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Posted: Tue Apr 26, 2011 7:02 pm
Copy Cat > Copies the effects of the ring to the left of itself > Can only copy Attack and Healing rings > Has exactly the same power and stamina cost - The ring's cooldown takes 50% more than the regular ring does.
>Has no effect if placed to the right of Buffs, Crowd Control, Defib or Passive rings; or on the first slot.
>Animation is the same as the copied ring, but the colors of the animation are faded, and a cat mask appears over the avatar's face for a second.
So, enough AoE murdering suggestions. I'm curious about suggestions on role-focusing, and this is one of the ways I found to achieve that.
People WOULD equip 4 Fire Rains if they could. They WOULD equip multiple Hacks to perform sEB. All they would need is to be allowed to.
But that's just silly! Everyone would just equip "the best ring X, N amount of times, for task Y" and be off on their trip to save the world. We couldn't allow that, in the name of game balance.
That is why I thought of limiting the thing, in a way. Sure, you CAN equip your beloved ring X twice, but you have to make sure situation Y really benefits from not equipping ring Z instead of a gimped X. And it's actually quite simple. I considered stamina cost, cooldown, inability to rage the ring. And I found stamina too hard to decide on a value without the ability to test, and not being able to use rage on the ring too redundant when those effects can probably be achieved anyways in less than 3 seconds. So, for all that matters, the cooldown effect is just a lazy solution, one that is noticeable enough, but generally acceptable enough as well so people would still use the copy ring. And as all lazy solutions, they're up to being argued. And eh, the rest of the ring's working mechanic as well, really.
Eh, would you argue that two extra bandages for each3 bandages (5 total) wouldn't bring you some benefit? (Disregard stamina costs and whatever the other ring on Copy Cat's place would do. That's how advertisement works.)
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Posted: Tue Apr 26, 2011 7:34 pm
How am I supposed to accrue enough Rage for 4 Fire Rains? gonk
That aside, it's an interesting thought. I recall mentioning a 'Metronome'-style Ring that used one of your other Rings at random, but it was difficult to make functionable - targetting was a big issue. We came up with a couple reasonably effective solutions, but nothing that really made the Ring a home-run.
This, however, doesn't have quite the same problem - you always know what you need to target. Since it's relevant, were you accounting for players being able to switch rings around while they're playing? Switching between doubling-up on Bandage or Wish when you're healing, to doubling-up on Hack to finish the boss. I'm not sure that's quite what you intended, is it?
While on the subject, why can we switch Rings outside the Null Chamber at all? It certainly doesn't make flavour sense, unless we can actually switch the Rings' position without removing them (which can't be done outside the Null). Is there an important mechanical reason for that being possible, or just design oversight? Removing it would fix at least one semi-glitch (Healing yourself for Rage; I think you know the one), allow Rings like this one to function predictably, and make more sense with the story they give us. There must be a very good reason to keep it, huh? :sweaT:
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Posted: Wed Apr 27, 2011 5:28 am
Red Kutai How am I supposed to accrue enough Rage for 4 Fire Rains? gonk
That aside, it's an interesting thought. I recall mentioning a 'Metronome'-style Ring that used one of your other Rings at random, but it was difficult to make functionable - targetting was a big issue. We came up with a couple reasonably effective solutions, but nothing that really made the Ring a home-run.
This, however, doesn't have quite the same problem - you always know what you need to target. Since it's relevant, were you accounting for players being able to switch rings around while they're playing? Switching between doubling-up on Bandage or Wish when you're healing, to doubling-up on Hack to finish the boss. I'm not sure that's quite what you intended, is it?
While on the subject, why can we switch Rings outside the Null Chamber at all? It certainly doesn't make flavour sense, unless we can actually switch the Rings' position without removing them (which can't be done outside the Null). Is there an important mechanical reason for that being possible, or just design oversight? Removing it would fix at least one semi-glitch (Healing yourself for Rage; I think you know the one), allow Rings like this one to function predictably, and make more sense with the story they give us. There must be a very good reason to keep it, huh? :sweaT:
By spamming Fire Rain, of course. I'd be more concerned with lag anyways. sweatdrop 24 fire rains in a crew do pile up on your CPU. (as if Firefox and Chrome don't crash enough already, due to Flash trying to hard. That reminds me of another ring that I've seen, a roulette ring, that could either hurt/heal/buff either you, the target, or an area of effect around either that would affect just foes, your crew or everyone. And could do a small or a huge effect. Rage would only increase the likelyhood of good stuff happening. Yes, I actually was. I'm aware that ring swapping would be an issue, and there is no workaround other than change the way equipped rings work on hand. I even thought of just locking those two rings, but that'd be even more ridiculous than just locking all of them at all times. I seem to have forgotten to mention it. Which is bad, since that way, the ring would allow for even more versatibility, instead of focus. Indeed, not what I had in mind. It's technically giving the players to change one of their rings even while fighting.n the other hand, this just further justifies there BEING a cooldown penalty. Still, I'm just proposing the concept. Any issue the ring would have is something that would be needed to be taken care of on implementation, and if it couldn't, or the issue didn't justify not bringing it anyways, then it just wouldn't be implemented at all instead! And that's why we discuss it, right? Point out the issues?
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Posted: Thu Apr 28, 2011 7:55 pm
I'd suggest that it first acts sort of like a self buff - you have to target yourself once it's in place and use the ring. It then uses its cat mask animation (I'd suggest something greyscale and hopefully not too much like Scaredy Cat) and locks onto the ring next to it. It can only be reapplied every 5 minutes or so (maybe with a way so that if it gets removed to the inventory it can be immediately reapplied, so you can switch it indefinitely in the null). Then it just uses greyscale animations of the attacks or heals it's tagged to.
Another potentially crowding way to implement it would be that using it would make a new copycat ring of that ring type (which might work better with how the rings are set up technically now - the code would probably have to be changed less - it would just be adding in desaturated animations and repeated damage/healing stuff with lengthened cooldowns for all the rings) which you could then use. No ability to switch out which ring type it was outside of the null.
I'd suggest that it could take the effect of other rings too. I could see it being tactically interesting and useful for CC. For buffs... well, aside from Sweetheart (because you could then apply it slightly faster on a crowd), Turtle (due to Turtle's short effect and long cooldown), and Fleet (same reason) it would be pointless as long as produces the same buff (and thus there's no buff overlap). Debuffs... it wouldn't be more or less pointless than the debuffs already are.
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Atrash the Squidmonger Vice Captain
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