Aller au contenu

Photo

Its hilarious that 300 hp warr heals 50 with a potion, whereas 150 hp mage heals 112 with the same


  • Veuillez vous connecter pour répondre
211 réponses à ce sujet

#201
wanderon

wanderon
  • Members
  • 624 messages

Heals.like.Jesus wrote...

I wont parrot myself for you - My posts range form the first to the current page, and they all have a point, with an argument regarding said point, within them. Skim along the pages yourself to find them.

You seem to consent on the fact that you do, actually, argue with "poor man's loopholes", just so you can muster some form of rebuttal.


Yes poor mans loopholes - like pointing out the manner in which the game actually works and suggesting reasons that the devs might have had for designing it that way rather than attempting to convince others why it should work in a different manner becuase that suits your playstyle better.

Funny how you seem so reluctant to summarize all the weighty arguments you claim to have scattered through the thread - one might have to wonder how weighty they really are if you can't even be bothered to give us a little synopsis of them just to reiterate how powerful they are compared to poor man's loopholes like mine. Image IPB

#202
Heals.like.Jesus

Heals.like.Jesus
  • Members
  • 382 messages
I may have seemed reluctant because at the time i had 4 hours left to prepare and write project regarding International business management, along with the 50 question exam I just came back from.

But now that I am here, I really cant be bothered to do this + I havent had any sleep. Suffice to say that even if you or that other guy cannot find what you deem to be valid arguments in my posts, the fact that the thread is 9 pages long means that many others, speaking for either side, have voiced their opinion. If you find no stock in mine, look through theirs.

suggesting reasons that the devs might have had for designing it that way rather than attempting to convince others why it should work in a different manner becuase that suits your playstyle better.


I will point out, however, that I want what seems more balanced and logical, as opposed to what (as you claim) suits my playstyle. I have a rogue, a warrior, and a mage all of which had gone through Nightmare. I started warrior first (on normal, since it was my firs hero, went nightmare some 70% into the game) and mage last.

In light of this I daresay that, having experienced and min-maxed all of the game's classes, mages have enough advantages as it is and the advantage we are discussing in particular doesnt make alot of sense to be there.



EDIT: for your amusement   here's one of the shorter questions I care to translate for you as an example what the exam consisted of:

"During consignment sales the right to ownership remains with the consignee:

a) Upon the merchandise's arrival at the consignment storehouse

B) Until its sold to a third party or until the full delivery payment

c) Until the merchandise's expedition by the manufacturer-consignee

d) Varying from the national rules in the consignee's country"

all questions had 1-4  correct answers

Modifié par Heals.like.Jesus, 19 décembre 2009 - 11:17 .


#203
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

WillieStyle wrote...

Make the argument if you wish. Perhaps you'll even get Bioware to agree with you.
I for one think the ability to spam grenades in stealth should be nerfed as should the ability to stack multiple AoE traps in one area.

Still doesn't change the fact that mages are ridiculously overpowered.


I think you've misunderstood the idea behind the term 'Overpowered'. Hint - it's not just anything that happens to be powerful.

Just cherry picking anything that happens to pack a bit more punch than auto-attack is meaningless.

#204
gnomesandfire

gnomesandfire
  • Members
  • 3 messages
...to solve a lot of trouble, can't you change a lot of this stuff in the toolbox if it doesn't suit your fancy and save us from your WoW forum-like bickering and nerf-hounding?

Seems like an easier solution than following and posting on a thread for 9 pages.

Edit: also, don't be so stingy, buy better potions...

Modifié par gnomesandfire, 19 décembre 2009 - 04:28 .


#205
wanderon

wanderon
  • Members
  • 624 messages

Heals.like.Jesus wrote...

I may have seemed reluctant because at the time i had 4 hours left to prepare and write project regarding International business management, along with the 50 question exam I just came back from.

