Chess with 100 pawns on each side to throw around. If I remember correctly it came about toHashum wrote:It's those 30 minute fights that actually required strategy and planning during the fight that made it great. it was like a chess match, and very involving.
- being MBH/MCM and MLS/MDEF
- having armorbreak 75%
- using debuffs and force crystals
- compete who is going to run out of mind/force first
(Besides, where have the other 29 professions go? Or 20? Doesn't make much of a difference)
That is not strategy, IMHO. That is attrition, exhaustion. Same crap we had one year ago with 90% stun resist armor, mindfire DOTs and insane buffs. Things everybody were cursing about. And yet they came back. Why? Because we as people look onto SWG combat with our RL experience and see these happenings as abnormal (at least I do, and half of the former BH/jedi SOE forums too). SW movies were made with regard to RL facts i.e. you never see there Boba trying to poison Luke for half an hour, nor you see Han strafing at Stormtroopers for half an hour before they fall incapacitated. SWG, trying to implement combat in a more RPGish way through damage tables and special abilities (a board-game like or turn based "strategy" game combat), failed on numerous times to produce a combat people would like. Inside SWG's physical universe such prolonged combat may be completely valid, but since we were not born inside that universe we look at it with our own experience and judge it is abnormal to wrestle there for almost an hour before both parties decide to call it a day. It is obviously it came to that because SOE tried to create combat on imaginery rules. Since both SOE and the players have ZERO experience in what outcome those rules (on particular boundry situations) will produce, having such an imaginery system (followed by 32 professions and many more abilities) is completely unpredictable an hard to balance. Inherently.
Since we have studied real world we know that a kinetic projectile with velocity v has well defined energy, and a shaped charge has its anti-armor 'melting' properties. Again, kevlar armor or ceramic armor plates have well defined toughness (ability to withstand a certain ammount of energy per area affected by bullet), and so does layered steel etc. If you base your combat equations on allready-studied reallife (physical) experience (like FPS games do) and taking into account hit areas, you won't have any problem whatsoever later in a game, since the system can be evaluated before it is even put into program. You know exactly which bulled at which range is able to penetrate what, or which shaped charge is able to melt through a certain thickness of steel. You also know that a person wearing nothing weights 100% its own weight, wearing kevlar slightly more, wearing ceramic plates a lot more, the one wearing an inch of steel won't be able to stand up and his high resist is useless.
On the other hand, in SWG we have armor with X imaginary units of resistance, and we have guns with Y imaginary units of firepower, and ability multipliers, and polynomial interpolators to fit everything into the area of results where it was anticipated to be ... but voila, at the end people learn to slightly change one single variable in this complex polynom and everything starts falling apart. Because it was invented, pulled out of thin air on zero experience, this combat system cannot be evaluated until it has been fully incorporated into the game along with all the data sets. DEVs can only manually checked the equations on a few various inputs, but since the data sets are eventually user-manipuated this system will in time produce unwanted and unpredicted results.
If I look at it, in NGE it hasn't changed much. We still have polynomial equations based on combat level, armor and weapon stats. Not even the number of specials was reduced. Healing time was nerfed, that's big one. User interface was changed, this is big one also.
Before you hit the Ranged Shot and got whatever damage you got, your toon was doing the aiming even through other toons, you could be half asleep near the keyboard or put it even on macro. Cooldown was 2 sec (or so) minimum and that was it. Ranged attacks every 2 sec unless you fire a special.
Now you have to aim. You need to actually be there. Even though you see guns firing very rapidly, communication to server still goes the same old way, every two seconds or so. If you manage to hold your mouse on the target for that time, your client will send out some 6 reports of hits in one "data burst". If your aiming is bad, client will send data of say only one hit. It is the same thing technically, except that now "ranged shot" is worth the actual ammount of time you can keep your mouse over target.
IRL M-16 or AK47 doesn't have any specials on it. Just trigger. In Star Wars FPS games you had overcharge shot. And now SWG is basically on that. Special is an overcharge shot, AoEs are no longer needed since you can do them manually and much more customizable.
SWG is the first and last MMO game I have played. It is actually one of the very few games I ever played. But I like the realism that has been added, the realism that has more contact with real life realism, rules that make more sense looking at them through physics.
I know I have to think through these fights also. It is not just fire away. The other night a few PvP fights we had were pretty long. I was in one and I must say switching specials from stun, damage, healing - include here optional DOTs, snares or Cloaks - and having to move and aim at the same time, I had to think. Anyone who is saying this now is a FPS in plain wrong. America's Army for example - there it is all about movement around walls, aim and shoot. There they have one shot kills. We here have none. There they have no specials. We still have. You can last pretty long and choose from a variety of attacks and keep yourself busy all the time.Now it's over in 10 seconds it's who it's what button's faster, you using the most damaging attack and spam your regular attack and in 5-10 seconds it's over. I don't know I just don't like it, I liked long fights where I had to think. Now it's just a game of checker's.