Player enemy visual Health Bar update on hit.

Post by Arya_Yeshe on 2024-09-10 20:19:42

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Post by Azherae on 2024-09-10 20:21:35

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The general engagement ranges of a game with the style of AoC makes this completely pointless.

Post by Chaliux on 2024-09-10 21:18:12

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Post by Ludullu on 2024-09-11 09:56:41

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12 years of playing the pvp mmo that literally inspired Steven's pvp designs, so, yes, I have played pvp.

And like I already said, pvp worked just fine in L2 with invisible hp, both small scale and large scale pvp as well.

Post by Flanker on 2024-09-11 10:05:57

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Post by Ludullu on 2024-09-11 10:54:51

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And I personally consider all of those "great pvpers" casual, cause if you can see your enemy's hp value - the decision making becomes so much easier. You don't need to track who healed who, who dmged what, what builds the other side has - none of that. You just see low hp person and go "d-duuuhh, we gotta hit that one".

And mobas are also a great example of this. I don't even know how many times I saw people absolutely fumble to take an objective purely because they saw an enemy player at low hp and went chasing after him, instead of hitting the tower or the ancient.

In L2, the binary nature of hp let everyone follow commands, because if the shotcaller said "this guy must die" - that guy would be dead one way or the other, because none of the people that heard the command are distracted from executing the command. Each group is a unit and works as one, instead of being a collection of single players who just throw around their spells at any, seemingly, opportune target.

Post by Flanker on 2024-09-11 11:53:58

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Post by Chaliux on 2024-09-11 19:42:33

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Post by Ludullu on 2024-09-11 22:52:29

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Here's comparison of WoW's 3v3 direct pov and L2 9v9 direct pov.
https://www.youtube.com/watch?v=Hp3RxFqfnuI
https://www.youtube.com/watch?v=zxXXcMUzSHs

L2's language is russian, but you can just listen to the callouts themselves, cause for you the effect will be the same as me not understanding what the wow players are calling out.

But the videos are the same. Players are making plays, reacting to enemy's plays and calling those out when needed. In both videos players react to different effects/buffs/debuffs on their enemies, which then dictates who they hit. Except in L2 players need to know animations, instead of just seeing all the buffs and effects right on the enemy nameplate.

To me, that requirement of knowledge makes the pvp harder and also creates a higher requirement for teamplay, because if your partymates don't know an animation - they can't call it out, which can then lead to a loss, or at the very least a disadvantageous situation.

The only true difference between the two games is simply the fact that L2 was built for bigger scale pvp even at a party scale, so the debuffs have different designs. WoW seems to be the "debuffs work 100% of the time and counterbalanced by cleanses and CDs" while L2 is "debuffs have a chance-based success rate, which is balanced through buffs and gear".

Post by Noaani on 2024-09-11 22:53:39

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Post by Caeryl on 2024-09-11 23:04:55

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Post by Ludullu on 2024-09-11 23:17:55

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The tactical benefit is removing a player from the premises of a valuable location w/o gaining corruption.

Corruption's entire point is to be dangerous for the player that has it. You'll be hunted by literally anyone in the vicinty, because having corruption means gifting a ton of stuff to the first person who kills you. And BHs will even see you on the map, so there won't be any "just work off corruption" happening.

In L2 working off corruption took a fair bit of time, and Steven said that AoC's corruption will take even longer to be removed, so it's gonna be even harder to just remove it when everyone around you knows that you're red and where you are (because the victim will simply shout about it in chat).

Post by Ergophobic on 2024-09-11 23:39:25

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