But now that I am here, I really cant be bothered to do this + I havent had any sleep. Suffice to say that even if you or that other guy cannot find what you deem to be valid arguments in my posts, the fact that the thread is 9 pages long means that many others, speaking for either side, have voiced their opinion. If you find no stock in mine, look through theirs.


suggesting reasons that the devs might have had for designing it that way rather than attempting to convince others why it should work in a different manner becuase that suits your playstyle better.


I will point out, however, that I want what seems more balanced and logical, as opposed to what (as you claim) suits my playstyle. I have a rogue, a warrior, and a mage all of which had gone through Nightmare. I started warrior first (on normal, since it was my firs hero, went nightmare some 70% into the game) and mage last.

In light of this I daresay that, having experienced and min-maxed all of the game's classes, mages have enough advantages as it is and the advantage we are discussing in particular doesnt make alot of sense to be there.


A few things you may wish to consider:

1) While the option to do so clearly exists - it's unlikely that the overall game design was concieved and implemented with the expectations that the bulk of the players would be using min/max characters on Nightmare.
(The fact is that only a very small percentage of game owners will ever play on nightmare at all)

2) Balanced and logical for min/maxing and balanced and logical for overall game design are two very different outlooks unless the game design intends for the bulk of characters to be min/maxed.

3) I already pointed out in another of my poor mans loopholes that Bioware in particular has a history of tweaking thier game design in a manner that might either encourage balanced stat & skill type choices (as opposed to min/max choices) and/or make unbalanced choices less than optimal in some aspect or situations.

4) In light of the fact that your experience with the game appears to be primarily with min/maxed characters on nightmare it seems that my original suggestion that the changes you seek are to support your own specialilized playstyle were hardly off the mark. (perhaps you are just unaware that min/maxed on nightmare is not the norm)

Oh one side note as well - the fact that a thread on an internet gaming forum has grown to 9 pages in no way indicates specifically that arguments or statements contained within are valid, weighty, or even relevent to the topic. Image IPB

#206
SheffSteel

SheffSteel
  • Members
  • 1 231 messages
I have to confess I'm a little surprised to see anyone arguing that instant healing isn't magic. Perhaps 'arguing' is the wrong term, though, since there wasn't any logic involved so much as rhetoric.

Citing examples of other things that are prima facie impossible, e.g. the party inventory system, and saying that if one phenomenon is magical they all must be, doesn't seem logical. I think it's better to say that the inventory system is a pure cheat. There is no satisfying in-universe rationale for it.

#207
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

SheffSteel wrote...

I have to confess I'm a little surprised to see anyone arguing that instant healing isn't magic. Perhaps 'arguing' is the wrong term, though, since there wasn't any logic involved so much as rhetoric.
Citing examples of other things that are prima facie impossible, e.g. the party inventory system, and saying that if one phenomenon is magical they all must be, doesn't seem logical. I think it's better to say that the inventory system is a pure cheat. There is no satisfying in-universe rationale for it.


I agree, the idea that mashing up some herbs in a bottle and having something that can magically fix injuries instantly isn't a strange concept in a game where you can fire lightning bolts and swarms of wasps at your opponents, but it *becomes* strange to say that they can't be magical at the same time.

#208
Statue

Statue
  • Members
  • 249 messages
I doubt people saying that the inventory system could equally be considered magical by the same logic as considering healing items magical (due to magical-seeming functioning) are genuinely arguing that they actually believe the inventory system was set up to appear magical. They are drawing attention to the weakness in the initial logic, showing that by itself something functioning in a 'real-life unrealistic' way can not by itself be a sound basis for ascribing magical effects to it. I think reframing the point to be that what's being argued is that the inventory system is indeed magical and feigning surprise at that is a little disingenuous, especially after seeing it used as a counter precisely to the argument that "it works instantly and is therefore magical". It is a point made precisely to show that it's tenuous to argue that it must be magical solely based upon it being instantaneous, because *if* that logic were true, *then* it would follow that [insert ridiculous things as magical here]. Of course it *isn't* true, and the illustration of the ridiculous that ensues from the application of that logic consistently is precisely what shows it to be ridiculous and not true. That's the point of the point: not to convince you that the inventory system is magical but to illustrate that the "instant effect must be magic" argument is, on its own merit, flawed, since *if* it were logical truth *then* it would suggest ridiculous things like that the inventory system is magical. That really shouldn't require explaining, and I don't think it does, because as I said, I think it's a little disingenuous to see the argument as really being about trying to make a convincing claim that the inventory system is actually intented to appear to be steeped in magic rather than an illustration of a logical flaw in "it's instant therefore must be magical".


