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View Full Version : Resist/Evade System and the Future of RO


_Arwen_
11-19-2010, 11:56 PM
Before anyone decides to tell me this belongs in another forum, yes... I know it could be classified as a “Suggestion” and it could also fall under “Complaints” and also “The Inn”. I think it belongs in “General” because it involves many of these forums at once and involves both the current state and future of the game.

In the history of my time playing Regnum Online nothing has been more annoying and frustrating to me than the random resist system. Not only does this hold absolutely no purpose (I know the reasons NGD says its there and will discuss it later), but it only causes players to get frustrated and quit. After enduring a year or more of this mayhem it has finally caused me to quit warring as it is no longer fun.

I'm sincerely concerned about the effects this obsolete resist system will have on Regnum's future. We've already seen many old timers quit and while resists may not be the only reason, its hard to say it hasn't influenced their decisions at all. We continually see complaints about resists and evades in posts on the forums so obviously this is a big problem.

So why is it this system still exists? I read in one post that its there to give people with more lag a better chance to survive. Thats ridiculous 1 resist in a battle is worth way more than 100ms of extra lag. I'm of the opinion that if lag is making it unbearable for you to play, you shouldn't play. I believe the number of people that this benefits is probably around 10% of the RO community and thats probably on the high side, so why make the other 90% suffer?

Most people play this GAME for fun, and I doubt anyone would admit wondering if the next attack will be resisted or not is fun. When you cast a skill, you should be able to count on it landing unless the other player outsmarts you and uses a skill to resist it. RO should not decide who wins or not, the players should.

The solution? It's certainly debatable but my personal opinion is to do away with it altogether. An attempt was already made at fixing it but to no avail, why waste the time trying to “fix” it again? Remove the random resist/evade system and replace it with skills for all classes that allow you to resist or evade. Each class should have 2 or 3 spells that provide the ability to resist or evade the next few skills, cc's, etc (similar to SotW, Precise Block, Escapist, UM). This would eliminate most aggravation in the war and grinding systems and make the game enjoyable again.

Perhaps I'm the only one with these problems. When I was warring, I routinely encountered battles where I'd be resisted 2 or 3 or even 4 times yet would not resist anything myself (and no I'm not talking about sotw archers). Maybe I'm just naive thinking others are as bothered with these issues as I am. Either way I'd be interested in hearing everyone's thoughts and experiences. Have you noticed a difference with resists since the update? Do you think this is something we need to worry about as RO continues to undergo development?

Sincerely,
Arwen

Mellion
11-20-2010, 08:21 AM
Resists and evades from UNBUFFED chars and mobs of same lvl or lower should be removed ASAP.

And I share your opinion that players with a good internet connection shouldn't suffer from keeping this annoying stuff.

Seher
11-20-2010, 10:45 AM
A game somehow has to balance ping differences. Someone with 50ms of ping shouldn't have an edge over someone with 200-300ms ping. But it already is like that, due to the network code, resists aren't needed there. Trying to balance everything up to 1000ms ping is just madness.

The second point why NGD love resists is balancing bad players vs good ones. Better players should win more often, but not always. However, that can be achieved without resists as well. The faster the gameplay is and the more spells e.g. like retaliation you have, the more chances you've got to e.g. cancel them just by luck as you wanted to cast feint anyway.
That's a chance system that isn't frustrating.

Example for both points: Guild Wars. I'm hell of a noob there, with 200-300ms ping and even more sometimes, but I still can win some battles. :P

Anyway, I don't think that's the most important flaw of Regnum. In fact I can live with it quite well.

HidraA
11-20-2010, 01:05 PM
Resists/evade rate was coming worst once with version 1.8.0.
It was my first posts in forum and my first complaints about...
Yes ...what is sad one lvl 20 can beat one lvl 50 due of resists systems.
Wtv will nothing happen about them.NGD chosed random system instead of
skill calculated.Because they not want they server to make math..and charge memory of server...just pres -print random:and random will chose results.
Also devs have less work making formulas to calculate this things.So easy
way for them is this random system what unfortunaly sometimes make chains of resists or not resists.
I am agree with that is realy frustrating when random player kill you because of chains of resists.
About future of Ro...:will be eyecandy(aka Barbie Online) with random resists/evades....maybe new feature will be one buton with "Cast Random spell"...noone knows....

bois
11-20-2010, 01:54 PM
Resist and evade is not a bad as it used to be. Block was another issue but it has been resolved in the most part by moving it to cast spells and lowering the base block passive. I hear few complaining about blocks anymore.

