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Old 02-11-2008, 06:40 AM   #16 (permalink)
aespire
Daeva
 
Join Date: Jan 2008
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Race: Elyos

Quote:
Originally Posted by Celestin View Post
By the way, somebody earlier mentioned that gear makes a difference. This is true. But the problem is, if the system really is rock paper scissors, than it doesn't matter if rock goes all out in gearing up against paper, paper will still with much less effort put into gearing up to secure his advantage against rock.
Not entirely true, though not false either, since equipment in different games are designed differently. However, sometimes equipment does turn the RPS system around, e.g. like how paper lose to rock in WoW in some cases, and some talent spects just plain don't work against anything.

RPS system is mainly a guideline as to how to tune classes, it is not a rigid system where R always wins S but loses to P. You don't really see players who do not put effort, into building up their character, winning someone who has, even thought their character are supposed to do so by design. Even similarly geared does not automatically means a win if the person does not know how to play their class.

Personally I don't really see how you can use Guilty Gear type arcade game character design for MMOs. A major issue would be the difference in the nature of the skills for each class, with combat not being straight forward like in arcade arena. Also in most MMOs, Skill hits/resists/blocks/parry etc are all calculated by the system and not through player action, try comparing MMOs like Planetside (Sci-Fi MMOFPS) and a game like Tabula Rasa (Sci Fi MMORPG), you'll notice that the combat system are hugely different, where Planetside (lag aside) is hit where you aim just like normal FPS, Tabula Rasa is a system where you have to point at the general direction and the system will handle the hit/miss calculation, being a complex hybrid of FPS and normal stats based game. As I have said before, the system for Guilty Gear is overly simple for a MMO where stats and gear tend to factor a lot more over player based reaction and accuracy.

One more thing to add, in a lot of case, while MMOs do provide room for PvP, one should note that in many cases, the skills were originally designed for use in PvE. When brought into the PvP context, some of these skills might be overpowering against certain classes even though in RPS theory, the class design was not supposed to be that way. This in itself is a huge factor where the arcade game character and skill design do not actually need to take into account since they do not have to.
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