Pointing out the fallacy of "instant effect, must be magic" doesn't, of course, address some of the other points made to reason that healing items are magical, because of course that isn't the only argument for them being regarded as magical.

That's where other counterpoints to that reasoning are required to come in. Particularly in terms of functioning, it's where counterpoints to the idea that them being magical should dictate that they become moderated by the recipient's magic stat come in. Beyond that there are counterpoints to the entire lore-plus-functioning package that come in from a gameplaying perspective (since lore is created and could be alternative to as is in the same way that gameplay functioning is and could). Ultimately, whether lore can be argued to, or even clearly does, support a particular manner of gameplay functioning, it isn't an inhibitor to an alternative game mechanic. Not if a) the existing lore can be interpreted to allow for the alternative gameplay mechanic or B) in the event that an alternative mechanic wouldn't mesh with existing lore, a feasible variation of that lore would allow for it. In other words, consideration of a potential improved game mechanic shouldn't be constrained by pinning the mechanic in question to lore and deeming it the only way it could have been devised, as lore is as much amenable to alternative creation or interpretation as the mechanic in question. One could cite numerous games where healing items might or might not be considered magical according to lore but do not have their use scale with a magic stat, without causing a flurry of complaints about lore inconsistency.

There is no substantial lore requirement that using a healing item should have to function by scaling to the magic skill (even if sound in-universe reasons can explain them doing so). Game mechanics aren't slaves to lore for plenty of reasons: because of the flexibility of lore interpretation, because of player acceptance of mechanics that don't necessarily stem in a blatant way from lore (the inventory system et al), and because lore itself is as much amenable to alternate creation as mechanics are. When that is considered, what we are left with is what we actually started with but has been derailed more times than British Rail: in gameplay terms, is the way healing items scale to the magic stat the best of the alternative ways that they could function mechanically?


And that's where its utility is uncertain for me, since I am aware that it grants a perk to a perk-heavy class, and can make for some unusual gameplay (a need to spam more pots for the tank than otherwise - we could imagine a scenario where potions were effective to only 1 point of healing but that was balanced by having their drop frequency increased massively - but that balancing by availability would not itself make that a desirable scenario, since it would create an unusual demand on the player to spend a lot of time drinking potions while it would likely be more fun to be doing other things; that is of course a massive exaggeration of the impact upon play that the current system has, but serves to illustrate how their mechanics can impact upon gameplay).

Which in a long-winded and round-about way leads me back to the central question asked repeatedly over 9 pages: what gameplay reasons are there for healing items scaling to the magic stat?

To answer that, a re-trawl through the thread arrives at the following suggestions:

1) To grant mages an additional perk
2) To make the magic stat more attractive to non-mages
3) To create a flipside balance (warriors have more health and harder to replace it whilst mages have less health but it's easier to replace it)

I've not included 4) because it can be reasoned to make sense according to lore (for all the reasons covered above about lore and mechanics), but imagine I did if it feels better, and then I'll move on to looking at those 3 gameplay reasons ;)

1 makes my head hurt - I don't see a need for a healing item mechanic to exist in order to rescue an otherwise struggling class, because I don't see the mage as at all struggling.

