I've noticed that there is a growing prevalence here of certain kind of beta-male, the type who feels a need to delineate
everything and when people actually listen to these guys, it results in a game where people spend more time theorycrafting about combat than actually doing combat. This is because in a completely linear and predictable game, there is no reason to actually play the game when you can just calculate how the fight will go.
If taking out dodging was so great, it should have improved the game, not turned it into a crass damage contest where certain people can sit back, look at their excel spreadsheets, and feel satisfied about their perceived "combat" superiority, without ever sticking their necks out. Yeah, any form of randomness is "unfair" because you might lose to someone you can beat more often than not a small portion of the time, what f- babies. Do not listen to these people. They aren't real men.
If you really get to the meat of what these types are arguing for, they don't feel that anyone should actually need to engage in combat to be combatants. They are risk adverse. They want everything on a spreadsheet. They are perfectly content with a game where theorcrafting about combat and doing combat are not meaningfully different activities for the player.
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Keeping combat simple, reliable (and by that extension, somewhat predictable) is great news for the majority of the people that take part in combat, we don't have to learn 100 variations of 100 attacks and work on tracking every single little variable if we want to take part. I'm completely down with keeping combat streamlined and accessible where possible, sacrificing complexity bought on by "random" factors.
I've noticed that there is a growing prevalence here of certain kind of beta-male, the type who feels a need to aggressively presume to know everything without the desire to test it. They are so insecure in their station and place in the modern game that they lash out violently against anyone with 'facts', because facts interrupt the mirage of competence that they've created to inflate their failing sense of self worth.
See how silly that is?
No, what's silly is that you think "combat" should be about the management of "facts." This is why you are a scrub. People used to go into combat in the IRE games and their hands would shake from adrenaline. That is what made me love these games. I used to introduce people to combat and they would tell me that they were trembling from the experience. When I first did it, I was the same way. No other online game has ever done that. This is an experience that Imperian probably doesn't offer anymore. Combat is supposed to be about danger and not about your skill in managing pre-determined "facts."
The truth of the matter is that people have leaned away from 1v1 combat. People want to remove certain things for the sake of team combat, which is what @Garryn, @Jeremy, et all have decided is best for the game/the direction they want to go. I do not personally agree with it, but the changes have been made for the sake of overall combat balance.
The big thing data collection brings to the table is most easily recognized when Jesse was standardizing newbie attacks to make sure that they were relatively even across the board. It went a long way in showing which classes were stronger, which sort of led to why some professions were more optimized for newbies than other. It's also useful when comparing tankiness, utility, and dps across a combination of statpacks and professions. It lets you see the 'bigger picture' and adjust your classleads accordingly.
But seriously. I feel like I jumped in a time portal. As annoying as @Ahkan and @Sarrius can be sometimes, I'm now reminded how tame and nice they are compared to 2007.
@Iriaen-- I can't stop disagreeing with everything you say. Let's break it down.
Summed up, you're saying that sheer dumb stupid luck is the X factor in combat that gives you that adrenaline rush. What?
C) Nowadays, it isn't about how skilled you are at computer sciences or if you can find a dumb little exploit in someone's system. It's about how well people know Imperian combat. It's about knowing the game instead of knowing how to exploit code.
D) What the hell are with your insults and retorts? It's really cringeworthy reading things that insinuate that you're somehow "the alpha of the pack" or something. "Yeah, I'm bad at Imperian... no wait. Apparently you can't answer my question." What are we, in middle school?
E) "Is combat supposed to be about the management of danger or about the management of facts?" They're the exact same thing, buddy. As any gamer/fighter/soldier can tell you, the better you know and control the field, the greater your chance of success. There's a reason why in economics, information is considered one of the most costly commodities.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Smart randomisation does exist. Its built in to the cure order.
This is good because it allows both people to adapt. Dodging sucks because it doesn't.
There is absolutely nothing wrong with playing the game in the way you're criticising. You might not like it, but I doubt people are forcing you to play in the same way. Saying their way is inferior/less valid to yours just makes you look ignorant. If that's how they derive enjoyment from Imperian, its frankly noone's business but their own.
"RANDOM = BEST GAEM AND DID YOU KNOW DREGAUR AND STUFF QUIT BECAUSE THE GAME WASN'T RANDOM ENOUGH"
I just... I can't even begin to start with how this logic doesn't work. I mean, come on.
The reality is, the current group of players is playing because they enjoy playing this incarnation of the game. That's the only real conclusion you can actually draw here. You're not accepting anyone else's assessment of the game's current state, and you're instead attacking individual perspectives because they don't match up with what you're envisioning for the game.
Do you really not see why people would be offended that you return to the game and immediately conclude that all of the decisions that players have helped shape have been bad ones? Do you really think it's a fair assessment to claim that nobody understands the game they're playing, and you - who has not played for years - understand it better than them?
I think that if you want any sort of real discussion about the current state of the game and how it works, that you have to first accept that maybe your perspective isn't being dismissed because it's unpopular or that nobody likes it, and maybe that it may just outright be wrong. You have a lot of people explaining why, but nobody is going to engage you in a serious discussion until you cut out the generalizations and maybe play the actual game for awhile.
What is resilience, Alex?
In this post: Khizan fails at Jeopardy references.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."