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Originally Posted by smokey

I still like the magical armor system they've implemented to counter CC. I've read some say it's too easy to shred it. I agree. That's why I also think magical armor should be split out into several types of elemental armor: electricity, fire, ice...necromantic? (something I mentioned elsewhere).


This change would eliminate the main benefit that this armor system grants which is usability. You can easily represent three bars on a character as a developer and analyze those bars at a glance as a player, you cannot easily represent... six or seven bars on a character without making serious UI concessions.

Don't take this personally either because it's not anyone in specific, but I honestly feel like I'm beating my head against a wall saying that all they really need to change is the drop rate of magic armor gear. If it was more accessible in the beginning it would solve basically all of the problems that have been mentioned in each of the fifty threads about CC.

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This is all opinion at the end of the day - I take nothing on these forums 'personally', as you put it. I presume you feel likewise, so you're ok with me saying your suggestion for magic armour drops seems weak to me, and frankly boring. It doesn't add excitement or interest to the game, and comes under the class of 'lottery solutions', which don't require thinking - just luck.

Your only argument against splitting out magical armour into different elemental pieces is that it would clutter the UI. Again, I disagree. You just have to be creative.

So here's the solution: all 'hps' are represented by a circle. One circle. And they're displayed like a piechart. Blue slice = ice. Red slice = fire. White slice = electric. Purple slice = necromatic. Brown slice = earth. Green slice = default health. The higher % of HP for whatever slice gets the greater area, like a piechart.

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Originally Posted by Kilroy512512
Originally Posted by smokey

I still like the magical armor system they've implemented to counter CC. I've read some say it's too easy to shred it. I agree. That's why I also think magical armor should be split out into several types of elemental armor: electricity, fire, ice...necromantic? (something I mentioned elsewhere).


This change would eliminate the main benefit that this armor system grants which is usability. You can easily represent three bars on a character as a developer and analyze those bars at a glance as a player, you cannot easily represent... six or seven bars on a character without making serious UI concessions.

Don't take this personally either because it's not anyone in specific, but I honestly feel like I'm beating my head against a wall saying that all they really need to change is the drop rate of magic armor gear. If it was more accessible in the beginning it would solve basically all of the problems that have been mentioned in each of the fifty threads about CC.


I agre on your point against multiple armor types aside from the two but many of the issues with the armor system lie outside how easy or hard it is to get rid of and how much you can get of it

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My arguments against splitting magical armor are that it cripples magical armor into uselessness because instead of needing to worry about keeping 1 bar in decent shape, you need to worry about balancing 4+ bars. In a game where 80% or more of the loot you get is RNG-based (drops & shops).

So now you need to rely on the RNG (in the limited resource/limited drop game) for an additional factor, in addition to all the other things we're already relying on the RNG to provide.

Your Elemental Armor idea is also redundant because this game already has Elemental Resistances. You could make an argument for replacing Elemental Resistances with your shields, but that would be inferior because resistances reduce damage even if you don't have magical armor.

The magical armor idea also doesn't take into account the makeup of enemies and the skills they use. If the enemies are varied and can use several different elemental types, then that makes your split magical armor even weaker. Even in the best case, where the enemies only use one elemental type, that still leads to you reloading and putting on all your best Element X gear. Each and every time.

Your idea does not add excitement or interest to the game, it adds a fresh layer of tedious micromanagement.

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If, and that's a big 'if', the system was to be taken in that direction(individual resistances for each effect), a much better way to handle and track them would be the approach used in Dark Souls, and other Souls games.

The character has a tolerance for, rather than resistance against the effects: rather than tracking all the 'types of HP', and applying the effects once they are depleted, only the relevant ones are tracked, and they fill from zero to <tolerance>.

To become Poisoned, a character must receive <tolerance> amount of poison damage.
To become Frozen, a character must receive <tolerance> amount of ice damage.
Etc.

This approach however, is best suited for real time games.
A turn based game, with AP and other mechanics, has the design space to make more interesting effects, over making the boring ones easier to mitigate.