2 raises a follow-up question of why would that be a good thing to try to do? Maybe to encourage diversity in the way players build classes and encourage unorthodox builds (this sounds like a noble intention), maybe because of (potentially misguided) discomfort over redundant stats in classes (I say misguided because the idea that some stats are more or less useful for different classes is kind of integral to the idea of classes being specialized and different in the first place, specialization and difference that lends itself well to rounded gameplay in party-based TRPGs), maybe for paternalistic protection of players who might gimp themselves from thoughtless stat allocation (not something I'm fond of as I come from the school of "screw up on thinking about choices and expect it to negatively affect you" that many RPGers have attended and derived a good degree of satisfaction from graduating), maybe some or all or none of the above.

3 I'm not sure is needed as there's already a natural flipside of the weak mage and health-laden warrior in combat roles - the warrior is at the front getting his health pounded while the mage isn't, partially because of that very difference in attributes - and the flipside would still be (albeit to a lesser degree) present with fixed-effect healing items or ones scaling to anything else, purely by virtue of there being more health points to replenish).


The other side of the question is what benefit to gameplay could be gained from having healing items not scale with magic for all classes (whether they don't scale at all or whether they scale to a different stat or skill). Some possibilities might be:

a) a minor reduction in the feeling that mages (arguably perk-heavy without) have another perk
B) a reduction to potion spamming
c) a removal of an unusual draw towards the magic stat in classes that otherwise don't benefit from it
d) a way of making some less attractive skills/stats more attractive

a - yes it would be a very minor reduction, since it really is in the scheme of things only a very minor perk; but a little bit of chipping away still does chip away, and a few smaller chips here and there might be preferable to strapping their arms behinds their backs.

b - getting through battles using sound full-party co-ordination and tactics is more satisfying than feeling like one got through by spamming potions (I avoid pot-spamming to force my focus more on minimizing received damage, and think it is more rewarding to have to do so)

c - the lure of the magic stat for non-mage classes might be (partially) there to protect players from self-gimping by poor stat allocation, but since the benefit to non-mages from investing in magic (more effective potions) is so much less than the benefit from investing in the other more conventional stats, it could be reasoned that rather than protecting against poor choices, it might serve to trip up the casual gamer by luring them toward what is still a poor choice of alternatives. True, the outcome might still be less gimped than it might have been, but tempting a player to slightly gimp themselves under the banner of protecting them from gimping themselves means the effort failed.

d - such a skill might be the survival skill. It is far less attractive and less effective than its competitors imo, which is a shame. I might sound guilty of the same thinking here as making the magic stat more useful to non-mages - but maybe not, since survival is a skill selection available to all classes that wouldn't make as little intrinsic sense for a non-mage to pick as points in a magic stat. It might essentially make the potion enhancement perk one that can more be picked by any class, not at the expense of gimping their stats but at the expense of one of the other skills that are currently a little too attractive in relation to it anyhow.

All of which might ultimately be unconvincing as arguments for the healing item mechanics functioning differently, but at least it is a consideration of the game mechanic - which I would have thought would be more prominent in a thread about a game mechanic. Interested to see the ideas others have about the gameplay mechanic and what advantages and disadvantages it brings.

Modifié par Statue, 20 décembre 2009 - 02:19 .


#209
Statue

Statue
  • Members
  • 249 messages

Statue wrote...

I doubt people saying that the inventory system could equally be considered magical by the same logic as considering healing items magical (due to magical-seeming functioning) are genuinely arguing that they actually believe the inventory system was set up to appear magical. They are drawing attention to the weakness in the initial logic, showing that by itself something functioning in a 'real-life unrealistic' way can not by itself be a sound basis for ascribing magical effects to it. I think reframing the point to be that what's being argued is that the inventory system is indeed magical and feigning surprise at that is a little disingenuous, especially after seeing it used as a counter precisely to the argument that "it works instantly and is therefore magical". It is a point made precisely to show that it's tenuous to argue that it must be magical solely based upon it being instantaneous, because *if* that logic were true, *then* it would follow that [insert ridiculous things as magical here]. Of course it *isn't* true, and the illustration of the ridiculous that ensues from the application of that logic consistently is precisely what shows it to be ridiculous and not true. That's the point of the point: not to convince you that the inventory system is magical but to illustrate that the "instant effect must be magic" argument is, on its own merit, flawed, since *if* it were logical truth *then* it would suggest ridiculous things like that the inventory system is magical. That really shouldn't require explaining, and I don't think it does, because as I said, I think it's a little disingenuous to see the argument as really being about trying to make a convincing claim that the inventory system is actually intented to appear to be steeped in magic rather than an illustration of a logical flaw in "it's instant therefore must be magical".


