ItMustBeThursday wrote: »ItMustBeThursday wrote: »I don't find proc sets to be "the cornerstone of exciting gameplay" in action games. In slower, more tactics focused games, sure, but I'd wager that the average player in this (and many other action games) doesn't even necessarily notice a proc when it happens.
I don't consider proc sets to be the cornerstone, but chance based results are.
I disagree. Again, I'd wager most people don't even think about or engage with dice rolls in action games. This isn't D&D. The fast paced nature of it means most people don't even notice dice rolls happening, let alone find it exciting.
This is one of those changes that won't fully be appreciated for its insanity until it goes live and you walk into pvp and 20 people proc the same stuff on your head at a pre-determined interval, with laser precision.
ItMustBeThursday wrote: »ItMustBeThursday wrote: »I don't find proc sets to be "the cornerstone of exciting gameplay" in action games. In slower, more tactics focused games, sure, but I'd wager that the average player in this (and many other action games) doesn't even necessarily notice a proc when it happens.
I don't consider proc sets to be the cornerstone, but chance based results are.
I disagree. Again, I'd wager most people don't even think about or engage with dice rolls in action games. This isn't D&D. The fast paced nature of it means most people don't even notice dice rolls happening, let alone find it exciting.
This is one of those changes that won't fully be appreciated for its insanity until it goes live and you walk into pvp and 20 people proc the same stuff on your head at a pre-determined interval, with laser precision.
I don't PvP.
That said, this isn't the point I was arguing against. I can bet Pvp'ers are going to absolutely hate this. I will enjoy it until ZOS get's enough of their spamming the forums and change it back.
ItMustBeThursday wrote: »Kiralyn2000 wrote: »Proc chances? "Cornerstone of exciting gameplay"?
What?
The risk involved in a dice roll is a big part of whats fun in a lot of these proc based mechanics. What would D&D be w/o dice roles?
Ehhh removing RNG is a good thing for both PvP and PvE. Who cares how the RP chance feels when it's RNG that has a massive effect on if someone dies or not? It's not competitive in PvP and gives inconsistent results in PvE.
ItMustBeThursday wrote: »ItMustBeThursday wrote: »ItMustBeThursday wrote: »I don't find proc sets to be "the cornerstone of exciting gameplay" in action games. In slower, more tactics focused games, sure, but I'd wager that the average player in this (and many other action games) doesn't even necessarily notice a proc when it happens.
I don't consider proc sets to be the cornerstone, but chance based results are.
I disagree. Again, I'd wager most people don't even think about or engage with dice rolls in action games. This isn't D&D. The fast paced nature of it means most people don't even notice dice rolls happening, let alone find it exciting.
This is one of those changes that won't fully be appreciated for its insanity until it goes live and you walk into pvp and 20 people proc the same stuff on your head at a pre-determined interval, with laser precision.
I don't PvP.
That said, this isn't the point I was arguing against. I can bet Pvp'ers are going to absolutely hate this. I will enjoy it until ZOS get's enough of their spamming the forums and change it back.
I play PVE and PVP and have often lamented how my PVE builds change because of PVP problems, but with the exception of a few item changes that removed not just a basic proc but a complex less easy to hit proc, most of the PVE proc-related changes are going to have a very minor impact to, say.. a boss fight.
But for PVP this is like a buff to everything that people have complained about for 6 years, combined into one update.
ItMustBeThursday wrote: »Kiralyn2000 wrote: »Proc chances? "Cornerstone of exciting gameplay"?
What?
The risk involved in a dice roll is a big part of whats fun in a lot of these proc based mechanics. What would D&D be w/o dice roles?
Sorry, I disagree. Randomness and unreliability doesn't excite me; it makes me exceedingly frustrated. When I DM I minimize randomness as much as I possibly can and instead focus on roleplaying opportunities (instead of roll-playing opportunities). It's so much more fun to talk your way past a guard with a great *** speech that doesn't hinge on you not rolling a 3 on a check for something your character has supposedly been training and practicing for years.