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@Stabbey: You've a frustratingly poor ability to structure an argument. Instead of countering one piece of logic with counter logic, you just give a simplistic, subjective opinion without backing it up with any type of concrete evidence.

'If the enemies are varied and can use several different elemental types, then that makes your split magical armor even weaker'

How, exactly? Evidence? If anything, it makes it more robust. The fact that they can use different elemental abilities is the entire point of what I'm saying. At the moment, magical armour just counters every element. That's simple, but not interesting. It doesn't make me fear the fact that I haven't diversified my investments in various spells. I can just focus on ice, make that uber-powerful, then destroy magic armour with my one-dimensional investment into that single area.

If there are multiple 'magical armour' types, it means I can't be so single-minded. I have to diversify.

'So now you need to rely on the RNG (in the limited resource/limited drop game)'

Never said that should be the case. In fact, glad you mentioned it. They have a skill/ability (whatever it's called) that adds to your default magic and physical armour. Each time you level up, I think armours should be in a third tab that allows you to invest points in fire, ice, earth etc accordingly. You're not relying on gear (although that could help you out). You're enhancing the armour of your character at each level up, with a separate point system.

Resistances are so bland and rote they're in every RPG since the dawning of time. Better to innovate and suffer the lamentations of a few dull fools, than stick to doing the same thing, over and over, without risk.

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Originally Posted by smokey
@Stabbey: You've a frustratingly poor ability to structure an argument. Instead of countering one piece of logic with counter logic, you just give a simplistic, subjective opinion without backing it up with any type of concrete evidence.

'If the enemies are varied and can use several different elemental types, then that makes your split magical armor even weaker'

How, exactly? Evidence? If anything, it makes it more robust. The fact that they can use different elemental abilities is the entire point of what I'm saying. At the moment, magical armour just counters every element. That's simple, but not interesting. It doesn't make me fear the fact that I haven't diversified my investments in various spells. I can just focus on ice, make that uber-powerful, then destroy magic armour with my one-dimensional investment into that single area.

If there are multiple 'magical armour' types, it means I can't be so single-minded. I have to diversify.

'So now you need to rely on the RNG (in the limited resource/limited drop game)'

Never said that should be the case. In fact, glad you mentioned it. They have a skill/ability (whatever it's called) that adds to your default magic and physical armour. Each time you level up, I think armours should be in a third tab that allows you to invest points in fire, ice, earth etc accordingly. You're not relying on gear (although that could help you out). You're enhancing the armour of your character at each level up, with a separate point system.

Resistances are so bland and rote they're in every RPG since the dawning of time. Better to innovate and suffer the lamentations of a few dull fools, than stick to doing the same thing, over and over, without risk.


Question:

Why the focus on armor system? Wasn't the thread about keeping CCs unique and distinct between each other and there ultimate effects?

The armor system is a tangent into how one prevents CC

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@aj0413 How is the armour system a tangent into how 'one' prevents CC? It's the very thing that prevents CC in the first place. If you have full magic armour, you can't be CC'd be a frozen spell, because you can resist it. I can't be sure about physical armour, but I'm taking a guess here that it also prevents knockdown as long as there's some remaining.

In other words, controlling CC at the moment revolves solely around the new armour mechanic. Therefore, evolving the armour mechanic is clearly the best way to address the problems around it.

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Originally Posted by smokey
@aj0413 How is the armour system a tangent into how 'one' prevents CC? It's the very thing that prevents CC in the first place. If you have full magic armour, you can't be CC'd be a frozen spell, because you can resist it. I can't be sure about physical armour, but I'm taking a guess here that it also prevents knockdown as long as there's some remaining.

In other words, controlling CC at the moment revolves solely around the new armour mechanic. Therefore, evolving the armour mechanic is clearly the best way to address the problems around it.


Um, this thread is about the effects CC have and how they ultimately mean the same. IE being frozen and turned into stone mean the same.

That has nothing to do with the armor system.

