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Fordítási probléma jelentése
And while you seemed to do full damage in PVE, in PVP there was an artificial reduction on your damage.
400+ bullet damage in pvp even on optimal range you would see low 100's beeing displayed. Thats 70% ish damage reduction in a beta where no talents no pasives are available.
PS: Just rewatched a pvp video: 140(white damage) body damage in pvp, 400 body damage on an npc(white damage) that flanked the guy. All this in close range skirmish.
Players have armor so they take less damage.
Hidden extra dmg reduction because shooting another agent.
Whaaaaat?
this will mess up the balance in stats for the pvp part
lets say gun damage and health follow a linear growth
if you stack stamina you have the edge in pvp because of the hidden pvp damage reduction.
Why would i stack a stat that allready gets reduced by 2 atributes ? (armor and the "hidden magical pvp reduction")
But how does that not mess up balance ?
If damage suffers reduction in pvp from armor plus that pvp penalty what is gonna convince players that gear that adds more damage will be better or equal to stacking health ?
The line between archetypes will become blurry..
This remind me of an old "m m o" game where everybody will get enough stats to equip a weapon and dump the rest in health, and the main damage source in pvp were skill usage. The division has pretty big cooldowns on skills so most of the time you rely on normal gun damage.
I get this weird feeling that the division will suffer from this also.
War of attrition and the power of sustain.
If damage has 2 reduction penalties and tech suffers from cooldown then only health is left as the only viable stat.
Armor comes at same value no matter what atribute that gear slot equipment buffs and the ammount of armor given will be based on the level of gear.
example:
5k dps 4k health vs 4k dps 7k health
in pvp lets say 50% reduction so
2.5k dps 4k health vs 2k dps 7k health
in beta the decision was : should i add 30 more firearms for 300 more dps or should i add 30 more stamina for 1k health more ?
Stamina masterrace !!
This game should have stayed on carebear-consoles with such horrendous mechanics in place.
You can scale HP, which is why mobs get oodles of the stuff. Scaling HP and armour would be more difficult to grade along a levelling curve, due to first requiring two separate algorithms and then a third algorithm, all of which need to be adjusted to compensate for each other.
Assuming you can balance all three stat curves, independently and as a trio, you then have the problem where if you ever change one, all three have to be reworked.
Hence why it's so rare for any NPC profile in a game to have even half of the stat values a player character has.
By contrast, another player's entity stats don't have to be automatically scaled up or down at any point. They have their equipment, they have their values, and that's that.
if this was the case, then going rogue would be harder. you can go rogue in 1 shot, all you need to do is hit a damage threshhold (20%) of the persons total health i believe i heard being tossed around. now your complaining about them not taking as much damage?
Worked rather well i found. Made you able to take a few hits but not invincible.
Players are supposed to feel tougher than NPCs. So we do.
ok and we have a limited ammount of interaction between players and npc. Who knows later on the other npcs from the 2 missing factions might have different values on armor/dmg reduction/hp.
but for pvp the only reason why would someone add a forced damage penalty is to prolongue the engagement, to make it feel like you have time to take cover, use some skills ... get down tonight... etc
The part that is bothering me is why have separate instances ?
I mean if they add the damage penalty in pvp why not make it universaly true and add it to the PVE part also and lower hp/"armor shield" on npcs also ? So at least you look at your dps and say ok i am gonna do this much damage +/- %target armor reduction.
The way i see it now:
Why would i add a bit more damage that is gonna get reduced to crap in pvp when i can get more health and give myself a lot more time to outsurvive my oponents.
in an rpg game that this game is boasting to be i need to look at my character sheet and trust the numbers i see!
i see my armor beeing xxx and that gives me %xx damage reduction
i see my damage beeing xyz giving me xxx dps
why overcomplicate things and have different pvp/pve values ?
treat the enemy AI the same as enemy players.