Evasion system is evolving too. The evasion has tuned down a lot since the last update, let us be fair. The last bastion would be resists.

Unfortunately, resist and evades are still necessary. Why? because until NGD decides to fix the runaway CC system which dominates fights, resist and evades are the only things keeping them in check. Could you imagine how bad it would be with every cc and DoT working full out? Just take a look at the issue with knock now and how the removal of resist, evade and block affected that.

Balance is only in its first stages.

Artec

_Arwen_
11-20-2010, 03:27 PM
Resist and evade is not a bad as it used to be. Block was another issue but it has been resolved in the most part by moving it to cast spells and lowering the base block passive. I hear few complaining about blocks anymore.

...

Unfortunately, resist and evades are still necessary. Why? because until NGD decides to fix the runaway CC system which dominates fights, resist and evades are the only things keeping them in check. Could you imagine how bad it would be with every cc and DoT working full out? Just take a look at the issue with knock now and how the removal of resist, evade and block affected that.

See, I haven't noticed any differences. For maybe 1 week after the patch that was supposed to fix resists was live I may have noticed a reduction. Maybe this was just the placebo effect though... Now its back to madness, I can't tell you how many times someone resists my knock/dizzy/stun/confuse/whatever then I'm followed up with the same CC that lands on me. This isn't balance... this is just giving away the victory to my opponent. I'm not even talking about in 1v1 battles, in wars my areas are mass resisted (50%+) while I watch allies and enemies cast areas which have 1 or 2 resists. I've tried changing my Int, I've tried changing my Conc, very little change if any.

I have to disagree with your second point though. I don't think resists are needed to combat CCs. Like I mentioned they should add UM like spells to all class so your resists are based more on skill than on luck. Besides, random resists aren't helpful to the person thats doing the resisting since you can't count on when they'll happen. If I know when I'm going to resist I can modify my game play around that.



@Seher - I can see the reason why this was implemented to balance out pings, but in a RvR game, a 50 ping person doesn't have much advantage of a 200 ping person since they're not going against each other (same thing with skill of the player). NGD has stated the game is more about RvR and not PvP and thats how they were doing balance. IMO this feature isn't needed for RvR.

HidraA
11-20-2010, 05:22 PM
.
Could you imagine how bad it would be with every cc and DoT working full out? Just take a look at the issue with knock now and how the removal of resist....
Artec

Was a time when constitution had hight contribution at resist vs knocks and reducing time of them also...inteligence had a good contribution too to resist at spells...back to skills based resists will be better but this will charge server ...that why NGD will never change back.

Llayne
11-20-2010, 11:27 PM
Very well said Arwen. The random resists and evades add absolutely nothing to the game but frustration.

I laugh rather hard at the people that have the nerve to clap or some such after they randomy resist two or three powers and kill me because of this.

If I lose a fight I would much rather lose to the other player besting me rather than some random crap I have no control over.

The current completely random resist/evade system is absolute garbage.

Essessess
11-22-2010, 05:51 AM
I would like to add my thoughts/observations to this.

About a month ago, I was becoming extremely frustrated with some of the things mentioned here. I was dying far too often because my kick/feint was resisted while the other player's was not. So, I decided to track the results of every fight.

I found the overall ratio to be 1.81:1 in favor of enemy realms. I even broke it down further to see the results of individual realms. One realm had about a 1.5:1 advantage while the other realm enjoyed a better than 2:1 edge. I'm certainly not accusing anyone of foul play as the guards of each of these realms resisted in nearly the same ratios.

Could it be that I am just unlucky in regards to the random number generator? I suppose but the bottom line is, this randomness is infuriating. What is even more infuriating is continually watching the fight from the ground. I am starting to feel like a baby seal during clubbing season. I don't mind losing but I'd like to go out swinging.

IMO, both resists and crowd control are in need of rework, asap.