One -> player

Armor system -> how a player prevents CC and elemental/physical damage

Point -> Differing CC effects after armor is gone

Missed point -> Don't care about how armor prevents said effects

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You make it too easy for me, pal. But that's why I like these forums. Keep 'em coming.

'this thread is about the effects CC have and how they ultimately mean the same', says he.

We look back to the OP's first post:

'it would be most beneficial if said effects were changed to achieve their goal in different ways, and at a more manageable magnitude'

The topic is about changing the CC mechanic so that it's more manageable. In what English language does that translate into a problem with them all being potentially the same (this was a side argument to the main point, if anything).

I'm keeping this on point by saying the physical/magical armour system makes CC more manageable. And that evolving this mechanic to include fire, ice, electric, etc makes it more manageable still. There is no other aspect of the game that takes care of this more succinctly, and more simply, hence my focus on it.




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Yeah... I'm not keen on the idea of keeping track of several different health bars on my character and foes. Having three is an interesting new consideration, 7 just seems silly. You can justify the balance ideas maybe, but actually working with it seems tedious, at least a headache.

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Originally Posted by Naqel
Knockdown, stun, frozen, petrified.

Aside from it not really being all that great for there to be that many effects that function identically, it's also essentially stifling most strategies that don't take advantage of permanently locking the enemies out of acting.

Hence, it would be most beneficial if said effects were changed to achieve their goal in different ways, and at a more manageable magnitude.

For example:

Knockdown: The target spends a number of AP proportionate to the duration of the effect to stand up. Afterwards the effect is removed and they act normally.

Stun: The target does not recover their normal AP amount at the beginning of the turn. If they have AP saved, or some other means of recovering it, they can use those as normal.

Shocked(alternative Stun): All actions taken by the target require 1 additional Action Point to perform.

Frozen: Target gains <magnitude> barrier, that absorbs all damage and cannot act until the barrier is broken or the effect ends.

Petrified: Target cannot move or act, and is immune to magic damage.


@smokey

Here's the OP.

Let's look at the highlights:

"Function identically" mhm

"Stifling strategies that don't put enemy on lock down" hmm

"Achiev their goals in different ways" okaaaaay

"[insert examples here]" alrighty

Now what can we understand from that. He wants to diifeeentiate the effects of CC so they achieve their goals of crowd control using different methods. From the fact he mentions "on lock down" we can infer he wants more than just hard CC. Going one step further, we can see in his examples we focus on the concept of hard vs soft CC and expanding the variability in how crowd control is achieved by changing existing status effects so that things like frozen, stone, and petrifixation don't all do the same "lose x turns"

Now where in gods name do you infer armor system is a focus there?

By more manageable magnitude, I take that to refer to the idea that given the chance for an enemy to CC an entire party, a whole group should have some methods of retaliation cause of CC lockdown. Soft CC for instance allows for limited responses to such effects

Edit:
Making me debate on my phone is evil. Evil~~~~~~ I tell ya

Edit_2:
I understand your desire to switch things up, but a lot of the appeal of D:OS lied in its call back to traditional rpg roots the lovers of such.

There's also the fact that change for the air of change does not automatically mean improvement.

Your armor idea just doesn't seem fun. Interesting sure. But you'll have to expand and flesh that idea out a lot more with the considerations of other people's points of veiw before it can gain any traction; right. Ow it just seems tedious and overly complicated

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Originally Posted by Naqel
If, and that's a big 'if', the system was to be taken in that direction(individual resistances for each effect), a much better way to handle and track them would be the approach used in Dark Souls, and other Souls games.

The character has a tolerance for, rather than resistance against the effects: rather than tracking all the 'types of HP', and applying the effects once they are depleted, only the relevant ones are tracked, and they fill from zero to <tolerance>.

To become Poisoned, a character must receive <tolerance> amount of poison damage.
To become Frozen, a character must receive <tolerance> amount of ice damage.
Etc.

This approach however, is best suited for real time games.
A turn based game, with AP and other mechanics, has the design space to make more interesting effects, over making the boring ones easier to mitigate.


That's actually not a bad way to handle it. It still begs the question as to why you would do it, but certainly one of the more elegant solutions.


