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  1. #9
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Chocobits View Post
    And yes, I know imposing a forced wait on enmity polling is something none of us really want. Dynamic enmity is probably one of the things that drew all of us in. I'm just saying, with the current structure (of which I'm told I know little about), dynamic enmity is what breaks enmity, because the enmity favors melee damage most greatly (by a landslide), given the changes over the last several years with the level increase and gear that throws so much DA/TA/Crit/STR at players without sacrificing any gear haste.
    I agree with the TARU but also want to point something out that a lot of hardcore people reading need to realize. This is a freken game not rocket science project. It's supposed to be pick up and play entertainment. Skill and strategy plays a large part of being good at GAMES but it shouldn't need to be analyzed with microscopic precision to play. When you throw in all these mathematical equations and quantify every single aspect of the games mechanics your not really playing the game anymore. Got it?

    The design is broken if the system is complex for basic gaming. When people undermined others because they revolve around the raw core mechanics it just shows how shallow their priorities in life are. I'm saying if players need to macro manage the raw mathematical concepts to play the game something is wrong with the system. The battle system should be geared so that it runs fluidly around basic concepts that don't need a PHD to understand.

    The changes I mentioned bypass some of the complexity of protecting others. It's an outside the box SKILL based change that needs no math formula to understand. If the poling of enmity was increased to 15 seconds (as chocobits stated) and the cover change I mentioned was in place the job could effectively protect others to an extent even with total loss of hate. The class should've had this installed into its core design by default allowing it more control outside the enmity system. It should've been a basic part of the jobs ability to protect people regardless of hate. This would shift some of the poorly designed enmity problems to a manageable player skill that even a two year old could understand how it works.

    It's really pathetic when people talk about how broken things are and they start throwing numbers around instead of concepts. They lose track of reality and become immersed to deep into the raw code. The reality is they should be playing a game for entertainment. Simple concepts that work in general without complexity are the way to go.

    All this garbage talk I see trying to make people look stupid doesn't make the game better it just shows some players have a hypercritical obsession with a game. It's supposed to be entertaining not synthesizing complex protein chains for serious research. What makes the game better is simple adjustments so that things flow correctly in an understandable pattern, not more "I know more then you do now shut up." It's simple minded, stubborn, and conceited attitudes like this that make things more complex then they need to be. It doesn't allow new things to move forward.

    I know from experience players who are to enthralled with the raw mathematical complexities can't seem to grasp simple concepts because they're to convoluted with details to understand simple things. It's like the complex knowledge gets in the way of the ability to understand the basic concepts. They simply can't deal with equations that use wild cards or hidden values when everything they understand is overly complex.

    If the developers changed cover this would be an improvement even if it didn't fix the job.
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    Last edited by Sarick; 02-04-2013 at 01:05 AM.
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