Total lack of documentation of game mechanics
One thing I feel is extremely frustrating is the total lack of documentation of game mechanics. The most I read are guesses on how criticals are calculated, how evades work etc.
Is this on purpose from Funcoms part? There is both an negative and positive part of this I think.
Pro - Players who play a lot are rewarded since they try out several professions.
Con - Players get frustrated, complain excessively on the forum and scream GIMP! as soon as their character don't perform as they wish.
Am I wrong? Point me to a website please, please, please, please!
Vitniri
Re: Their reasoning (IIRC)
Quote:
Originally posted by SecretAgentMan
The best answer I've heard as to why this information is kept secret...
If you know the exact formulas, you'll tweak your character's skills, stats and equipment to take best advantage of that information and everyone will end up being the exact same.
Honestly, isn't that why people want to know the exact game mechanics?
By keeping the game mechanics secret, or at least unpublished, they can modify the underlying game mechanics without any announcements or changes to published materials being necessary.
Also, this encourages experimentation to discover the the "optimal" settings for your character, and the more time you're experimenting, the longer you're paying them $13 a month... you do the math.
S.A.M.
The IP system should already ensure that the scenario you mention shouldn't happen since people would be forced to choose between different benefits. If it did occur it would indicate an inherent design problem with AO's game mechanics that ought to be fixed, not covered up.
Most players I run into don't even want to add numbers with a 4-function calculator, let alone spend time "optimizing" their characters -- I would expect they'd just be able to be comfortable knowing the significance of each trade-off they have to choose from, a luxury which they currently do not have.
that was not the point...
gamma ejectors come in only QL 68.
they req' 495 Multi Ranged skill.
there are no other SMGs that can efficiently dual wielded (yes, there are others you can dual wiel - beleive me i should know, but they just dont perform.)
so raising a blue skill to 495 for a set of weapons that are QL 68 _WILL_ sooner or later be a 'bad choice' ...
ESPECIALLY since nobody has been able to confirm, if dual Gamma Ejectors _really_ fire faster than a single one - enough so to make 495 blue IP justified.
... get the hint?
We need definite, straight forward "no-happy-horse-sh!t" rules, if we are supposed to play a game.
Crin pointed this out nicely.
if this game has not a 'set-in-stone' ruleset, then i want a inflatable "one size fits all" nuklear bomb.... nobody ever said i couldnt have one...
Does my 127 MA make my Fixer a "very interesting and great character" (Cosmik) when that means that I will need yet another level before I can cast my next Nano-Upgrade? ... these 127 skill points will hurt me for the rest of my life... of course it WAS stupid of me to assume i could one day KICK while dual wielding SMGs... but the rules said... oh wait - there are no rules in AO. at least none obvious enough to follow - since common sense hardly applies either.
I wasted 360K IP on Viper-Dual SMGs - I figured "damn, those have some high ass requirements - i bet this pays off - they are way fast and i can dual wield them - im gonna be one cool-looking hellwind of bullets" ....
that was before i knew what impact minimum damage, maximum damage, criticals and damage types will have in the lvl 100+ game.
Do all those skills i raised because of the _lack_ of rules make my Character "very interesting and great" (Cosmik) now?
Really? w00t - where do i sign... im gonna dump the next 100K IP into Adventuring and be helluva "very interesting and great" (Cosmik) guy.
-Raik Out
PS. Calles like Fixers cant frikken AFFORD to be very interesting and great characters.