Pointing out the fallacy of "instant effect, must be magic" doesn't, of course, address some of the other points made to reason that healing items are magical, because of course that isn't the only argument for them being regarded as magical.

That's where other counterpoints to that reasoning are required to come in. Particularly in terms of functioning, it's where counterpoints to the idea that them being magical should dictate that they become moderated by the recipient's magic stat come in. Beyond that there are counterpoints to the entire lore-plus-functioning package that come in from a gameplaying perspective (since lore is created and could be alternative to as is in the same way that gameplay functioning is and could). Ultimately, whether lore can be argued to, or even clearly does, support a particular manner of gameplay functioning, it isn't an inhibitor to an alternative game mechanic. Not if a) the existing lore can be interpreted to allow for the alternative gameplay mechanic or B) in the event that an alternative mechanic wouldn't mesh with existing lore, a feasible variation of that lore would allow for it. In other words, consideration of a potential improved game mechanic shouldn't be constrained by pinning the mechanic in question to lore and deeming it the only way it could have been devised, as lore is as much amenable to alternative creation or interpretation as the mechanic in question. One could cite numerous games where healing items might or might not be considered magical according to lore but do not have their use scale with a magic stat, without causing a flurry of complaints about lore inconsistency.

There is no substantial lore requirement that using a healing item should have to function by scaling to the magic skill (even if sound in-universe reasons can explain them doing so). Game mechanics aren't slaves to lore for plenty of reasons: because of the flexibility of lore interpretation, because of player acceptance of mechanics that don't necessarily stem in a blatant way from lore (the inventory system et al), and because lore itself is as much amenable to alternate creation as mechanics are. When that is considered, what we are left with is what we actually started with but has been derailed more times than British Rail: in gameplay terms, is the way healing items scale to the magic stat the best of the alternative ways that they could function mechanically?


And that's where its utility is uncertain for me, since I am aware that it grants a perk to a perk-heavy class, and can make for some unusual gameplay (a need to spam more pots for the tank than otherwise - we could imagine a scenario where potions were effective to only 1 point of healing but that was balanced by having their drop frequency increased massively - but that balancing by availability would not itself make that a desirable scenario, since it would create an unusual demand on the player to spend a lot of time drinking potions while it would likely be more fun to be doing other things; that is of course a massive exaggeration of the impact upon play that the current system has, but serves to illustrate how their mechanics can impact upon gameplay).

Which in a long-winded and round-about way leads me back to the central question asked repeatedly over 9 pages: what gameplay reasons are there for healing items scaling to the magic stat?

To answer that, a re-trawl through the thread arrives at the following suggestions:

1) To grant mages an additional perk
2) To make the magic stat more attractive to non-mages
3) To create a flipside balance (warriors have more health and harder to replace it whilst mages have less health but it's easier to replace it)

I've not included 4) because it can be reasoned to make sense according to lore (for all the reasons covered above about lore and mechanics), but imagine I did if it feels better, and then I'll move on to looking at those 3 gameplay reasons ;)

1 makes my head hurt - I don't see a need for a healing item mechanic to exist in order to rescue an otherwise struggling class, because I don't see the mage as at all struggling.

