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Why don't incoming damage messages show the type of damage?

Author
virm pasuul
Imperial Academy
Amarr Empire
#1 - 2016-11-03 12:23:04 UTC
I've been looking around and I can't find a way of getting Eve to show me the incoming damage types.
Am I missing something simple?

I have seen lots of info online e.g. lasers = em/thermal, missile names will help you work out what type.
Also tons of places that list NPCs and their damage types.

I'm more curious why the client doesn't just tell you?
It tells me how much, but not which type of damage.

If it's deliberate - Learn the damage types, it's a player skill - I would recognise that as a valid answer.
If it's not deliberate, why?

With the alpha clones and new players it would seem part of the giving information from the client to the players paradigm.
I can imagine new players seeing all the different types of shield and armour hardeners and thinking to themselves "ok this is cool, let me get the right one for what I'm trying to do" and then then having to go off and google which one they need. Why wouldn't the game client just tell them?
Maybe even just seeing damage type in the incoming damage messages would hint to new players that there are options there for them to explore in damage mitigation.



Memphis Baas
#2 - 2016-11-03 12:38:08 UTC  |  Edited by: Memphis Baas
It's deliberate, so you have to learn it and acquire "skill" at playing the game.

Other MMO's do the same. For example, in World of Warcraft, your screen says "Onyxia takes a deep breath..." not "Onyxia is about to hit you with 3500 points of fire damage in 3, 2, 1, boom."

For EVE, there are only 5 weapon types, and only 4 damage types, so it's not that difficult to learn:

Lasers = EM, Thermal
Hybrids (rails, blasters) = Thermal, Kinetic
Projectiles = depends on ammo, various amounts of explosive, kinetic, EM, thermal

Drones = each drone type has its damage type
Missiles = each missile has its damage type
virm pasuul
Imperial Academy
Amarr Empire
#3 - 2016-11-03 12:48:49 UTC  |  Edited by: virm pasuul
WoW doesn't handle damage types in the same way as Eve. They are mostly flavour.
http://eu.battle.net/forums/en/wow/topic/17612571660
Also it's fairly bloody obvious from the fire graphics, the client is telling you which damage type just not via text.
Not that players in WoW can do anything to mitigate specific damage types like they can in Eve, so it doesn't really matter.

You have also conflated advance warning of what's about to happen with my question regarding what has already happened.


I accept the learn the damage types as a skill argument. I just wonder is it good thing or a bad thing for Eve?

I am also aware of the old saying that most game change questions/proposals in Eve said to be in the interests of new players almost always turn out to benefit older players :)
Doddy
Excidium.
#4 - 2016-11-03 12:57:57 UTC
virm pasuul wrote:
WoW doesn't handle damage types in the same way as Eve. They are mostly flavour.
http://eu.battle.net/forums/en/wow/topic/17612571660
Also it's fairly bloody obvious from the fire graphics, the client is telling you which damage type just not via text.
Not that players in WoW can do anything to mitigate specific damage types like they can in Eve, so it doesn't really matter.

You have also conflated advance warning of what's about to happen with my question regarding what has already happened.


I accept the learn the damage types as a skill argument. I just wonder is it good thing or a bad thing for Eve?

I am also aware of the old saying that most game change questions/proposals in Eve said to be in the interests of new players almost always turn out to benefit older players :)


Its a good thing. Apart from anything else it would be very immersion breaking to magically "know" the make up of damage that was hitting you.

And what do you want? "angel hijacker hits you for 100 explosive damage, 30 thermal damage, 60 kinetic damage and 10 em damage, from a turret that wasn't tracking you very well and about halfway into fall-off" from 50 different enemies coming in every few seconds? I am sure new players would find that really helpful .....
Memphis Baas
#5 - 2016-11-03 13:08:35 UTC
So the EVE client gives you visual information, too. It's bloody obvious that they're shooting lasers at you, or missiles, or projectiles, or whatever.

As far as whether it's good or bad, I don't know. Arguably, more newbies may be interested in trying the game if it were less complicated to learn. At the same time, the veterans would have fewer nuances of tactics to play with.

Ultimately, it's likely that the request for this information will be misinterpreted as "dumbing the game down", and you'll get flamed by various vets who want the game to remain the way it is now.

There are plenty of areas where EVE could display more information; a lot of the production and trade screens are bare-bones and archaic, for example. The policy to not allow UI mods like other games keeps EVE back quite a bit.
virm pasuul
Imperial Academy
Amarr Empire
#6 - 2016-11-03 13:14:47 UTC
Doddy wrote:


Its a good thing. Apart from anything else it would be very immersion breaking to magically "know" the make up of damage that was hitting you.

