Postby Cogliostro » Sat Jul 18, 2009 6:36 am
I suggest that on a conceptual level combats should be seen NOT as they currently have come to be: as clicking contests between two or more players, perhaps involving some simple strategies with local buildings and locks, in which everything is really decided by who micromanages his character more.
This "micromanaging" is not strategy at all, as some want to think. It's pure silliness, where you are wasting your life away on a computer game character when really there's no reason to be doing that, and still enjoy fantastic RP experiences the game offers, including exciting combats.
Or there wouldn't be, if we really looked at combat situations as contests between characters (instead of players), their skills and maybe histories, their specific unequal experiences, training, and available support in the form of items or other characters. It should be completely irrelevant to the outcome of a fight what the player is clicking and how fast, and how often he refreshes, and strategies should come into play in outfitting and matching your character to the enemies he or she faces.
So this means there can't be a button with which players hit players. A character attacking a character is not something instant, but a kind of "everything darkens and they enter into a fight" protracted time event in the game world, the outcome of which isn't dependent on which player was or wasn't physically awake at the time.
We can dream, right?
But for now, still from this point of view, how would nerfing heal foods make the game more fun? And wouldn't it make it less fun, since due to critical importance of "who hit who first" in these conditions, you are indirectly forced to be a micromanaging monkey for your characters even more.