Can we get a /players 6 command?

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Skizo wrote:
I have found no evidence for this being a cheat, and I have produced evidence that says it is a feature.

So prove your point, or stop arguing.
The point is that a cheat can be a feature. That's why I mentioned other games that document their options/commands/codes that are meant to be used as cheats. They're also features... cheat features.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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WhiteBoy88 wrote:
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Skizo wrote:
I have found no evidence for this being a cheat, and I have produced evidence that says it is a feature.

So prove your point, or stop arguing.
The point is that a cheat can be a feature. That's why I mentioned other games that document their options/commands/codes that are meant to be used as cheats. They're also features... cheat features.


No the point is you don't like what the OP is saying because you think the d2 feature was a cheat, and that makes a similar feature a cheat.

Whether not the D2 command was/is a cheat or not, is actually a moot point.

Even if it was a cheat, that does not mean if GGG decided to do something similar in PoE, that it would be a cheat.

You might feel it was a cheat, you might even feel it very strongly. But if they did and they specifically said it was a feature, you would have to accept it was so and not at cheat.

And my point is, that your train of thought and argument is flawed, and that it is irrelevant that you think it would be a cheat.

Was it relevant here is that GGG cannot possible balance the difficulty, and the outcome of that is:
- Some people will find the game too easy
- or the game will be so hard that no one can complete it (the premise being that they will make it so hard that no one thinks it is too easy).

Some here think that maybe GGG should do a baseline balance, that would lead to some thinking it was too hard and some that it was too easy.

Now for the once that think it is too hard, there is not really much than can be done.

But for those that think it is too easy, something can be done - and the OP proposes a solution whereby players themselves can fine-tune the difficulty (upwards).

Personally I think that a great idea - Does it have to be with a /player x command? Hell no, there are other ways, but the BASIC premise stands and is solid (IMO):

- PLAYER CONTROLLED DIFFICULTY

I will continue this discussion with you on two conditions:
1: Not another word about whether d2 /player x is a cheat or not (from either of us)
2: We base the discussion on the premise of player controlled difficulty and/or the problems of balancing a game with so many varied and complex mechanics.

If you do not want to do that, then please do NOT responds to this.
Still sane exile?
Last edited by Skizo#3308 on Jan 21, 2012, 2:45:28 PM
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Skizo wrote:
No the point is you don't like what the OP is saying because you think the d2 feature was a cheat, and that makes a similar feature a cheat.
Funny thing is, he would agree with me that it's a cheat. You don't have the authority to make your statement the last in the discussion.

I'll stick to my previous argument that this type of selectable difficulty doesn't and can't work in a competitively-ranked game, unless there are separate leagues for each difficulty setting.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Jan 21, 2012, 2:59:29 PM
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WhiteBoy88 wrote:
"
Skizo wrote:
No the point is you don't like what the OP is saying because you think the d2 feature was a cheat, and that makes a similar feature a cheat.
Funny thing is, he would agree with me that it's a cheat. You don't have the authority to make your statement the last in the discussion.


Ahha so this is all about you having to be right even when your wrong. Or at least "win" the discussion.

Well I already knew that...but hey always nice to get it from the horses mouth.

Not that I get it, I gave you a perfectly good out - I conceded that the point was moot, and as such you could have moved one.

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WhiteBoy88 wrote:
I'll stick to my previous argument that this type of selectable difficulty doesn't and can't work in a competitively-ranked game, unless there are separate leagues for each difficulty setting.


The feature is already in the game.

There is no practical difference between me playing in at party with 5 others that do noting and me doing a /players 6

And when the game goes open, there is nothing to stop anyone from creating 5 extra accounts a do this all on their own.

So given that it is already being done, although the actual implementation is different, why would it break the game? And how is it breaking the game now?
Still sane exile?
Last edited by Skizo#3308 on Jan 21, 2012, 3:18:18 PM
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WhiteBoy88 wrote:
Yes, that's exactly how it works. I never said you could select the difficulty from the start, but it is fact that you can choose to play in any difficulty after you've played through them. I specifically stated that. As to why you would go back to an earlier difficulty... I suppose to have an easier playing experience. The same reason you would set the difficulty at the lowest option if available.


What I mean was that it's not how people use it.
It's beyond ridiculous to call them selectable difficulties.



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WhiteBoy88 wrote:
You're equating the 4 difficulties to continuous content that exist as normal progression. They're not. They are 4 difficulty settings that you progress through in a scaled environment. You repeat them for the purpose of playing a harder difficulty, with the rewards of character/gear progression. Not for the sake of playing them again.


