- Joined
- Jun 8, 2017
- Messages
- 395
- Reaction score
- 382
- Points
- 63
This thread is based entirely on hypothesis and suggestions, and it is just a brainstorm of ideas for how the game should be adjusted in order for live online player duels to integrate to the game comfortably. As a feature, this is a long, long, long way away, but when the developers do eventually get round to working on it in earnest, I thought it would be nice for them to have an organised source of community ideas rather than having to trawl through brief comments or needing to wait for inspiration. (I hope) we can agree that with the state of the fighters in the game right now (v2.1) there is not a whole lot of diversity in terms of strategy and tactics. Sure, it’s possible to use virtually anyone against practically any opponent and win one way or another, but when it comes to fighting another human I feel that viability is harshly reduced for a significant number of variants.
So, let’s think up ways that the game could be made both fun and fair if/when PvP mode comes into existence. Constructive debate is encouraged!
I’ll start. I think that one of the things that could be the most frustrating for players facing each other is RNG and the dependence of so many combat elements on arbitrary chance. Already, it is not enjoyable to have Armed Forces or Resonant Evil gain godlike defence after taking a sub-10-hit combo, but typically it is easy enough to wait it out or change tactics to remove the buffs from the AI. But this would be even more daunting in a match where an intelligent human player would readily seize the opportunity and definitely take full advantage of the effect. Even worse than this example is the case of Parasite Weave, who has the potential to freely attack her opponent indefinitely, given a high enough critical hit rate. Something needs to be done to prevent this from being possible. I suggest that many of the combat events currently based on a percentage chance are changed to occur once within a certain number of hits dealt or received. As a pure translation, this would mean that something with a 20% chance of happening would instead be guaranteed to happen once within 5 hits, 10% would happen once within 10 hits, 5% once in 20, etc. However, the power of guarantee is a strong one so case-by-case adjustments may need to be made. Though this does not necessarily need to affect every bit of RNG. Critical hits, for example, would lose their traditional and conventional purpose if they are not random, and certain signature abilities risk becoming redundant and far too easy to negate if they can be predicted easily.
Another idea could be a cap on certain, if not all, statistics.
Your suggestions can be in as much or as little detail as you like, as I have demonstrated with these two.
So, let’s think up ways that the game could be made both fun and fair if/when PvP mode comes into existence. Constructive debate is encouraged!
I’ll start. I think that one of the things that could be the most frustrating for players facing each other is RNG and the dependence of so many combat elements on arbitrary chance. Already, it is not enjoyable to have Armed Forces or Resonant Evil gain godlike defence after taking a sub-10-hit combo, but typically it is easy enough to wait it out or change tactics to remove the buffs from the AI. But this would be even more daunting in a match where an intelligent human player would readily seize the opportunity and definitely take full advantage of the effect. Even worse than this example is the case of Parasite Weave, who has the potential to freely attack her opponent indefinitely, given a high enough critical hit rate. Something needs to be done to prevent this from being possible. I suggest that many of the combat events currently based on a percentage chance are changed to occur once within a certain number of hits dealt or received. As a pure translation, this would mean that something with a 20% chance of happening would instead be guaranteed to happen once within 5 hits, 10% would happen once within 10 hits, 5% once in 20, etc. However, the power of guarantee is a strong one so case-by-case adjustments may need to be made. Though this does not necessarily need to affect every bit of RNG. Critical hits, for example, would lose their traditional and conventional purpose if they are not random, and certain signature abilities risk becoming redundant and far too easy to negate if they can be predicted easily.
Another idea could be a cap on certain, if not all, statistics.
Your suggestions can be in as much or as little detail as you like, as I have demonstrated with these two.