Suggestion for better rock/paper/scissor mechanics

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old.Thanatlos

Guest
Currently mages are quite hurting because everyone and their dog can kill them (because of their crap armour, CC being ineffective and crappy hp) and they can be interrupted by the same dog farting 2 miles away.
Tanks are doing the same, if not more, damage to targets (albeit to single targets)..
So it's extremely discouraging for a mage to play and the best targets for a mage are actually other mages (because there's less hp to nuke away) and this imo is very wrong.

What I suggest is something like the vulnerable/neutral/resistant values on magic and physical damage.

For example mages are resistant to magic damage but vulnerable to physical damage. That would mean tanks can take them down quite easily but mages will have a lot of difficulty with them. (like it should be imo)

Other way around the same thing, tanks are vulnerable to magic and resistant to physical damage so tanks fighting eachother will make for a long battle but a mage can take out a tank without having to nuke 15 times to get past all the resists.

Now here's the fun part: hybrids will have neutral status, which will make them decent against both targets. That will make them more desirable in groups as they aren't as vulnerable against pure mage or pure tank groups as either a mage or tank would be.
Still with me?
I have no idea how to incorporate this in the current system or if mythic is considering something like this but this is what I had in mind when i started rvring of what it should be like.

This would help mages and hybrids mostly, pure tanks would probably consider it a nerf but atm they have all the advantages anyway so it isn't bad to tip the scale slightly in another direction.

Opinions please :)
 
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boni_ofdavoid

Guest
Ive always thought mages had crap assortment of defence spells. In every other game mages have stuff like protection from missiles, weapon immunity etc.

I would like to see a variety of really strong self buffs (+crush, +pierce, +slash etc), but the mage can only have 1 active at a time..
 
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Amadon

Guest
I think it's a great idea Thana

I just don't think Mythic will ever listen.

Casters are screwed (and Hybrids are getting there).

Just waiting for my accounts to run out now...
 
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-Nuked-

Guest
remove warden/druid resist buffs and make them more powerful caster self buffs (10% on top of the basic current package should be more then enough) -for slash pierce and crush ONLY. to keep tanks on par keep determination as it is if this is put into play, and as mindrat said once, make Root CC easy for tanks to cancel out and make mezz easier for casters (for a role play aspect, casters are stronger in mind, tanks are stronger in body etc)
 
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Danya

Guest
I sugggested this on vn ages back thana, but everyone pretty much ignored it.
I don't think self buffs for melee damage is what mages need. Mages need strong magical resist buffs, or maybe make the type of armour your wearing reduce magical damage like it does for melee - only lighter armours are best and heavier worse. So cloth could have say 30% magic resist and scale 0%. This would also mean getting rid of druid/warden resist buffs as otherwise everyone would have crazy resists.
 
N

-Nuked-

Guest
giving every caster magical resist buffs or armor will just mean it takes 6dd's per tank and 5dd's per caster, wouldnt make life easier imho
 
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Gargo-

Guest
Thana youre a genious imo. :D
Best idea I've ever heard, sounds extremely viable and makes just plain sense.

Thana 4 president :D
 
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vulcan1

Guest
More sense came out of Thana then than all of Mythic's devs. The caster's had its day in rvr imo.

I think Mythic has a master plan in that they dont know wtf to do with the class balance so they make one class unbeatable ie savages, everone rolls em then they nerf, forcing folk to re-roll another char & on it goes.

Like so many others in the game, I guess I'll play till the subs run out out and throw my arms in the air and surrender to the stupidty of Mythic & not re-subscribe.

Played Vulcan for close on 2 years now & the char ends up being nothing but a craftbot :/

IMO. Thana for Caster Team Leader, some great ideas there & some if I was Mythic would seriously look at.
 
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ilaya

Guest
hey hey hey! now there's some ideas! like it.. should we actually be looking to simplify this game or always address specific class things?

Crafting is simplyfied on this level (just about).. so why not some rvr issues eh?..

i think Caster/Hybrid/Tank would be very good base for sorting stuff out as far as rvr goes.. got legs this one :D

lets keep it simple :)

..jim lad.. arrr!

[Part of Talk Like A Pirate Day] :D

.almost.. arrr! har har har!
 
