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11-04-2011 @ 1:27PM
This is probably an absurd suggestion, but - why not get rid of numbers alltogether? Just implement something like RatingBuster and colorcode items. Grey = worse than your current stat, white = equal, green = slightly better etc. Same goes for mobs. The important thing is who is dead in the end. Take the maths out of the game. Yes, this will increase the amount of uncertainty and chance, but - that's why we play, isn't it? This would also make short work of all those dps and hps meters.But, yes, I guess people mainly play RPGs to feel some sort of empowerment, and in our day and age that seems to be irrevocably tied to numbers. Pity, really.
11-04-2011 @ 1:34PM
Part of what some of us consider fun in endgame is balancing all those different stats against one another and coming up with different playstyles. It makes me feel smart and savvy when I know exactly which gem to substitute out in order to get to hitcap without messing with my haste breakpoints.If we went to no numbers, with the system telling you "this is an upgrade" we'd miss some complexity that some find enjoyable. It sounds like it's not part of the game that you enjoy, so it's possible that there's an ingame solution that could give you that information without spoiling the fun for us number geeks.
11-04-2011 @ 2:08PM
Take the math out of the game. In a game based on math. People wouldn't like a gas gauge on their car reading "Full" or "Empty" only. This would cause even more problems. What you are describing sounds very close to a binary system, and would suck all flavor out of items. "Does a little more damage than the previous one" is a pretty lame description when you finally get that upgrade, no offense.Plus, you think people scream about simplization now? A "you hit or not" system would get them even more offended.
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