Combat in D&D is the most boring, frustrating, slow, grindy, unfun part of the whole system, and I minimize it as much as I can, both as a player and an DM.
You may love the adrenaline rush that comes from gambling and games of chance, but that's not a universal feeling.
ItMustBeThursday wrote: »ItMustBeThursday wrote: »Kiralyn2000 wrote: »Proc chances? "Cornerstone of exciting gameplay"?
What?
The risk involved in a dice roll is a big part of whats fun in a lot of these proc based mechanics. What would D&D be w/o dice roles?
Sorry, I disagree. Randomness and unreliability doesn't excite me; it makes me exceedingly frustrated. When I DM I minimize randomness as much as I possibly can and instead focus on roleplaying opportunities (instead of roll-playing opportunities). It's so much more fun to talk your way past a guard with a great *** speech that doesn't hinge on you not rolling a 3 on a check for something your character has supposedly been training and practicing for years.
Combat in D&D is the most boring, frustrating, slow, grindy, unfun part of the whole system, and I minimize it as much as I can, both as a player and an DM.
You may love the adrenaline rush that comes from gambling and games of chance, but that's not a universal feeling.
Whether you love or hate it, the game we've all played for many years now, is going to be changed in a way that will create PVP scenarios that are nearly impossible to counter, and it's unnecessary.
ItMustBeThursday wrote: »ItMustBeThursday wrote: »Kiralyn2000 wrote: »Proc chances? "Cornerstone of exciting gameplay"?
What?
The risk involved in a dice roll is a big part of whats fun in a lot of these proc based mechanics. What would D&D be w/o dice roles?
Sorry, I disagree. Randomness and unreliability doesn't excite me; it makes me exceedingly frustrated. When I DM I minimize randomness as much as I possibly can and instead focus on roleplaying opportunities (instead of roll-playing opportunities). It's so much more fun to talk your way past a guard with a great *** speech that doesn't hinge on you not rolling a 3 on a check for something your character has supposedly been training and practicing for years.
Combat in D&D is the most boring, frustrating, slow, grindy, unfun part of the whole system, and I minimize it as much as I can, both as a player and an DM.
You may love the adrenaline rush that comes from gambling and games of chance, but that's not a universal feeling.
Whether you love or hate it, the game we've all played for many years now, is going to be changed in a way that will create PVP scenarios that are nearly impossible to counter, and it's unnecessary.
Now this I can't disagree with. I'm not sure how it'll actually play out (my ability to theorycraft and predict trends is super lousy), but I remember a time when proc sets were all the rage in PvP, and a lot of people complained about it. I'm not sure I like removing the proc chances without significantly decreasing the effects, and removing the proc chance on Mechanical Acuity boggled my mind (but nobody's talking about it, so again, my inability to theorycraft might be leading me astray here).
We'll just have to see how it goes, I guess. But I'd caution anyone who wants to be a PvP god in the new meta against spending too much time farming for these sets; if it's that much of a big deal, they'll be nerfed again within a few months. The nerf schedule is much speedier than the buff schedule.
I'm not sure I like removing the proc chances without significantly decreasing the effects, and removing the proc chance on Mechanical Acuity boggled my mind (but nobody's talking about it, so again, my inability to theorycraft might be leading me astray here).ItMustBeThursday wrote: »ItMustBeThursday wrote: »Kiralyn2000 wrote: »Proc chances? "Cornerstone of exciting gameplay"?
What?
The risk involved in a dice roll is a big part of whats fun in a lot of these proc based mechanics. What would D&D be w/o dice roles?
Sorry, I disagree. Randomness and unreliability doesn't excite me; it makes me exceedingly frustrated. When I DM I minimize randomness as much as I possibly can and instead focus on roleplaying opportunities (instead of roll-playing opportunities). It's so much more fun to talk your way past a guard with a great *** speech that doesn't hinge on you not rolling a 3 on a check for something your character has supposedly been training and practicing for years.