And what do you want? "angel hijacker hits you for 100 explosive damage, 30 thermal damage, 60 kinetic damage and 10 em damage, from a turret that wasn't tracking you very well and about halfway into fall-off" from 50 different enemies coming in every few seconds? I am sure new players would find that really helpful .....


The immersion thing. Well it already tells us the numerical damage amount Instead of just looking at my shield/armour/hull icon to try and guess I get a numerical amount of damage. That's not very immersive. Adding what type to that would make no difference on the immersion scale.

You second point makes sense. If there is too much information it could be overwhelming. Maybe a compromise could be something like:
Angel hit you for 90 mostly explosive damage.
Solonius Rex
Federal Navy Academy
Gallente Federation
#7 - 2016-11-03 13:18:29 UTC
virm pasuul wrote:
WoW doesn't handle damage types in the same way as Eve. They are mostly flavour.
http://eu.battle.net/forums/en/wow/topic/17612571660
Also it's fairly bloody obvious from the fire graphics, the client is telling you which damage type just not via text.
Not that players in WoW can do anything to mitigate specific damage types like they can in Eve, so it doesn't really matter.

You have also conflated advance warning of what's about to happen with my question regarding what has already happened.


I accept the learn the damage types as a skill argument. I just wonder is it good thing or a bad thing for Eve?

I am also aware of the old saying that most game change questions/proposals in Eve said to be in the interests of new players almost always turn out to benefit older players :)


Its fairly bloody obvious in many cases in EVE too. If im fighting a Harpy, chances are really really high im being bombarded with Kinetic and Thermal damage. If im fighting a tornado, chances are im being hit with mainly explosive with some small flavor of kinet/therm/em.

And yes, they dumbed it down for WoW. If you want EVE to be dumbed down to a single damage type, then go to the new features section and ask for them to make EVE stupid for you. The rest of us will enjoy a better game.

I think Synthium said it best on that thread:

Synthium wrote:

Back when this game was actually a proper RPG those things mattered a whole lot. Nowadays, it's just damage.
virm pasuul
Imperial Academy
Amarr Empire
#8 - 2016-11-03 13:19:25 UTC
Memphis Baas wrote:

Ultimately, it's likely that the request for this information will be misinterpreted as "dumbing the game down", and you'll get flamed by various vets who want the game to remain the way it is now.

There are plenty of areas where EVE could display more information; a lot of the production and trade screens are bare-bones and archaic, for example. The policy to not allow UI mods like other games keeps EVE back quite a bit.


Yes, so it is with every suggestion/question :)
Some people just don't like change.

I think the devs are really trying. I love Seagull's give the players the tools and they will create the content way of thinking. Eve is huge and complex, bits of it are very old. It's a gargantuan task to keep it moving forwards continually.
Iferie
Third Coast Logistics
#9 - 2016-11-03 14:32:25 UTC
I would disagree that simply adding a few words to the combat log is 'dumbing down' the mechanics. Everyone was a noob once and I'm certain that most players remember the moment someone linked or showed them the rat damage type done/ vulnerable too chart or list. The Eureka moment when finally the concept of damage types to tank against and which to do gelled.

Adding a few words to the end of each entry 'does mostly kinetic' or 'does a mix of EM and Thermal' would make it much more transparent for new players as to what kind of damage they should be tanking against. The skill involved in fit and counter fit PvP, piloting, or the mechanics of forging an industrial monopoly loses little by skipping the step in the head of a 3 hour old character that requires them to recognize the weapon being used against them and to then learn the damage type done by said weapon (or equally likely them being shown or googling the rat damage chart).
Tiberius NoVegas
NovKor Corp.
#10 - 2016-11-03 15:46:55 UTC
Memphis Baas wrote:
It's deliberate, so you have to learn it and acquire "skill" at playing the game.

Other MMO's do the same. For example, in World of Warcraft, your screen says "Onyxia takes a deep breath..." not "Onyxia is about to hit you with 3500 points of fire damage in 3, 2, 1, boom."

