Quote:
Originally Posted by dakkota
IMHO I have to disagree though about the movement thing. I think its a valid skill to employ in a game where the general context is to just stand still and click buttons. Thats also why I think its been the most difficult one to overcome because it totally breaks the mold as to how other encounters feel. Same way some people have had trouble on trak/byzola because the whole concept about 1 players getting a death to all buff unless he/she acts - totally broke the mold as to what was expected from encounters. They do stack the difficulty quite a bit compared to tangrin and below ill admit, but thats what made it all more rewarding.
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Regarding the movement thing.
Q: Is it hard to do?
A: No, it really isn't.
Q: Is it fun to do?
A: Well, no, not really. Especially when it is laggy (which is 90% of the time) and the cast bar hangs at 100% for a second, and then you move and it interupts even though you stood still for 150% of the cast time of the spell.
Q: If there was no lag, would it be fun to do?
A: No, it is still not fun. It feels arbitrary and forced. Why am I running? Oh, because if I stand still too long a monster is going to jump out and attack me, so I have to move because that will stop him.
Q: Ok, so it's not fun, but it adds challenge right?
A: No, it doesn't add challenge. See first question, it isn't hard to do. The only challenge, is a trial of my patience as I watch other players fail again, and again, and again.
Q: Why do you think it is a bad gameplay mechanism?
A: It's not incredibly bad all by itself. It's a combination of the task (specific movement during combat), the penalty for failing at that task (for Growth, its the add), and the frequency at which you are tested (for Growth, constantly). To top it off, it isn't a specific activity this game trains players in, and I image that those who play FPS don't have a problem with it at all.
I think this gameplay mechanism is arbitrary and out of context. You might as well pop up a screen every 10 seconds and make the player play 10 seconds of a Tetris game, and if they fail to slot the "L"-block in the hole to clear three lines then the mob complete heals, an epic add spawns, your raid is teleported to random locations, and you eat a zonewide non-avoidable fear AE. The fear, of course, prevents you from manipulating the Tetris game and so a chain reaction begins until everyone is dead, which of course takes 10 minutes because the mobs can't reach you due to you constantly being randomly teleported and you can't even drown yourself because you are perma-feared.
If I had to think of an activity that would top the movement thing (top, as in, more epic fail), I would add platform jumping. Place a mob on top of a bunch of platforms. Jumping from each platform would not be difficult for anyone who has ever played Mario. Failure to make the jump will result in you falling in the volcano which causes it to erupt killing everyone. So if one person can't do a simple jump then everyone dies. Of course, you have to jump up the platforms because the mob is rooted way at the top of them. He has an AE knock back + knock up so you have to control yourself in the air and land back on a platform, where you'll have to jump back up to the top again. The mob will also randomly put a curse on you that is a snare, which prevents you from being able to make the jumps until it is cured.
Oh and to top it all off, let's make it so there is some random obscure fruit charm item that you have to click on the mob to prevent it from complete healing every 20 seconds (5 second cast time 25 sec recast).
I should patent all really bad game inventions, so that I can literally sue any developer that puts them in a game I play.