Combat in D&D is the most boring, frustrating, slow, grindy, unfun part of the whole system, and I minimize it as much as I can, both as a player and an DM.
You may love the adrenaline rush that comes from gambling and games of chance, but that's not a universal feeling.
Whether you love or hate it, the game we've all played for many years now, is going to be changed in a way that will create PVP scenarios that are nearly impossible to counter, and it's unnecessary.
Luke_Flamesword wrote: »Lol, perfect synchro in proc - how you imagine that, with that lag?
As always people complain without even seeing this in action. Master greatsword supposed to be "stamina bombing spammable" and how it works in real life? I once tried it in middle of ballgroup and even used brawler 2-3 times before died - and they almost felt it I remember crying how it change Cyrodiil, but it changed nothing. I can bet that with proc's will be the same story.
Kalik_Gold wrote: »RNG over Timers.... but hey I thought this was a MMORPG.
Unknown_Redemption wrote: »Kalik_Gold wrote: »RNG over Timers.... but hey I thought this was a MMORPG.
Its RolePG not RollPG
ItMustBeThursday wrote: »Tommy_The_Gun wrote: »Part of me thinks that the removal of proc chance...Red_Feather wrote: »It is the best change of the update. Every set with a guaranteed trigger now works in any content. Not just boss fights and pvp.
...will increase the popularity of proc sets by "a lot"...
More people using them = more server lag.
ZOS is removing % chance to reduce server stress, but if you will have 90% jump in players using those sets, overall it will cause more lag vs what we have now...
Also a totally valid point, personally 90% of the time I prefer to run traditional sets in PVP, stuff like spinners and crafty alfiq. But it will be a proc game in PVP now, or no game at all.
I am sort of amazed that the graphical resource implications of dozens of visual procs going off in PVP is less than the resources consumed by calculating some fairly basic math problems.
It'll be interesting to see what goes live but many of the sets had their cool-downs increased, damage reduced and other appropriate balance adjustments made to them that seem like fair trade-off's for the removal of RNG from their equation. Most of them are still going to be niche af anyway because the annoying proc conditions are still there.
ItMustBeThursday wrote: »xXMeowMeowXx wrote: »Apply for job with ZOS to work on ESO if you have the fix for performance.
Once they know you can fix everything they will hire you ASAP.
That sort of ignores the point I'm trying to make.
Rather than properly and intelligently employing their resources to increasing their performance capacity, they're removing critical features of not just this game, but almost all games in this genre. It's a huge part of what makes them fun, the game isn't supposed to be set it and forget it. It's supposed to be a fun challenge, there should be uncertainty.
xXMeowMeowXx wrote: »ItMustBeThursday wrote: »xXMeowMeowXx wrote: »Apply for job with ZOS to work on ESO if you have the fix for performance.
Once they know you can fix everything they will hire you ASAP.
That sort of ignores the point I'm trying to make.
Rather than properly and intelligently employing their resources to increasing their performance capacity, they're removing critical features of not just this game, but almost all games in this genre. It's a huge part of what makes them fun, the game isn't supposed to be set it and forget it. It's supposed to be a fun challenge, there should be uncertainty.
I didn’t ignore anything, as you don’t work on ESO or for ZOS.
You’re just speculating. You do not have any inner knowledge of their resources or how they allocate things. That is the honest truth.
Don't get the performance part, RND() is pretty lightweight, in an MMO like ESO you could make it much more lightweight as you could use all rnd() calls / second as part of the randomness.ItMustBeThursday wrote: »A friend of mine, upon reading these notes, offered a suggestion that I think would also solve these performance problems.
Why don't you just auto-resolve combat, ZOS. If you're going to go down this road this severely. What's the point of actually engaging in combat. I could make a team all wearing the same two sets that proc based on incoming damage, one for healing, one for damage.
And then we could just walk into a group, stand together and let our gear kill them and heal us.
Good show