Proposal for a ToHit/Damage/Effect mechanic change
So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
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Remember, the target isn't dead, it's defeated, and yes I see it all the time on long animation powers.
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So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
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Remember, the target isn't dead, it's defeated, and yes I see it all the time on long animation powers.
[/ QUOTE ]Defeat doesn't preclude death.
IMO, all this change would do is cause confusion... since after all, the entire purpose is to trick you into feeling like you didn't "waste" an attack, right? Hell, the current system encourages players to actually use a little care when deciding what attacks to use in their current situation (i.e. using a 5 minute charge attack dbz style when the mob has 3 hp left and a Blaster is right behind you might not be the best idea) instead of making them think their attack did something when in reality it was 100% overkill.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
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Remember, the target isn't dead, it's defeated, and yes I see it all the time on long animation powers.
[/ QUOTE ]Defeat doesn't preclude death.
IMO, all this change would do is cause confusion... since after all, the entire purpose is to trick you into feeling like you didn't "waste" an attack, right? Hell, the current system encourages players to actually use a little care when deciding what attacks to use in their current situation (i.e. using a 5 minute charge attack dbz style when the mob has 3 hp left and a Blaster is right behind you might not be the best idea) instead of making them think their attack did something when in reality it was 100% overkill.
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Note, this happens to me often on average and better teams when I am targeting a boss with half or more HP. I'm not talking about a minion with a sliver of health left.
If it doesn't happen to you all the time, I can see why you wouldn't care. Why not make the change? Can you explain how it would be confusing to a player to see damage on a target that was valid 2 seconds ago, but not valid after the animation completes?
Yes, I fully admit, it is a trick, and has no concrete improvement to the system. To make a concrete improvement would cause endless balance issues, which is why I am not asking for anything like that.
Is this something that would be hard to code? I wouldn't know since I am not a dev and don't see what kind of code they use. Doesn't seem like it would be a costly (time wise) addition.
To counter your thematic argument. What would happen in real life if you started to swing a bat at someone, and before you connect a sniper took out your target with a head shot? Yeah, you didn't get the kill shot, but does your bat still do damage to the body of your target?
It's not like I am asking for the ability to continually beat on corps or unconscious NPCs to rack up damage numbers. This only comes into play if the target is valid when the power is activated.
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and shouldn't be too much trouble on the part of the devs.
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That's your first mistake.
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Why not make the change? Can you explain how it would be confusing to a player to see damage on a target that was valid 2 seconds ago, but not valid after the animation completes?
[/ QUOTE ]They'll think "hey, I still did damage to it, maybe it was a good idea to use a 3 1/2 second cast power when it had 2 hp left!" It'll also mess with all the players that were already here, calling into question what they've gotten used to.
You'll also lose that valuable feedback that comes when it was close. That type of stuff helps you learn the timing of your powers.
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Is this something that would be hard to code? I wouldn't know since I am not a dev and don't see what kind of code they use. Doesn't seem like it would be a costly (time wise) addition.
[/ QUOTE ]Standard Code Rant hits your last sentence in the face for a few thousand points of damage. They first have to change the powers system, then debug it. Something like that just to trick people seems a horrible waste of time.
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To counter your thematic argument. What would happen in real life if you started to swing a bat at someone, and before you connect a sniper took out your target with a head shot? Yeah, you didn't get the kill shot, but does your bat still do damage to the body of your target?
[/ QUOTE ]You'd get no orange numbers floating over their head. Ever. Because orange numbers aren't realistic in the first place, trying to shoe horn them in is silly.
Why don't we just have the orange numbers appear over people's heads when you miss? It'll make people feel better also...
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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It would be a welcome change, but it would seem to be something very hard to do. How would I know? Powers like transferrence. It has long been known that if something dies durring the animation time of transferrence, you get no heal. It's been around as long as kinetics has. If they haven't fixed it by now, it would seem to be simply un-fixable.
Nutshell: Would be cool, but very likely impossible.
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So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
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Remember, the target isn't dead, it's defeated, and yes I see it all the time on long animation powers.
[/ QUOTE ]Defeat doesn't preclude death.
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Well yes, no [censored], this is why it was pointed out and why the term is used, because it neither precludes nor demands death of the subject.
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So wait... you're just wanting it to say the numbers even if the target is already dead? I play several sets with rather longish animations (old Assault Rifle and Energy Melee to name two) but personally rarely ran into situations where people were killing entire groups in less than 2 1/2 seconds. I don't know, doesn't really seem needed/have a purpose to me.
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Remember, the target isn't dead, it's defeated, and yes I see it all the time on long animation powers.
[/ QUOTE ]Defeat doesn't preclude death.
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Well yes, no [censored], this is why it was pointed out and why the term is used, because it neither precludes nor demands death of the subject.
[/ QUOTE ]Bolded for why I said that.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
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Why don't we just have the orange numbers appear over people's heads when you miss? It'll make people feel better also...
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I dunno I lol'd
I've been thinking about this for quite a while, and I think what I am about to propose will not be game changing, and shouldn't be too much trouble on the part of the devs. The basic problem is long animation powers used on average to good teams. I find that I avoid using them on teams anymore because about half the time it's a waste of endurance.
Here's what I see in-game: Take a long animation power, especially a melee power like Total Focus, Incandescent Strike or such. I target a boss with half HP, hit follow, and cue my attack. I get to the NPC, the power fires off (so it's obviously a valid target, and I am in range). However by the time the animation finishes, the target is down (from blasters and other high damage team mates). My attack finishes, with out the orange numbers over the head of the NPC, with out the effect (like Gauntlet), with a loss of endurance, and with the temporary loss of that power (recharging).
So, what I propose is this: Internally, after the system check and verifies that it's a valid target, in range, a ToHit check is made. If that succeds, then Damage and other effects are calculated right then and there. The animation starts and no matter what happens to the target from that point on, the player will see the orange numbers over the head (or body) of the NPC, the player will get the effect of the hit (gauntlet or other effect). It wont' seem like a waste of endurance and a power.
Now, there would probably have to be exceptions, like Snipes or other interruptable powers. But, other than those I don't really see anything harfull to implimenting this addition to the game.
What say you?
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