Short Form Node Descriptions
DawsMan
Member Posts: 2,169 ★★★★★
I think it would be nice if we could have this. Full descriptions are important but for someone who's going in there, not too concerned if they need to back out and go in again it would be nice.
maybe this wouldn't work
throw some examples up down below.
maybe this wouldn't work
throw some examples up down below.
6
Comments
Edit: don’t think this is better though because it leaves out what the node actually does, I like the current way nodes are described ig.
And of course, different champions may counter different nodes in different ways, so it isn't logical to just give out generic instructions. For example, while using most champions to fight an opponent with Icarus, you'd have to land a heavy to remove the furies, however, an awakened Angela basically shuts the node off.
There's occasional consistency and clarity issues, like with labeling whether effects will be passive or active, or inconsistency in describing effects that affect both parties, etc. -- but it's mostly clear and concise. Despite occasionally looking like a short story. Just the nature of complexity I guess.
Most of the time I read to node, try to make heads or tails of it, then repeat a simplified version of it to myself while doing the fight.
For eg, when fighting Dorm or another opponent with Spite:
"Don't dex, don't dex don't dex, don't you dare freaking dex"
edit: no joke I’d take a college course on these games nodes and their interactions with champions
lmaooo
That would help a lot specially for newer players.
And it is not like the MMO community is known for being full of brainiacs either. There's just an expectation that MMOs will have a lot of moving parts and a lot of theorycraft, while the expectation in general is for mobile games to have less. But MCOC is not a traditional mobile game, and as phones become more powerful and more of a primary platform for games, higher complexity games are carving out a significant niche on the platform.
MCOC will never be a traditional MMO (if for no other reason than everything happens in one dimension and customization will always be limited due to the Marvel license), but it has been reinventing a lot of MMO features over time, and higher complexity combat mechanics are one of those things. It is actually the organic evolution of those mechanics that creates a problem, in that they tend to be implemented without a stable mental framework for players to understand them. Things like Ability Accuracy, Passive effects, Modifier math, and Damage mitigation have all been reworked internally and explained to the players in different inconsistent ways, and that makes the complexity of the mechanics seem higher than it actually is.
There's nothing wrong with the game remaining simple forever, except this game is designed to be a pursuit game: players chase champions and that fuels a competition to get as many or as many of the strongest as possible, and that eventually pyramids up to the players who keep the lights on: the people willing to spend money to acquire things.
No one is going to spend money chasing after a new champion that does what all the others does. And with simple mechanics, eventually the champs are doing everything that is doable. And once the content is presenting every possible challenge and you solve them, there's no reason to pursue anything else even if they were different. This is a game that makes a great past time for people who want simple games, until it shuts down because none of those people are spending money chasing things.
As to MMOs, that's what most people call the traditional massively multiplayer online role playing games (MMORPGs). Games like Everquest, or World of Warcraft. Most of them build on a core set of design ideas, character progression and customization being one of them. Characters generally have a wide range of abilities, often segregated into class boundaries and roles. They often have skill trees or gear or both, which adds further ability to customize characters into different builds. The idea is to give players the (at least theoretical) ability to make unique in-game characters that will interact with the content in unique ways, which generally involves having a lot of both mechanical complexity and ability complexity.
Once upon a time, MMOs were not *an* online game, they were *the* online game. It was mobile gaming that changed that, in part because initially no one through deep rich games were something mobile gamers would want to play. That and phones were pretty primitive to start. So mobile games started off as very casual shallow game experiences. But as phones have gotten more powerful, and mobile game players have gotten more sophisticated in their tastes, mobile games have increasingly gotten more depth. There's still plenty of space for casual games that tend to be quick and simple, but there's also a much larger space for games like MCOC that can be played very casually, but contain a ton of depth for gamers who want it.
And they tend to be the ones that spend money, so games like this need them to survive.