
Krathos Morpheus
Legion Infernal
46
|
Posted - 2011.11.26 00:07:00 -
[1] - Quote
CCP Greyscale wrote:I don't read it as an argument for removing randomness, but rather just one for removing dodge from LoL (finally!). They're still keeping crits as random, for example.
The arguments for and against randomness in general are rather more extensive and complex, but as a general rule I'd lean towards preferring to use something more deterministic, both because randomness makes planning less reliable, and because people's instinctive understanding of statistics/randomness is pretty low.
(For a game aiming to be as competitive as LoL is, I'd not be surprised to see them moving towards eliminating randomness in other mechanics too, and falling back on "every third hit" sort of mechanics where there's a need for variable outcomes. If you look at SC2, for example, I think the only random roll in the entire game is for starting positions, and after that everything is deterministic.) You are absolutely right, it's not about randomness, but bad mechanics, and you have to talk about randomness in a more global complex view. The bad thing is that, the issue not being about randomness, three out of the four reasons completely applies to ecm, the fourth not because it refers to LOL history. Those reasons give argument to remove the mechanic the same in LOL and EVE, and it applies just the same.
Quote:Dodge only starts looking compelling when it can be stacked. But when stacked too high, it completely (and permanently) shuts down a subset of characters. This then causes us to have to make additional things (such as Sword of the Divine) to counter this counter, which ends up using a lot of design space simply to make the statistic fun and non-abusive. Typically, we try to avoid super hard counters like this. ECM only starts looking compelling when it can be stacked, using various modules and in a bonused ship. But when stacked too high, it completely (and permanently) shuts down another ships (it becomes unnavoidable for a subset of ships). This then causes CCP to have to make additional things (ECCM) to counter this counter, which ends up using a lot of design space simply to make the statistic fun and non-abusive (and even then it fails to accomplish that, it's not fun and abusive).
Quote:While both Critical Strike and Dodge use a similar randomization formula, Critical Strike is still countered in much the same way as Attack Damage and Attack Speed: buy Armor. Conversely, Dodge canGÇÖt be overcome by getting more Attack Damage or Armor Penetration like other defenses can. This means that Critical Strike is just a damage multiplier, whereas dodge is an entirely new defense type that doesnGÇÖt have a series of sensible counters to it. There are other random effects in the game, but ECM is the one that can't be countered in the way of any other global mechanic, it's an entirely new defense type that doesnGÇÖt have a series of sensible counters to it (the only counter is ECCM, works just for ECM and exists only because ECM exists).
Quote:Dodge also has much more potential to remove satisfaction in a noticeable way than the other defensive stats, mostly due to its random nature. Failing to finish an opponent with an auto-attack because they happened to get their 5% chance to dodge is a pretty poor experience for the attacker, especially since the escape isnGÇÖt based on a good gameplay decision or skill-based way to survive. The fun to un-fun ratio is poor. ECM also has much more potential to remove satisfaction in a noticeable way than the other defensive stats, mostly due to its random nature. Failing to finish a ship with your guns because they happened to get their small chance to ECM with drones and fly away is a pretty poor experience for the attacker, especially since the escape isnGÇÖt based on a good gameplay decision or skill-based way to survive. The fun to un-fun ratio is poor.
|