Posted: Thu Jan 26, 2006 2:57 pm
You aren't creating an argument, Ralf. You are perfectly within your rights to suggest changes or ask questions about this.
This change will benefit physical attacking characters primarily; but that's because they NEED that benefit; they are currently worthless. I'm an e1003 physical fighter and I don't even touch my emeralite or meteorite swords in a duel; I fight with magic and an icespike bow, because melee is THAT useless.
After this goes in, I will be writing up a change to magic to address the fact that MR is too easy to get and well-designed characters can become pretty much immune to magic. The resistance changes come first because you don't HAVE to have a well-designed character to be immune to physical attacks; you just have to have a few pieces of crafted gear and/or the bounce spell.
Yes, most of the changes I propose benefit competent PvPers(not neccessarily the highest level ones) the most. This is because once you get to a high level of knowledge/skill, high experience/epic levels, and powerful equipment, obscure tricks and small details of crafting/combat systems are primarily what seperates one person from another. This is true in any non-action game; the good players know most of the details of the game mechanics and they all have "uber" equipment, so victory is determined by things like equipment design, character build, strategy, and in-depth knowledge of the combat and crafting systems. In a game where these factors are nullified and characters of the same level/level of equipment are perfectly equal and have a 50% chance of victory either way, there is no reason for high-level players to keep playing. Low-level players keep playing to get powerful and will eventually become high-level players, high-level players need competitiveness to keep the game worth playing. A perfectly "balanced" combat system where knowledge and strategy are irrelevent is not competitive.
Paper-rock-scissors is perfectly balanced, but how many people do you see playing it ? Everything is exactly equal, there is no strategy to it, and there is no reason to play it, other than to generate a random victor.
This change will benefit physical attacking characters primarily; but that's because they NEED that benefit; they are currently worthless. I'm an e1003 physical fighter and I don't even touch my emeralite or meteorite swords in a duel; I fight with magic and an icespike bow, because melee is THAT useless.
After this goes in, I will be writing up a change to magic to address the fact that MR is too easy to get and well-designed characters can become pretty much immune to magic. The resistance changes come first because you don't HAVE to have a well-designed character to be immune to physical attacks; you just have to have a few pieces of crafted gear and/or the bounce spell.
Yes, most of the changes I propose benefit competent PvPers(not neccessarily the highest level ones) the most. This is because once you get to a high level of knowledge/skill, high experience/epic levels, and powerful equipment, obscure tricks and small details of crafting/combat systems are primarily what seperates one person from another. This is true in any non-action game; the good players know most of the details of the game mechanics and they all have "uber" equipment, so victory is determined by things like equipment design, character build, strategy, and in-depth knowledge of the combat and crafting systems. In a game where these factors are nullified and characters of the same level/level of equipment are perfectly equal and have a 50% chance of victory either way, there is no reason for high-level players to keep playing. Low-level players keep playing to get powerful and will eventually become high-level players, high-level players need competitiveness to keep the game worth playing. A perfectly "balanced" combat system where knowledge and strategy are irrelevent is not competitive.
Paper-rock-scissors is perfectly balanced, but how many people do you see playing it ? Everything is exactly equal, there is no strategy to it, and there is no reason to play it, other than to generate a random victor.