MartiniDaniels wrote: »If you have nothing to show, tell everybody that you have it, but it is a secret
GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
lordrichter wrote: »GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
If they say they are going to do something, then later have to revise that and do something different (sometimes, Ideas just don't work), they get accused of lying.
ZoS: Hey guys welcome to the year of the dragon. We have a year planned audit now. Here have +50% increase damage.
Half forum now: What? That's too much. You guys should roll this back to a previous state and try again.
ZoS in future: Our bad that was too much. Umm lets reduce everything by 60% and double resource costs now instead.
Half forum then: What? We just asked you to take it back and just redo it. What is your goal?
ZoS in alternative future: We hear you on class diversity, were on it. Here is a spammable kthx.
Half forum then: What? I thought you guys had this planned for a year? 3 months and were already digging ourselves into patch graves.
GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
lordrichter wrote: »GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
If they say they are going to do something, then later have to revise that and do something different (sometimes, Ideas just don't work), they get accused of lying.
Its like a company not sharing its strategy and key targets
SidewalkChalk5 wrote: »GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
Standardizing cost and damage formulas is a necessary precursor to introducing Spellcrafting. Spellcrafting can't happen without exactly the sort of changes they've been making. They've already got the skills designed and all of the unused art assets sitting there waiting, but couldn't balance it all because of the bulk of material they'd be adding. I think this is the ultimate reason Rob Garrett was brought onboard, because the prior team couldn't figure out a systematic and balanced approach to integrating a flexible SC system with existing skills. So he's standardizing them. I've said many times the vision behind it is great. It perfectly follows a hypothetical outline I wrote up 2-3 years ago explaining the steps they'd have to take to make it work. The only problem has been incompetent implementation by a heavy-handed combat lead who doesn't seem to have much of a grip on the math side of game design (which should've been a basic job requirement).
It looks like a duck, swims like a duck, and quacks like a duck, so... that's my guess.
InvictusApollo wrote: »MartiniDaniels wrote: »If you have nothing to show, tell everybody that you have it, but it is a secret
Or they plan to continue flipping the balance either way to distract people from the lack of real content.
lordrichter wrote: »GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
If they say they are going to do something, then later have to revise that and do something different (sometimes, Ideas just don't work), they get accused of lying.
SidewalkChalk5 wrote: »GeorgeBlack wrote: »I dont understand the comment "we cant reveal our long term vision in these efforts"
Standardizing cost and damage formulas is a necessary precursor to introducing Spellcrafting. Spellcrafting can't happen without exactly the sort of changes they've been making. They've already got the skills designed and all of the unused art assets sitting there waiting, but couldn't balance it all because of the bulk of material they'd be adding. I think this is the ultimate reason Rob Garrett was brought onboard, because the prior team couldn't figure out a systematic and balanced approach to integrating a flexible SC system with existing skills. So he's standardizing them. I've said many times the vision behind it is great. It perfectly follows a hypothetical outline I wrote up 2-3 years ago explaining the steps they'd have to take to make it work. The only problem has been incompetent implementation by a heavy-handed combat lead who doesn't seem to have much of a grip on the math side of game design (which should've been a basic job requirement).
It looks like a duck, swims like a duck, and quacks like a duck, so... that's my guess.
I'd love to believe this, but nothing they've done so far suggests an interest in adding complexity. Man, some form of spellcrafting could add back some of the flash and fun. Hard not to hope for it.
Gilliam is a math guy. It's his great strength. Can't imagine they'd hire him and then not hand him all the numbers and let him math out.