You are wrong again, it's exactly what they are.
The game starts at normal act 1 and ends at merciless act 2.
The only thing you got right is that you repeat them for character and gear progression.
Reusing content for this is brilliant. But thinking that it's real difficulty settings is ludicrous.


Have you ever played a game with real difficulty settings?

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WhiteBoy88 wrote:
Selectable difficulties in a progressively-scaling difficulty environment is redundant.


No it wouldn't. What part of "people have different preferences regarding difficulty" don't you understand?

In a balanced version of the current system people will either find the first part of the game too easy or the last too hard.
It's an unavoidable consequence of a lack of difficulty settings. Fortunatly is easy to fix.

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WhiteBoy88 wrote:
Selectable difficulty would be the main difficulty mechanic, and the progressively-scaling mechanic would be there simply out of necessity to prevent the boredom of playing the same content 4 times on the same difficulty setting. Still, it would have to be more linearly-scaled to prevent over-scaling. You would end up in a situation where players feel they're being forced to change difficulties even if they don't want to. I.E. Normal would scale to be equal in challenge to Medium on the second play-through, but for what reason? Forced difficulty scaling regardless of choice? Why have the choice at all if there is a progressively-scaled curve that forces higher difficulties?


What's the difference from today?
That you can individaully choose the difficulty level instead of it beeing forced upon you.
Nothing else.

There is no reason why you would be forced to choose a specific difficulty level.

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WhiteBoy88 wrote:
. With selectable difficulties, those playing the easiest setting will advance far more quickly than those who play the hardest setting.


That is absolute bollocks.


Last edited by Sickness#1007 on Jan 21, 2012, 3:15:47 PM
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WhiteBoy88 wrote:

I'll stick to my previous argument that this type of selectable difficulty doesn't and can't work in a competitively-ranked game, unless there are separate leagues for each difficulty setting.



I would gladly opt out from the ladder if I got access to selectable difficulties. I am sure many would do the same.
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Interesting wrote:
The other way to die, wich is a mistake you can do many times is not seing the aura reflect enemy because the game zoom is too close... So the mob gets in range without you seing it and in less than the second it takes for you to cast the area of effect skill/spell, your targets become land mines and you die.

No way to avoid it.

I had the honor to test this myself.


Then you did not have resist to your own element damage.

The most you can take from a single return is 25% of your health. Reduce that further with 75% resist, or armour reduction, you are looking at a very low amount of damage taken.

It's called learning from your mistakes.
"That's how you die properly, Sailor Boy.."
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Skizo wrote:
"
WhiteBoy88 wrote:
"
Skizo wrote:
I have found no evidence for this being a cheat, and I have produced evidence that says it is a feature.

----Bla,bla,bla.. pointless rant removed----

- PLAYER CONTROLLED DIFFICULTY

I will continue this discussion with you on two conditions:
1: Not another word about whether d2 /player x is a cheat or not (from either of us)
2: We base the discussion on the premise of player controlled difficulty and/or the problems of balancing a game with so many varied and complex mechanics.

If you do not want to do that, then please do NOT responds to this.


As I wrote in my previous post, this is not a question of difficulty or cheats/not cheats.

It is a loot issue. Nothing more, nothing less. And because of this, it can not be implemented fairly.
"That's how you die properly, Sailor Boy.."
Last edited by jawsofhana#6369 on Jan 21, 2012, 3:41:48 PM
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jawsofhana wrote:

Then you did not have resist to your own element damage.

The most you can take from a single return is 25% of your health. Reduce that further with 75% resist, or armour reduction, you are looking at a very low amount of damage taken.

It's called learning from your mistakes.
afaik you can't dogde damage that got thrown back, can you? That makes your argument a little invalid for dex/bow Chars and physical reflect imho
"
Btah wrote:
"
jawsofhana wrote:

Then you did not have resist to your own element damage.

The most you can take from a single return is 25% of your health. Reduce that further with 75% resist, or armour reduction, you are looking at a very low amount of damage taken.

It's called learning from your mistakes.
afaik you can't dogde damage that got thrown back, can you? That makes your argument a little invalid for dex/bow Chars and physical reflect imho


Yup, you think you found one class that might have an issue. Congrats.

Unfortunately, due to the fact that the only AoE bow skill which does physical damage targets an area on your screen, not outside it, your point is yet again mute.

All other bow AoE skills are elemental damage. Or will not instant kill you. Which means you survive if you pay attention.
"That's how you die properly, Sailor Boy.."

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