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Diminishing Returns


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#1 ApocalypseNow

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Posted 10 July 2013 - 01:29 PM

"When someone talks about Diminishing Returns what they basicly mean is something that becomes less effective if used multiple times within a certain time window."

Kyriogu, Diablo3 forum

#2 Bilbo

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Posted 10 July 2013 - 01:30 PM

And? ;)

#3 ApocalypseNow

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Posted 10 July 2013 - 01:34 PM

Well, as a solution to all grievances regarding this issue, THE issue, as I understand it. Maybe Blizzard got it right using a scale down formula.

#4 AntiCitizenJuan

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Posted 10 July 2013 - 01:35 PM

DR doesnt come from Diablo 3, and not for nothing, Diablo 3 was ******* god awful

#5 Unbound Inferno

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Posted 10 July 2013 - 01:36 PM

Diablo3 as I understand is like the second worst possible example of any game shy of Duke Nukem Forever or whatever that one was.

#6 ApocalypseNow

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Posted 10 July 2013 - 01:42 PM

True, but maybe for other reasons. Diablo 2 also used this approach. Is it unfathomable to envision this approach to MWO? You only need to govern a formula, not hard coded "> 5 MLAS THEN HEAT PENALTY" which does not make sense. It could be used for increased weapon diversity. Just an idea though.

#7 Skadi

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Posted 10 July 2013 - 01:45 PM

Please no, we don't need this.
We don't need some horrible fix that will make 0 sense for why its happening.
just turn the nobs on damage and heat, a huge problem fixer right there, and you always have ideas like homeless bill's that's extremely complicated, extremely well thought out, and makes ALOT of sense canon wise and realism wise. (and fixing the game wise)

#8 Angel of Annihilation

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Posted 10 July 2013 - 01:57 PM

You already have diminishing returns in game. Use to many high heat weapons and your mech overheat thus causing your DPS to diminish over time.

#9 Alistair Winter

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Posted 10 July 2013 - 01:59 PM

Yeah, the people working on this game could learn a lot from Diablo 3.

#10 ApocalypseNow

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Posted 10 July 2013 - 02:00 PM

Hm, yeah I agree on the "0 sense for why its happening" part. But right now MWO feels like it's 2010 and AC/40s etc are Wall Street bankers getting all the dough without much effort. The proposed change from dev does not much to alleviate this. DR could maybe be a unification solution to all different weapon types/heat sinks/armor issues there are.

#11 Lootee

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Posted 10 July 2013 - 02:06 PM

Actually the Tech Manual does give a plausible reason for DR, at least for lasers.

They explain the reason why pulse lasers do more damage than standard lasers is because the delayed laser pulses allow the armor to ablate and fall/blow away exposing new material underneath to damage with the next pulse.

So if PGI wanted they could lower the damage inflicted by mass alpha strikes or raise the damage of single weapons and it'd be in line with canon.

Edited by PanchoTortilla, 10 July 2013 - 02:08 PM.


#12 Doctor Smiley

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Posted 10 July 2013 - 02:07 PM

Just no to this...

#13 soarra

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Posted 10 July 2013 - 02:08 PM

View PostAlistair Winter, on 10 July 2013 - 01:59 PM, said:

Yeah, the people working on this game could learn a lot from Diablo 3.

lol hope your trollinh

#14 AntiCitizenJuan

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Posted 10 July 2013 - 02:09 PM

View PostAlistair Winter, on 10 July 2013 - 01:59 PM, said:

Yeah, the people working on this game could learn a lot from Diablo 3.


Like how to make a s.hitty pay 2 win piece of garbage that doesnt live up to its predecessors?

#15 Homeless Bill

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Posted 10 July 2013 - 02:09 PM

Two big problems I have with this approach:
  • Totally counter-intuitive. How do you communicate to the player that you're stealing some of his damage? There's no HUD element or anything else that will accurately convey this to the player. It makes no sense from a real-world standpoint and it makes no sense from a player's point of view.
  • Needlessly steals damage. Why not allow for a huge alpha strike to do tons of damage? The only problem I see with extreme, immediate damage is that right now it all goes to a single component. If you just spread the damage instead...
Damage-stealing to me is just a lazy way of acknowledging that too much damage can be put on a single component with a single click. I'd prefer a more robust solution that spreads the damage around after a certain threshold.

#16 Kahoumono

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Posted 10 July 2013 - 02:10 PM

By far the easiest solution, increases weapons variety, easy to understand.

#17 soarra

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Posted 10 July 2013 - 02:12 PM

View PostKahoumono, on 10 July 2013 - 02:10 PM, said:

By far the easiest solution, increases weapons variety, easy to understand.

no matter how much a variety there is , it will not matter as long as you can boat 1 weapon that uses no ammo.

#18 Jasen

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Posted 10 July 2013 - 02:14 PM

For what it is worth Homeless Bill has the right approach - by far.

#19 Alistair Winter

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Posted 10 July 2013 - 02:15 PM

View Postsoarra, on 10 July 2013 - 02:08 PM, said:

lol hope your trollinh

Nope, Diablo 3 is basically a better version of Mechwarrior: Online. The only problem is that we don't have an MC auction house yet, but I'm sure we'll get that before Community Warfare.

Good thread.

#20 Doctor Smiley

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Posted 10 July 2013 - 02:18 PM

View PostAlistair Winter, on 10 July 2013 - 02:15 PM, said:

Nope, Diablo 3 is basically a better version of Mechwarrior: Online. The only problem is that we don't have an MC auction house yet, but I'm sure we'll get that before Community Warfare.

Good thread.


I hope this is sarcasm if not I don't know what to say

Edited by Countess Hemah, 10 July 2013 - 02:18 PM.






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