For EVE, there are only 5 weapon types, and only 4 damage types, so it's not that difficult to learn:

Lasers = EM, Thermal
Hybrids (rails, blasters) = Thermal, Kinetic
Projectiles = depends on ammo, various amounts of explosive, kinetic, EM, thermal

Drones = each drone type has its damage type
Missiles = each missile has its damage type


You forgot smart bombs.
Steffles
University of Caille
Gallente Federation
#11 - 2016-11-03 16:08:57 UTC
virm pasuul wrote:
WoW doesn't handle damage types in the same way as Eve. They are mostly flavour.
http://eu.battle.net/forums/en/wow/topic/17612571660
Also it's fairly bloody obvious from the fire graphics, the client is telling you which damage type just not via text.
Not that players in WoW can do anything to mitigate specific damage types like they can in Eve, so it doesn't really matter.

You have also conflated advance warning of what's about to happen with my question regarding what has already happened.


I accept the learn the damage types as a skill argument. I just wonder is it good thing or a bad thing for Eve?

I am also aware of the old saying that most game change questions/proposals in Eve said to be in the interests of new players almost always turn out to benefit older players :)

I think its a good thing tbh. Learned skill is better than xp / or sp point skill. Anyone can grind or wait for a skill to finish but not everyone can pick up all the info which means there is some player knowledge that will give you an edge.

Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg

Sobaan Tali
Caldari Quick Reaction Force
#12 - 2016-11-03 22:18:36 UTC
Iferie wrote:
I would disagree that simply adding a few words to the combat log is 'dumbing down' the mechanics. Everyone was a noob once and I'm certain that most players remember the moment someone linked or showed them the rat damage type done/ vulnerable too chart or list. The Eureka moment when finally the concept of damage types to tank against and which to do gelled.

Adding a few words to the end of each entry 'does mostly kinetic' or 'does a mix of EM and Thermal' would make it much more transparent for new players as to what kind of damage they should be tanking against. The skill involved in fit and counter fit PvP, piloting, or the mechanics of forging an industrial monopoly loses little by skipping the step in the head of a 3 hour old character that requires them to recognize the weapon being used against them and to then learn the damage type done by said weapon (or equally likely them being shown or googling the rat damage chart).


Not sure I agree. In fact, that's exactly what I would call "dumbing down." Pilots, regardless of age or experience, benefit from doing the research and figuring out the right combination of weapons and modules to facing each foe. Having the client figure this out for them, in my opinion, removes the sense of effort and encourages complacent reliance on the system to do the work for them. There's a line between it being too automatic and simple and being so where it makes sense and this, as little as it sounds, is a little too much I feel.

Just my take on it anyways. It wouldn't be the death of Eve if it were implemented nor would it ruin the experience that much, I just think it's a step in the wrong direction nonetheless and the fact that you have to put forth some effort to maximizing your ship's efficiency based on your adversary is worth keeping such information obscure like it is.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Shallanna Yassavi
qwertz corp
#13 - 2016-11-04 07:23:55 UTC
The missiles give hints too. Scourge thuds, and Mjolnir is sparkly. Nova and Inferno sound and look pretty close.

At the end of the day, unless you have one of those capship flex hardeners, it doesn't matter this flight, only next one. You can't manually recalibrate against this or that damage type in space. The closest you can get is to turn your Reactive Armor Hardener off and back on if you've got incoming damage it's not tuned for.

A signature :o

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#14 - 2016-11-04 08:44:11 UTC
You can change what shows up on the damage or scrolling messages somewhat. Go into your "logs and messages" in your Eve menu area and fiddle with what shows up.

This gives you a LOT of information if you want to clutter up your scrolling messages a bit as to who, what, and for how much you got hit for. But a dps break down IS a bit much.

The other thing like Shallanna posted are VISUAL clues based on what it looks like to be hit or if you look at the ship itself you can see and visually figure out what weapons they have fitted thanks to CCPs awesome art departments work there.Blink

Information is handy, knowledge is power and wisdom is knowing a tomato is a fruit but not to put it into a fruit salad.Big smile

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Solonius Rex
Federal Navy Academy
Gallente Federation
#15 - 2016-11-05 04:20:17 UTC
Iferie wrote:
I would disagree that simply adding a few words to the combat log is 'dumbing down' the mechanics. Everyone was a noob once and I'm certain that most players remember the moment someone linked or showed them the rat damage type done/ vulnerable too chart or list. The Eureka moment when finally the concept of damage types to tank against and which to do gelled.