2 raises a follow-up question of why would that be a good thing to try to do? Maybe to encourage diversity in the way players build classes and encourage unorthodox builds (this sounds like a noble intention), maybe because of (potentially misguided) discomfort over redundant stats in classes (I say misguided because the idea that some stats are more or less useful for different classes is kind of integral to the idea of classes being specialized and different in the first place, specialization and difference that lends itself well to rounded gameplay in party-based TRPGs), maybe for paternalistic protection of players who might gimp themselves from thoughtless stat allocation (not something I'm fond of as I come from the school of "screw up on thinking about choices and expect it to negatively affect you" that many RPGers have attended and derived a good degree of satisfaction from graduating), maybe some or all or none of the above.

3 I'm not sure is needed as there's already a natural flipside of the weak mage and health-laden warrior in combat roles - the warrior is at the front getting his health pounded while the mage isn't, partially because of that very difference in attributes - and the flipside would still be (albeit to a lesser degree) present with fixed-effect healing items or ones scaling to anything else, purely by virtue of there being more health points to replenish).


The other side of the question is what benefit to gameplay could be gained from having healing items not scale with magic for all classes (whether they don't scale at all or whether they scale to a different stat or skill). Some possibilities might be:

a) a minor reduction in the feeling that mages (arguably perk-heavy without) have another perk
B) a reduction to potion spamming
c) a removal of an unusual draw towards the magic stat in classes that otherwise don't benefit from it
d) a way of making some less attractive skills/stats more attractive

a - yes it would be a very minor reduction, since it really is in the scheme of things only a very minor perk; but a little bit of chipping away still does chip away, and a few smaller chips here and there might be preferable to strapping their arms behinds their backs.

b - getting through battles using sound full-party co-ordination and tactics is more satisfying than feeling like one got through by spamming potions (I avoid pot-spamming to force my focus more on minimizing received damage, and think it is more rewarding to have to do so)

c - the lure of the magic stat for non-mage classes might be (partially) there to protect players from self-gimping by poor stat allocation, but since the benefit to non-mages from investing in magic (more effective potions) is so much less than the benefit from investing in the other more conventional stats, it could be reasoned that rather than protecting against poor choices, it might serve to trip up the casual gamer by luring them toward what is still a poor choice of alternatives. True, the outcome might still be less gimped than it might have been, but tempting a player to slightly gimp themselves under the banner of protecting them from gimping themselves means the effort failed.

d - such a skill might be the survival skill. It is far less attractive and less effective than its competitors imo, which is a shame. I might sound guilty of the same thinking here as making the magic stat more useful to non-mages - but maybe not, since survival is a skill selection available to all classes that wouldn't make as little intrinsic sense for a non-mage to pick as points in a magic stat. It might essentially make the potion enhancement perk one that can more be picked by any class, not at the expense of gimping their stats but at the expense of one of the other skills that are currently a little too attractive in relation to it anyhow.

All of which might ultimately be unconvincing as arguments for the healing item mechanics functioning differently, but at least it is a consideration of the game mechanic - which I would have thought would be more prominent in a thread about a game mechanic. Interested to see the ideas others have about the gameplay mechanic and what advantages and disadvantages it brings.


TLDR.

Thought I'd get it in first :D

#210
Heals.like.Jesus

Heals.like.Jesus
  • Members
  • 382 messages
Im not reading all that even if you pay me.

Modifié par Heals.like.Jesus, 20 décembre 2009 - 02:43 .


#211
Statue

Statue
  • Members
  • 249 messages
LOL

#212
Razh2211

Razh2211
  • Members
  • 120 messages
I skimmed through as this topic isn't really that fascinating to me. But boy do you love to write.
I didn't have that much trouble with poultices since the beginning of the game but it is a shame that magic stat affects the effectiveness of a poultice made from herbs found in nature. It's almost like the poultices are a Heal spell with a different icon on a quickbar. It makes sense that a magic stat increases the effectiveness of the beneficial spell. Maybe there was no time to devise a separate mechanics to effects of the poultices so they just became Heal spells with a different icon?

Anyway, it's probably been mentioned already. Just thought I'd give my take on this.

Modifié par Razh2211, 20 décembre 2009 - 04:08 .