In Your Element


jackattack

 

Posted

Bear with me, I've been out-of-game for a few years, so I may be repeating someone...

The game knows when our toons are in water, because it makes them swim. I'm sure it (could) also knows when they are flying above a certain elevation.

What if we could specify an aquatic origin, that provided a small bonus to health or end recovery when the toon was in water? Or an aerial preference, that provided range bonuses when the toon was above a certain elevation?

A "nocturnal" toon might get some kind of bonus at night, while a "solar" character might get a bonus when outdoors in daylight.

In addition, they might allow anyplace in water to be a "day job" location, or anyplace above a certain elevation, to indicate that a toon is retiring or patrolling in their particular element. Since these locations aren't as specific as others, they might not bring as strong a bonus, but it would be nice to give my Atlantean martial artist a reason to log off in the water other than my own commitment to the bit.


 

Posted

Kind of limiting, don't you think, given the number of missions in which enemies are anywhere other than standing on the ground during the day?


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Posted

Quote:
Originally Posted by The_Spad_EU View Post
Kind of limiting, don't you think, given the number of missions in which enemies are anywhere other than standing on the ground during the day?
It's a minor, free buff that occurs within certain times or areas. Why complain?


 

Posted

Quote:
Originally Posted by MondoCool View Post
It's a minor, free buff that occurs within certain times or areas. Why complain?
Because no matter how minor the buff is, so long as it's a buff, it's subject to balancing concerns, and there's no decent balancing for something like this. Also, because people pay millions for a couple of percent of defence.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Same as every time 'Origin' stuff comes up with actual game effecting mechanics attached to it.

/Unsigned


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Posted

The basic idea is an enjoyable suggestion to ponder in a new hypothetical game but not sure how viable it'd be in this game.

I like the idea of having advantages and disadvantages depending on environment. The main resistance to such ideas is that, just because an advantage is possible in certain circumstances, readers will equate it as a buff across the board. And when they see a disadvantage, the readers will take that as insurmountably no matter what the effect. And if whatever advantages or disadvantages are present in the game, the readers will believe they are gameable no matter what they are or how varied the circumstances.

It's a fun thought. Beyond that, YMMV.


 

Posted

Quote:
Originally Posted by Leo_G View Post
I like the idea of having advantages and disadvantages depending on environment. The main resistance to such ideas is that, just because an advantage is possible in certain circumstances, readers will equate it as a buff across the board. And when they see a disadvantage, the readers will take that as insurmountably no matter what the effect. And if whatever advantages or disadvantages are present in the game, the readers will believe they are gameable no matter what they are or how varied the circumstances.
More than anything, placing advantages and disadvantages on environment effects which have been developed for seven years with no regard for the advantages and disadvantages they pose is not a very good idea. It either requires a complete rethinking of pretty much the game's entire environment, or otherwise presents a horribly loaded choice.

For instance, if you pick an advantage for being in or over water, then you're going see no benefit for almost every environment in the game. Offices, warehouses, labs, pink caves, Arachnos maps, Column/Council maps and almost all others have next to no places with any water in them. Furthermore, picking a bonus at night puts you at a serious disadvantage, because there's no way to tell in-game time from inside an instance, Paragon City Time notwithstanding.

By contrast, suppose I pick an advantage for fighting on dry land in air in enclosed spaces. That's 3/4 of the entire game right there. Or perhaps I have an advantage for fighting in the Primal Earth dimension. There are only a small handful of missions that take place in alternate dimensions.

A system of advantages and disadvantages needs to be woven into a game's level and enemy design. To lump one on top of a game that doesn't really account for it is just asking for trouble. People keep suggestiong "buffs so small they won't matter." Well if they won't matter, they don't matter. Don't suggest buffs in the first place. If this talked about day jobs or character concept benefits of some sort, such as a special costume which only works in certain locations, I might be a lot more forgiving. But once you start messing with basic gameplay, you need to abide by meta-game design rules, and a slap-dash "Who does it hurt?" approach is not the right way.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.