items you have and for the handful of people that have convinced themselves the only way an item has any value is if they won a lottery...well, they can join some scrub guild that randoms for loot. A pretty much 'everybody wins' situation. In the end, I'd rather stop doing a dungeon because we finally got all the loot we need. Not because I'm so fucking sick of doing it for the handful of items we want that never fucking drop (I'm looking at you Hyjal.) | ||
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| | #7273 (permalink) |
| Dying of Chronic Procrastinitis Join Date: Jun 2007
Posts: 323
+6 Internets | Hell I think we all hate random loot, but I dont see it going the way of the dodo either. If it HAS to be around in some form I'd at least like to see the teeth taken out of it. IE: Group is rollin around with a warrior, priest and mage. Have some kind of intelligent roll system that wont drop shit for other classes (if it's bop) so when stuff actually drops it's at least useful for the people present. Fuck getting more druid sets back in MC days when we didnt even have any in the raid group. |
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| | #7274 (permalink) |
| Registered User Join Date: Jan 2007 Location: Awsome
Posts: 2,722
| I'd like to see them flesh out the token system a little. Instead of just having random tokens drop then using them at a vendor, have tokens actually be related to the items they give and make sense from a lore perspective. You kill a boss, he drops [Shattered Blade], you use this item for a quest, or as a crafting mat, and get a choice of one of 3 swords, one for warriors, one for rogues, one for paladins, etc. Maybe a few special items which require multiple componants. Put 2 - 4 of these items on each boss, as well as maybe a few 'flavor' items as random drops. It gets rid of the OH GOD WHY DID I DO MC FOR THE 78TH TIME AND HAVE 2X CENARION DROP YET AGAIN FUCK ME, is a little more fun and preoccupying than 'hand in token at random vendor, get loot' and it gives you a ton of chances to expand on crafting and questing/storyline. |
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| | #7275 (permalink) |
| Registered User | Wouldn't a loot system that is so direct have to be backended by a huge selection of loot at the vendor? I get what Zehn's saying, but the content release pace required to keep the game fresh in a small-group setting would have to be astronomically fast. Do each dungeon once and you're set? K, wake me when the next expansion is out. Sure, for raiders it's better, but not everyone raids. I understand it's shitty to wait for the RNG to poop out your loot, but at least then you had a reason to keep logging in and doing things. All the friends in the world won't keep me playing (paying for) a boring game, when I can still talk to those friends outside of the game.
__________________ "When the last tree has died; and the last river been poisoned; and the last fish been caught, we will realise that we cannot eat money." - Cree proverb |
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