Forum - Changing equipment in combat

Welcome! Please login with your in-game name.

 

Author Topic: Changing equipment in combat  (Read 3331 times)

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« on: March 30, 2014, 01:18:29 am »
I would like to put some restrictions on changing equipment during combat - especially since the next reboot will have equipment sets added in, which allows changing your entire equipment in a second.

What I definitely want to avoid is having players change equipment like a traffic sign while fighting in PvP - or bosses for that matter. That was never planned, and it puts a lot of pressure on players who may think that this is what they're expected to do.

That said, the main issues I have with changing equipment during battles are:
  • It raises the expectation that players are required to change equipment to min-max their stats to prevail. That isn't true, and it makes for cumbersome gameplay, where a player has to fumble with their hotkeys and inventory during the heat of battle.
    Just to put things into context - while dungeons do have a DPS requirement, it is relatively low. For the monastery, it is 440 DPS, on top of that, the berserk timers are calculated with a DPS being down 25% of the time.
  • It tends to put an excessive burden on tanks (because they benefit from the stat changes the most), who may be expected to tank and DPS at the same time during a boss fight to make up for subpar damage in the group.
  • It's unrealistic to change your entire suit of armor while you are being bitten by dragons, swung at by scythes and the like.

I realize that changing your complete equipment in combat does add depth too, but I do not think it's a good kind of depth for the reasons above. In addition, having a good and fitting set equipped before going into combat (which might not be great DPS or great mitigation, but rather a compromise) is strategic too.



There are several options I am considering:

(A) Prevent changing equipment in combat altogether. This is what most current MMOs seem to do, probably for the reasons above. In WoW you can change your weapon. In FF14 you can't change anything. Instead of changing nothing, it could be okay to change some equipment - such as gloves, or helmets, which are reasonably easily replaced in combat.

(B) Adding a cast time to changing your equip set, similar to switching skills. While considering it, I don't like this option, as I don't see the point of it (during boss fights you are usually hit often, which stops the cast).

(C) Preventing equip set changes in combat altogether, and a short cooldown (1-2 seconds) on switching individual equipment pieces.

(D) As (C), but with an armor penalty while you switch (since you are literally taking your armor off, and something else on).


Input and thoughts are, as always, appreciated.

Kirk

  • Bluebell
  • **
  • Posts: 17
  • Team Robot
« Reply #1 on: March 30, 2014, 05:55:46 pm »
I would like to start by saying that I agree that a person in combat should be limited to quick changes and that combat leaves only room for weapons of opportunity. It is the definition of “in combat” that I disagree with. If you have aggro you are “in combat” as this update to equipment change seems to imply. Anyone on the outskirts of the battle has ample time and opportunity to attack, buff up, sit down, or simply not participate if they want to without great consideration for what the target is going to do. Exception being random targeting skills such as Gorath’s frenzied claw. I realize that this creates targeting issues within the game itself and am offering this as a best case scenario. I have no idea how or if it is even possible to implement the idea presented henceforth.
  • Aggro could be the defining factor for if an equipment change can be done, whether via channel or otherwise. If with channel, maybe you succeed in taking the gear you had on off, if interrupted, and continue without that item on or try again. But with anything if you are determined enough you will eventually succeed in changing the equipment. This however holds true to the idea that while in the heat of battle those on the fringes have more opportunity to strategize.
  • Leave the channel and make it an uninterruptable one. The person in combat takes the risk of reducing the effectiveness of their time and still offers a deterrent to the gear changes in combat.
  • The system that is in place could still be used during combat whereas entire gear changes are left to be done outside of combat. You can maintain depth in this way and increase the potential aptitude of the players by giving the option to strategize throughout the entirety of the game. I agree that there should be a plan beforehand, but no plan survives first contact. Through experience and experimentation do people learn the lessons that can then be called a plan. Limiting experimentation, in-game, means limiting opportunity to teach or to learn. To me, this is why most MMOs today do this, they want your time as time is revenue.
There are similarities in many of our points and ultimately, you are the deciding factor in how you implement the game that we are all just enjoying. I would like to express my gratitude for your efforts again and that I love this game and community. Of the proposed versions of implementation, which I am sure consider the effort also required to do so, I would choose plan A. Changing gloves and helmets still offers a deep and rich experience within battles. It also limits the need to perform multiple tasks and the dependency on it to succeed.

