Player enemy visual Health Bar update on hit.

Post by Noaani on 2024-09-22 15:32:11

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Post by Flanker on 2024-09-22 15:48:52

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Post by Noaani on 2024-09-22 16:27:40

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Post by Noaani on 2024-09-23 03:35:30

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Post by Ludullu on 2024-09-23 10:28:32

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I completely disagree here, because designing locations as they were designed is the most logical thing to create a situation you described. Strong players fighting over best content, while weaker players still have things to farm.

This is literally the design I've been discussing and promoting on these forums for years now. And it's "a design", because L2 devs knew what they were doing with it.

If literally no one at NCsoft asked in a design meeting "ey bois, what do you think will happen if we only have 3 mobs with this valuable loot? Won't the players fight over that exact spot?" - those devs would've had the worst designers in the industry, cause this shit is the most obvious question to ask. ESPECIALLY considering that the game was a sequel to L1, which was afaik similar in this part of its design, so they would've already had all the social info they needed to create these pvp situations.

So I fully agree with Noaani here.

Post by Ludullu on 2024-09-23 10:33:30

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Dumbest decision possible considering the situation there.

Also, this video is a perfect illustrator of why the corruption system should be strict to anyone above certain PK count AND why hp should be invisible. Cause people like that will either have to stop doing these bait attacks with weapons (as a dude later in the video did by hitting people just with his hands) or they'll suffer the punishment of being red and hunted. And if they keep repeating this stuff and keep becoming Red - they'll get deeper and deeper into the hole of corruption penalties.

Post by Flanker on 2024-09-23 10:36:55

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Post by Ludullu on 2024-09-23 10:44:11

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That this change or any other player interaction wasn't intended by the devs. And I think (?) that's been the current discussion so far.

What you described is a completely expected behavior, so devs designed mobs and locations (including respawn speeds/amounts/movements) with that behavior in mind.

Post by Flanker on 2024-09-23 14:09:02

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Post by Ludullu on 2024-09-23 14:14:50

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And I'm saying that I agree with Noaani that devs knew what they were designing and how people would interact with that design. And you yourself literally say that it's easy to predict what people would do, cause we're people (and I agree with that). But this point literally proves that it was also easy for the devs to know how people would react to their design.

And this is why Noaani said that if devs DIDN'T know how people would react - they'd be insanely dumb.

Post by Flanker on 2024-09-23 14:28:05

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Post by Noaani on 2024-09-23 14:37:34

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Post by Ludullu on 2024-09-23 14:39:27

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I agree with all of those points. I'm saying (and what Noaani was saying) that all of that behavior is by design.

You disagreed with it being "by design" here
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L2 devs predicted how people would react to limited valuable content and designed it in that exact way to promote pvp for valuable spots, because that's one of the biggest parts of the game.

Yes, another location might be of equal value when you account for all the pvp that will be preoccupying your time while in the properly valuable spot, but people do not calculate things that way (as you yourself say, which I agree with).

Post by Flanker on 2024-09-23 15:31:59

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Post by Aszkalon on 2024-09-23 15:58:06

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Post by Flanker on 2024-09-23 16:00:12

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