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    Quote Originally Posted by Aashrym View Post
    Cutting the during of CC with this mechanic does exactly what you are saying is a bad idea -- speeding up the pace and requiring fast thinking.
    I said that speeding up the pace is a good thing, when applied to DDO.

    It's not about "fast thinking is bad" or "having lots of time to think is good." Far from it. A game requiring only fast thinking can be extremely fun. See racing games. It's why game designers sometimes add time limits in their games. A game letting players a lot of time to think can also be fun. See Chess. It's about deciding which kind of pacing is best to your players and focusing on it.

    In the case of DDO, having several thousands of seconds to think is far too slow. It's boring. The decision we have to make are not so complicated that we need a minute to think each one of them like a Chess player might need.
    Quote Originally Posted by Aashrym View Post
    Adding a mechanic that seems to simultaneously break mobs out at once does not help the party control the pace or give them time to think.
    Crowd control is not about creating pauses in gameplay carefully evaluated what to do next. Otherwise, control control would be designed much differently like stopping both players and monsters to move or attack (like the pause function in every BioWare game).
    Quote Originally Posted by Aashrym View Post
    If the party likes a faster pace there is nothing stopping the party from using other tactics.
    Crowd control is not only fun to those who like slow-paced gameplay.
    Quote Originally Posted by Aashrym View Post
    Adjusting spells and adding this mechanic is almost a redundant use of development.
    That's false. How long a spell lasts and the effect it has are two different components that affects gameplay very differently.

    If you don't believe me, ask yourself which part of the following is not fun: "You've been hit an incurable debuff that reduces your DPS to zero for a full year." The duration is the problem. Being able to not do damage for a very short period of time is fine but if it lasts too long, it's not fun anymore and actually harms your game experience.
    Quote Originally Posted by Aashrym View Post
    The mechanic we're discussing in this feedback thread doesn't do that.
    ...for the moment. It's a feedback thread. We can persuade them to ensure CC still stays relevant. That is, we we focus on persuading them of that rather than simply telling them to scrap it.
    Quote Originally Posted by Aashrym View Post
    Why is the party running away if CC is too powerful?
    Time is money. If you can avoid wasting your time, you gain more loot and XP per hour.

    So, unless you need to kill a mob, the best strategy always involve not kill the mob as it saves you time. It's the principle behind zerging, btw.
    Quote Originally Posted by Aashrym View Post
    The bottom line is that the heroic surge interacts with too many CC effects that are not broken or overly powerful that players invest a lot of resources in.
    When the problem is common to all CC effects, you make a global change.
    Quote Originally Posted by LeslieWest_GuitarGod View Post
    Destroying the randomness that we do have left, such as FUN and effective crowd control is a major step in the wrong direction for this game.
    Leslie, your argument is "Don't nerf CC" and I agree to that. Update 3 does not have to nerf CC. Turbine can make other changes to ensure CC stays useful.
    Last edited by Borror0; 01-19-2010 at 12:00 AM.
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