No Control

2 posts · 2006-01-14 19:34:00 to 2006-01-16 12:51:00

#34900002889 01/14/2006 19:34 Re: No Control


MaIakaii wrote:
my hard work to get the great items in the game should give me a distinct advantage over someone who hasnt put in the time,

Nuts to you.  I am beyond sick and tired of hearing "my hard work" in connection with a GAME.

Further, to heck with games that reward people primarily on how much spare time they have to grindgrindgrindgrindgrind.  That design philosophy has spawned boring games, mindless grinds, trivialization of fights, and most importantly what is euphemistically called the "secondary market" (aka plat/gold/isk/$i sellers).

I'm for games that reward people with victory based not on their grinding but instead upon their smart decisions made in the heat of combat.

Furthermore, the new system is a much better approximation of fighting (real) as well as the wire-fu from the Matrix movies, as others pointed out.

Now obviously clothes etc will continue to be a reward, and they should be; but not the sort of advantage you describe, where your chair time in MxO predestines the fight inevitably in your favor.

#34900003014 01/16/2006 12:51 Re: No Control


Upstream9 wrote:


Prisoner wrote:

I'm for games that reward people with victory based not on their grinding but instead upon their smart decisions made in the heat of combat.



Which the new system does not reward. it rewards luck of the roll and the combination of many of their friends also being present to amplify the "luck".

Not defending that; but there are more choices than luck or grinding.  If your knowledge of the system is good, and you use (hypothetically) a strong karate move against someone who is constantly using the same kung fu, you should win. 

If the randomness outweighs the choice of tactics, then IMO it's too random.

(This is, of course, just like the OP complaining about randomness vs. items 'worked' for, but what I'm arguing for is less emphasis on items and more on tactics, not more on randomness).