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The system is actually a fairly decent one as it also avoids any false positives, which to me are worse than having a few rotten apples. I've read the daily reports of how many cheats the system keeps out of the game to know that it's doing its job to a good degree.There it is again bennyboy! That damned aim on model PB. I think it's an utterly bad idea now, as I did when I first encountered it (years ago?).
People will just aimbot duel. Don't deny the existence of cheats. I know there's a working private wulhek out there some fuckers are using to somehow bypass the poor cheat system LoU recode plz?
Having said all that, cheating should never be the reason to avoid game design decisions.
As long as the penalties of not PBing are drastic enough, the mechanic becomes even more prevalent than it is now. My idea would be having one yellow blow draining somewhere around 50% of your BP and failure to successfully block leading to a brief block break which the player can recover from only by perfectblocking any follow-up hit.But that is just a minor reason for me to not like this aim on body mechanic. It's so damn easy and we might aswell remove PB if the mechanic becomes diminished to such an extent
Right now perfect block is this small skillcheck that decides the outcome of a drawn-out fight. As the one who fails to pblock will lose 5% while the one who succeeds loses 0. Most of this 5% can regenerate before the next hit lands. This makes the difference very small. It of course leaves a lot less emphasis on a single mistake, which is of course a valid game design choice. However, in my experience this also leads to longer fights.
I'd personally love mistakes to be far more penalized, but with the current pblock mechanic I think it would be a bit too harsh as it is quite a hard mechanic to perform at 99% success capacity. I've seen good players be very reliable at it, with probably around 80% success rates based on my own estimation, but I still tihnk it's too hard in comparison.
Running around and jumping would have more emphasis since these actions make you a harder target to track. This would make the fights feel more high octane too.
If BP regenerated faster and damage dealt was bigger, the fights would be far more back-and-forth between good players. I think it would be easier to spectate a duel without seeing the BP of an opponent if BP carried less importance while a single skillcheck had more weight.
It would be a very different game of course and perhaps for that reason it's not the best direction to take. I'll give you that.
Pretty much. I know his goals are correct, but we'll have to see if the solutions solve the problems. I am certain whatever ends up coming out of the current development cycle will be fun and refreshing at least. We'll probably even get closer to a more accessible system. The target audience will still be the hardcore player, which is fine of course.I think what tempest is doing is helping to make the system more accessible to open mode players, whilst simultaneously adding the possibility of distinguishment through skill in a way that is hard to observe in 1.4 builds where there's a sudden and dramatic difference between noobs and those who just grasp the mechanics somewhat. Rather than a clifflike learning curve it would be more gradual and extend further upwards? Atleast thats the way I like to imagine it occuring, whether or not that is how its gonna turn out remains to be seen. But I am hopeful.