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@aj0413 The topic of the thread is - CC is currently flawed, I've suggestions to make it more manageable.

Hello, I said. I've suggestions to make it more manageable too. Let's take the magical/physical armour idea they currently use to make it more manageable and evolve it.

How in god's name do you think that doesn't contribute to the debate? Is it your reasoning that because the OP didn't write the word 'armour' in his first post, we can't write 'armour' either?

I can keep revealing your contradictions all day, if needs-be. You're not exactly the savviest of writers (pro tip: the wacky dialogues with yourself don't help), and it's like shooting fish in a barrel to be honest - but do try me for another one.

@Kindulas - I disagree with your point, you disagree with mine. I can't see how it's a 'headache', to be honest. Elemental resistances are already in place and you don't get intellectually frustrated about them, do you? Elemental HPs are just an evolution of that. I like the magical HP, but think it has even more potential when split out.

I've an idea!

Another checkbox solution!

How about that?

So people that get a little hot under the collar by having to keep too many plates spinning can relax - we make it easy by just having one magical armour. And people that want a bit more complexity can check the box that says 'split the magical armour into multiple elemental armours'.

That way, everyone wins!


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Originally Posted by Kilroy512512
Originally Posted by Naqel
If, and that's a big 'if', the system was to be taken in that direction(individual resistances for each effect), a much better way to handle and track them would be the approach used in Dark Souls, and other Souls games.

The character has a tolerance for, rather than resistance against the effects: rather than tracking all the 'types of HP', and applying the effects once they are depleted, only the relevant ones are tracked, and they fill from zero to <tolerance>.

To become Poisoned, a character must receive <tolerance> amount of poison damage.
To become Frozen, a character must receive <tolerance> amount of ice damage.
Etc.

This approach however, is best suited for real time games.
A turn based game, with AP and other mechanics, has the design space to make more interesting effects, over making the boring ones easier to mitigate.


That's actually not a bad way to handle it. It still begs the question as to why you would do it, but certainly one of the more elegant solutions.


I hem and haw at this but *waving hand back and forth* I certainly like it better than everything else put forth to fix the current problems (aside from my own proposals of course -> I still like my own ideas, but this is a good one as well)

Also, the hard CC vs soft CC variability would complement this evolution to the current system

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Originally Posted by smokey
@aj0413 The topic of the thread is - CC is currently flawed, I've suggestions to make it more manageable.

Hello, I said. I've suggestions to make it more manageable too. Let's take the magical/physical armour idea they currently use to make it more manageable and evolve it.

How in god's name do you think that doesn't contribute to the debate? Is it your reasoning that because the OP didn't write the word 'armour' in his first post, we can't write 'armour' either?

I can keep revealing your contradictions all day, if needs-be. You're not exactly the savviest of writers (pro tip: the wacky dialogues with yourself don't help), and it's like shooting fish in a barrel to be honest - but do try me for another one


*shrug* I do it to amuse myself so it hardly matters doesn't it?

Also this is the thread title: "Re: Replace crowd control with more interesting effect"

That doesn't have the word manageable in it last I checked.

Manageable was mentioned as a side point to the first. So one directly comes from the other. From there logic dictates that whatever form of "manageable" your operating on to contribute must add to the discussion of CC "effects" and making them "more interesting".

But please tell me how I contradict myself and do try to explain how the armor system add to the discussion of making CC effects more interesting and manageable directly cause of the effects they cause; not how said effects are manageable prevented.

There's a difference in managing something by stopping it

And managing something inspite of it

Notice your focus on the former


Edit:

*looking both ways* huh, seems smokey has decided to bow out of this debate.


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@aj0413 Lulz. Lots of them. Don't know what 'zone' you're in, but I gotta sign off for the night pretty soon. It's nearly 1am and I've work etc.

You're not trying to counter my argument with words, you're trying to counter my argument with technical nit-pickery. And even there you're tripping over yourself.

Now we're wheeling out the fact that 'armour' isn't in the title???

