Post by Azherae on 2023-09-19 02:45:42
Ok, ready!
I'd explain the whole strat but it's better if some people don't have to think about it anyway.
EQ2, by all data currently available to me, is a Chess style game for PvE. When you want to make the game more interesting, you change the board. You introduce special rules for different zones or squares. You change the starting configurations of the pieces. The challenge for a player who likes this (Noaani, a few others who normally leave discussion to Noaani):
1) Figure out all the new board zone rules, and when the board expands or shrinks
2) React to this by deciding what pieces to move where, either beforehand, or where to put them after the board change triggers an automove.
FFXI is a 'TCG' style game for PvE. The board usually matters much less, when you want to do something interesting, you 'add an OP card', 'change a rule that normally is there for balance', or alter the function of the limiting resource pool in the game. The challenge for a player who likes this (Mag, George, Depraved sorta, me):
1) Figure out what the new Card does
2) Adapt known strategy to the fact that a weakness that the enemy normally has that keeps them in check, has been removed, or to the fact that your resource pool acts differently
Trackers work on both game types, but 'TCG side' people don't seem to care about all the things that make stuff easier for them, and 'Chess' style people don't seem to care about the dynamism that PvP brings to the TCG style. Understandable.
NiKr, because you want a hard 'TCG style' game, but you're talking to a 'Chess style enthusiast' half the time, you end up trying to ask 'can't this be hard anyway?' But you always offer TCG-style suggestions for difficulty.
If Ashes is TCG-style as a game, it will have less interesting pure owPvE (any situation where no conflict happens counts as this). Mag can stand on the 'but it's not less skillful!' side. NiKr can stand on the 'ffs Mag you're not listening' side.
Ofc you can all just ignore this, I'll reposition everyone whenever George reminds me to.
The current challenge ofc is 'Figuring out what Steven was trying to sell when he said his stuff'. He talks about stuff that means the game can supposedly please both sides, but on the owPvE at least, it kinda can't consistently do both. Our 'Hybrid Combat' offers no clues either, and Tumok told us nothing because WoW is mostly Checkers.
90% of this thread has been 'what is Steven's actual product tho?' and then back and forth between these two 'camps'. Why stop now?
I'd explain the whole strat but it's better if some people don't have to think about it anyway.
EQ2, by all data currently available to me, is a Chess style game for PvE. When you want to make the game more interesting, you change the board. You introduce special rules for different zones or squares. You change the starting configurations of the pieces. The challenge for a player who likes this (Noaani, a few others who normally leave discussion to Noaani):
1) Figure out all the new board zone rules, and when the board expands or shrinks
2) React to this by deciding what pieces to move where, either beforehand, or where to put them after the board change triggers an automove.
FFXI is a 'TCG' style game for PvE. The board usually matters much less, when you want to do something interesting, you 'add an OP card', 'change a rule that normally is there for balance', or alter the function of the limiting resource pool in the game. The challenge for a player who likes this (Mag, George, Depraved sorta, me):
1) Figure out what the new Card does
2) Adapt known strategy to the fact that a weakness that the enemy normally has that keeps them in check, has been removed, or to the fact that your resource pool acts differently
Trackers work on both game types, but 'TCG side' people don't seem to care about all the things that make stuff easier for them, and 'Chess' style people don't seem to care about the dynamism that PvP brings to the TCG style. Understandable.
NiKr, because you want a hard 'TCG style' game, but you're talking to a 'Chess style enthusiast' half the time, you end up trying to ask 'can't this be hard anyway?' But you always offer TCG-style suggestions for difficulty.
If Ashes is TCG-style as a game, it will have less interesting pure owPvE (any situation where no conflict happens counts as this). Mag can stand on the 'but it's not less skillful!' side. NiKr can stand on the 'ffs Mag you're not listening' side.
Ofc you can all just ignore this, I'll reposition everyone whenever George reminds me to.
The current challenge ofc is 'Figuring out what Steven was trying to sell when he said his stuff'. He talks about stuff that means the game can supposedly please both sides, but on the owPvE at least, it kinda can't consistently do both. Our 'Hybrid Combat' offers no clues either, and Tumok told us nothing because WoW is mostly Checkers.
90% of this thread has been 'what is Steven's actual product tho?' and then back and forth between these two 'camps'. Why stop now?
https://www.youtube.com/watch?v=5zrxN3_JHy0