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oblivion_6

Guest
nice idea

dont think casters are that dead in rvr mind you

chanters seem to cause a good bit of hurt and also voideys as long as tanks dont get em

Imo if they just added some collision detection stuff to stop loads of people attacking one person then it would be better. nearly every time i start waving my hands and glowing i get nearly the fg after me lol :p
 
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old.Thanatlos

Guest
Well, the problem with collission detection is that it's very lag sensitive, very situation sensitive and takes calculation time.

If you calculate it client side your situation might not be up to date with the actual situation so you will be blocked by a lag ghost etc. Get stuck in other players.

And still, it can be hugely abused by players, and will make relic raids impossible :)

Sounds very nice but is very impractical in scenes where 100s of people can move at once all with their own clientside collission detection.

Serverside is just too computationally intensive.
 
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Amadon

Guest
Originally posted by oblivion_6
chanters seem to cause a good bit of hurt
go read 1.65d patchnotes
and also voideys as long as tanks dont get em
voidies do nice damage vs other casters
sucks vs anyone with decent armour
 
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oblivion_6

Guest
Originally posted by Amadon
go read 1.65d patchnotes

hmmm they gettin nerfed? can someone cut n paste lol i cant access the patchnotes site in work lol :D
 
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Amadon

Guest
Originally posted by oblivion_6
hmmm they gettin nerfed? can someone cut n paste lol i cant access the patchnotes site in work lol :D
mana chanter line = pbaoe only
nothing else is of use after 1.65d

glad I've got my other chars still :D
 
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old.Glendower

Guest
Dozens of great ideas been tossed out for Mythic on every aspect of the game...not to mention plenty of awsome RPGs over the last 20+ years to model from.

And yet those twits cant make a system that is rich and fun + balanced???

Like Vulc said...just not worth paying anymore for half-assed, stupid crap.

Wasnt so bad when we paid 30% less than US servers either, but that is over too.
 
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old.Thanatlos

Guest
It's easy to complain, it is easy to miss the obvious intricate fabric a game is made of.. Balance seems so easily to determine from 1 class standpoint..

Now try that for 33 individual classes so each and every one feels they are contributing to pve and rvr and viable enough to solo should they choose to and be wanted by groups (so better in some aspect than all the other classes in their realm).

Then try to balance the survivability possibilities of certain classes with the offensive capabilities. Add in item balance but don't forget crafters either. Hey look, we've also got realm abilities to balance but wait, we can't use them to fix things because not everyone has them all.

It's easy to assume mythic is screwing things up but they're just trying to make the best game possible. Because if they keep doing that they keep people interested, interested people = money. But I seriously doubt the marketing department has anything to say about class balance like some on vnboards are suggesting :) (they nerfed zerkers so people would reroll savages: people rerolling is more time = more money << lol)

I myself work on a package of 3 different programs each with the same core of programming divided over about 5 teams (so working on the same code sometimes) and it takes about 4 days max per person to get from reported bug to analysis, to implementation, to testing (making a regression test so it won't happen again). I assume mythic is about the same size of 50 people and half of them are working on TOA and other expansions (same as in my company), new guys get to work out the older bugs (or just analyse them if there's no immediate fix or if testing showed it affected something else unwanted (big chance))
It's easy to say: hey, just change this and this and that bug is fixed, but you don't know the structure of their software. It might not suit that change at all making all kinds of workarounds necessary.

I've played this game for a long time now, I'm not saying it's perfect, because it can never be perfect. I'm not saying it's even close to perfect because there's still loads of fun things they can add. But everyone here seems to think it's easy managing a project of this size without serious conflicts because of changes. Everyone assumes they've got an army of programmers who take 5 minutes per bug. Or who just change a value from beserkers and say: 'hey, look i fixed it.. didn't have to spend 2 weeks researching this after all'..

Sorry to say but the only thing I have to say that's negative about mythic is that they should try and listen more carefully to the community because a lot of great ideas come from it.
And goa.. well, they're just trying to make money the easiest way.. big + on the quests though even though the thought behind them seems to be a bit flawed sometimes :)

Short for the people just scrolling down:
Mythic's doing the best job they can on a complicated product
GOA wants to make money and pretends to be customer friendly :)
 

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