Personally it will lessen my experience of the game and hope that I am the minority.

Kitson

  • Nyranthix
  • ****
  • Posts: 397
« Reply #2 on: March 30, 2014, 08:58:32 pm »
Here's the way i see it. Head stuff, such as helms and pins, are ok, as necklaces and loves. earrings would take too long to snap off and on and anklets, imagine having to hop from foot on foot to change them. then the tail ring, well that's just silly, in my eyes like trying to change your underwear in battle :XD: i feel like it's alright on that but i am rather iffy on the whole subject, since a change like this is drastic compared to something minor (don't have any examples, sorry) but let's see.

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« Reply #3 on: March 30, 2014, 09:20:44 pm »
Of the proposed versions of implementation, which I am sure consider the effort also required to do so, I would choose plan A.

The effort of all options is more or less the same. I was actually leaning more against option D - while changing, your armor would be reduced by 50% depending on how many pieces of equipment you change.

This will still make a tank take less damage than a priest, if they get hit while changing armor, and will have no penalty whatsoever if you do not receive damage. If you do receive damage, be prepared for it being higher than usual (however it would not be higher than having no armor at all).


As for the length of the debuff, it could be X seconds per piece of equipment changed. If you change your entire set, it would be multiplied. If you just change one piece or two, you'll have less to worry about than if you change completely - however you would still be able to do so, if you really want to.

Kirk

  • Bluebell
  • **
  • Posts: 17
  • Team Robot
« Reply #4 on: March 30, 2014, 10:23:13 pm »
This seems like a fair solution in my opinion. It gives those looking for more depth a place to find it and keeps those options open for exploration. At the same time it keeps to the spirit of the idea that if you change your equipment in the middle of a fight you may suffer the consequences of distraction.

I would say though that not every piece of equipment is as hard to change as another. Perhaps the times of debuff could go something like:
  • Gloves  - Representing the weapons you are using. No debuff.
  • Head    - Representing a hat or protective cover. 0.5 second debuff
  • Hair      - Representing an item worn under the hat or protective cover. 0.75 second debuff
    *Imagine tossing it under your helmet and letting it rest where it lies
  • Neck     - Representing an item that has to go over the head, or be latched or tied behind the neck. 1.0 Second debuff
    *Imagine taking off your helmet to put on the necklace
  • Back     - Representing a cloak more than armor. No debuff.
    *The benefit here is negligible and seems more like a saddle blanket than a cloak
  • Charm   - Representing an item you may keep in your bag but that you focus on. No Debuff
    *Alternatively a pocket. Switching this would be as simple as putting your hand in your pocket and getting your keys
  • Anklets  - Representing a shoe. 3.0 second debuff
    *See how fast you can tie your shoes, even if they are velcro. Now do it without your thumbs.
  • Tail       - Representing an item designed to be tight around the tail. 4.0 second debuff
    *if it's tight enough to stay on in the first place it will be hard to get off, then it has to be put back on in the same manner. The benefit from changing a tail ring can be significant if you have enchanted them correctly
  • Earrings -Representing an item worn on or through the ear, but likely covered by a hat or protective cover. 4.0 second debuff
    *Earrings are usually small things, sure there are clip-ons, but fiddling with tiny things in a battle is time consuming. You need to take off your helmet usually to get the best handle on them.
Take everything off and put something on in its place, approximately 20 seconds of debuff. Really fast for an entire equipment change. Implying that warriors are trained in the speedy practice of equipment changes.

Of course I am interested in other's opinions so please add information below if you have an opinion on this topic.

Thanks for reading.

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« Reply #5 on: March 31, 2014, 01:58:50 am »
Those timers seem pretty reasonable.
Especially the longer timers for the tail (which *should* be correctly enchanted and all) I like. I'll probably have a slightly lower earrings cooldown - wouldn't go longer than 10 seconds with the longest debuff.

Also, changing entire equip sets will only count items that actually changed.