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  1. #1
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Dragon246 View Post
    I fail to see your point there, sorry.
    I doubt that it doesn't work that way. Every mmo has an social aspect to it, and they're all very similar. I haven't seen how this mmo is different compared to something else.
    The name "Rpg" already sais that you can express yourself in your role, this idea in my opinion would further increase the possibility in PvE content, and thus would fit in this category.
    That might be your interpretation of what "RPG" means but RPGs come in a lot of different styles. That's not the design style for this game. If the dev team had any interest in that sort of customization option for players, they would have already added it to the game.

    What you describe if implemented would also increase latency issues for players as the game is forced to do more battle calculations to see if the RNG roll succeeded every time an action was taken, apply the effect then communicate that to all other players nearby - and it would have to do it for every single player using the system you describe. I think players would prefer things that cause fewer latency issues, not more. Far better for everyone for gear to have a static set of stats while any variables are left to job skills.
    (1)

  2. 04-12-2020 11:06 AM
    Reason
    Löschen

  3. #3
    Player
    Dragon246's Avatar
    Join Date
    May 2018
    Posts
    8
    Character
    Joyce Joestar
    World
    Odin
    Main Class
    Gladiator Lv 71
    Quote Originally Posted by Jojoya View Post
    That might be your interpretation of what "RPG" means but RPGs come in a lot of different styles. That's not the design style for this game. If the dev team had any interest in that sort of customization option for players, they would have already added it to the game.

    What you describe if implemented would also increase latency issues for players as the game is forced to do more battle calculations to see if the RNG roll succeeded every time an action was taken, apply the effect then communicate that to all other players nearby - and it would have to do it for every single player using the system you describe. I think players would prefer things that cause fewer latency issues, not more. Far better for everyone for gear to have a static set of stats while any variables are left to job skills.

    Same effects also work in Eureka perfectly fine, thats what brought me to that idea. I think if it works there, where already a higher playercount is, it shouldn't be any difference else. For pvp you can just deactivate the effect for example!
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