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  1. #1
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Roth_Trailfinder View Post
    They have also touched upon the “illusion of choice” - if you have three roughly equivalent pieces of gear (same primary stat, same physical/magical defense) that contain different secondary stats, there is numerically exactly one optimal choice. Make the three pieces too far apart, and two of them are lesser choices; make them too close together and there’s effectively no difference between them at all. Either way, the choice is moot, and thus illusory : either there is only one real option to take and the others are not worthy of consideration, or the lack of difference makes it irrelevant which is chosen.
    That depends largely on content design and variety. When the only real difference between mobs and bosses for example is how much hp they have then yeah you end up with only 1 choice

    However if you made mobs and bosses more varied then you can find all 3 choices to be desirable for different reasons or encounters. And now choice isn't an illusion it's a meaningful decision.

    In many ways this already existed in 1.0. Bosses and mobs were all different. You had miser that was squishy but had loads of up so players then chose gear with more raw strength /int and power.

    You had cholera who didn't had much hp and couldn't evade anything but had a bucket load of defence meaning players stacked more attack in order to break through that defence.

    Or you had garuda that wasn't terribly high up neither was she particularly tough in terms of defence but she was evasive as hell. Which then meant players favoured higher accuracy in order to consistently land hits.

    Choice then becomes meaningful and there is no one option. All options then have different strengths and are all viable decisions

    It's actually something I miss from 1.2.
    Tweaking gear around for various content. Pushing my hp higher if my paladin needed to survive or swapping out hp for more offensive power or a larger enmity modifier. Made gear a lot more interesting
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    Last edited by Dzian; 01-26-2018 at 09:24 AM.