Man, are you kidding me? That's desperate stuff. How many posts on these forums actually even stay on point with the title of the thread? The point of an intelligent discussion is to assess what someone has said/written and build on it. In very general terms, the OP wants to tackle the issue of CC.

In very general terms, I want to tackle it too - and I've forwarded the idea of evolving the armour system to achieve that. It's like you're saying, 'I can't come up with counter logic to what he's saying, so I'm going to try and pull the red card because he hasn't talked about REPLACING CC WITH A MORE INTERESTING EFFECT EXACTLY TO THE POINT. Even though, if you were to be particularly anal about it, I could say that's exactly what I'm doing - replace current CC with an elemental-armour based system that only allows elemental CC when elemental armour is destroyed - hence more interesting.

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Originally Posted by smokey
@aj0413 Lulz. Lots of them. Don't know what 'zone' you're in, but I gotta sign off for the night pretty soon. It's nearly 1am and I've work etc.

You're not trying to counter my argument with words, you're trying to counter my argument with technical nit-pickery. And even there you're tripping over yourself.

Now we're wheeling out the fact that 'armour' isn't in the title???

Man, are you kidding me? That's desperate stuff. How many posts on these forums actually even stay on point with the title of the thread? The point of an intelligent discussion is to assess what someone has said/written and build on it. In very general terms, the OP wants to tackle the issue of CC.

In very general terms, I want to tackle it too - and I've forwarded the idea of evolving the armour system to achieve that. It's like you're saying, 'I can't come up with counter logic to what he's saying, so I'm going to try and pull the red card because he hasn't talked about REPLACING CC WITH A MORE INTERESTING EFFECT EXACTLY TO THE POINT. Even though, if you were to be particularly anal about it, I could say that's exactly what I'm doing - replace current CC with an elemental-armour based system that only allows elemental CC when elemental armour is destroyed - hence more interesting.


I...it's like your intentionally being obtuse to miss the point.

I originally stated that discussing the armor system as the focus of the thread seems an off topic tangent.

You said it was.

I pointed to the fact that the thread was about CC effects.

You were in fact the one to bring in the title and OP and point out how manageable constituted the armorur system managing CC.

Now your complaining that I'm backing up my original point , and you're doing it by complaining that threads don't stay on point. Which has nothing to do with us debating the original focus of the thread.

I haven't had to come up with counter logic to anything cause you literally can't back up anything you've said concerning the focus of the thread. You've resorted to trying to destroy my own points but you can't.

Now your trying to undermine the effectiveness of my pints by making it seem like it shouldn't matter and then running off from the argument.

In the most broadest of terms, the OP is to address issues of CC. The armor system does fall in that scope but it's so far from the original intent that's it's laughable.

And hello? Your not discussing replacing current CC anything -> your entire idea is around replacing how one prevents CC. That's not touching the skills or status effects at all.

Your talking about managing "preventing" CC being more interesting.

That's not making the CC "itself" more interesting.

You quite simply aren't arguing anything worthy of note aside from the freedom to go off topic. Which you can of course, but try to make something up to validate that your tangent thread within a thread is on point to the original topic

Also, I'm est in NYC so it's 8 pm here

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If you've read their other posts, I'm pretty sure that's exactly what's going on here aj0413... *shrug*

Last edited by Kilroy512512; 17/10/16 12:24 AM.

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I'm definitely off to bed, and probably off for good from these forums. You've put a lot of effort into your post, I'll give you that. But your words are the equivalent of a dog chasing its own tail, around and around and around...

Simple Simon version:

OP: don't like CC, make interesting
ME: don't like CC, make armour make it interesting
YOU: OP not say armour in post, OP say make CC interesting
ME: I say armour make CC interesting
YOU: OP not say armour in title, you make tangent say armour
ME: OP not need say armour, I say armour to make CC interesting
YOU: I say OP say, you say what you say, OP say what he say, you say what you say, I say what I say, OP say...

And then I say - goodnight, children of the forums. And may the world treat you kindly, for you are young and innocent and have much to see and do and learn.

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