Adding a few words to the end of each entry 'does mostly kinetic' or 'does a mix of EM and Thermal' would make it much more transparent for new players as to what kind of damage they should be tanking against. The skill involved in fit and counter fit PvP, piloting, or the mechanics of forging an industrial monopoly loses little by skipping the step in the head of a 3 hour old character that requires them to recognize the weapon being used against them and to then learn the damage type done by said weapon (or equally likely them being shown or googling the rat damage chart).


There are a myriad of things that noobs are very terrible at, which require a certain level of self-discovery.

And I doubt that a 3-hour old character would be placed in a situation where knowing which damage is incoming, would drastically help him survive.

This reminds me of when i bought Legend of Zelda, ocarina of time for my nintendo 3DS. I played the original on my N64 when i was 10 years old, and i didnt buy any books or magazines to help me, and this was before the Internet was in widespread use by children. I did everything by myself, found out everything by myself, etc etc. And then, when i played the 3DS version, i realized they put in these stones where you crawl into, and help you out on how to solve puzzles.

When I first played EVE, the first thing that caught my attention was the damage types on my weapons. I thought to myself, why does it say my blasters do Therm/kin damage? And then in 2 seconds i realized that my sheilds have different resists on the fitting screen, and i put the two together. Self-discovery, its a staple in EVE, and i think it helps contribute a certain level of mature, level-headed players.

You can agree or disagree as to whether its a good idea to add the damage type, but you have to admit, it is "dumbing down" eve.




Also, if you were in incursions, since sansha incursion rats deal omni-damage, what would that entail? "Does a mix of EM, Thermal, kinetic and explosive damage"? Every time you take damage? That would clutter up your display, very quickly.
Quintessen
The Scope
Gallente Federation
#16 - 2016-11-06 07:04:37 UTC
This is one of those things that I've been wanting for a long time. The information is available -- just not via the game itself. I know some people are talking about the subtle clues of sparkle effects, but that's not a really reliable way to communicate information. If this were an actual ship the sound of the blasts hitting the hull would differ and there would be all sorts of clues.

No one has said the game should tell you this specific ship is going to do this kind of damage -- though that's not a crazy idea. I would love to see scanners give you a profile of the ship -- something nice and visual and not just a dump of modules. At this futuristic technology level, calculating the physical effects of incoming damage should be possible.

As for reporting it in the log, you could have icons next to the damage. The primary type of damage would have a full-opacity icon. Other damage types would be next to it partially transparent. If damage is omni-damage a special icon could be used or all four could be present.

Even beyond that, it would be nice to see a summary of incoming damage and the effect of mitigation. Four simple, small bar graphs could handle that duty.

I am glad that CCP has finally come around to the idea that information should be present in the game itself. For one, there's a ton of old, out-of-date information out there. Client information is just about guaranteed to be accurate since the game is calculating them from raw data.

My frustration comes from, what feels like, a confusion over what constitutes skill. The ability to lookup something on a third-party website isn't skill. Nor is copy/pasting content into a third-party program to determine if the loot is worth it. Is skill the ability to process information and formulate strategy? Or is skill the ability to google something? I can tell you I, personally, don't feel skilled when looking stuff up. It's a rote activity. It's busy work. And I think CCP can do better.
Solonius Rex
Federal Navy Academy
Gallente Federation
#17 - 2016-11-06 10:00:04 UTC
Quintessen wrote:
This is one of those things that I've been wanting for a long time. The information is available -- just not via the game itself. I know some people are talking about the subtle clues of sparkle effects, but that's not a really reliable way to communicate information. If this were an actual ship the sound of the blasts hitting the hull would differ and there would be all sorts of clues.


You say that the "Sound of the blasts hitting the hull would" be all sorts of clues, but that doesnt differ very drastically from the visual effects giving off clues either. You say that its not a reliable way to communicate information, but neither is Sound effects to some people.

Quote:

No one has said the game should tell you this specific ship is going to do this kind of damage -- though that's not a crazy idea. I would love to see scanners give you a profile of the ship -- something nice and visual and not just a dump of modules. At this futuristic technology level, calculating the physical effects of incoming damage should be possible.


Again, no, this wouldnt work, because skill level differentiates damage amount.
Quote:


My frustration comes from, what feels like, a confusion over what constitutes skill. The ability to lookup something on a third-party website isn't skill. Nor is copy/pasting content into a third-party program to determine if the loot is worth it. Is skill the ability to process information and formulate strategy? Or is skill the ability to google something? I can tell you I, personally, don't feel skilled when looking stuff up. It's a rote activity. It's busy work. And I think CCP can do better.


What were talking about here is effort, and effort is a part of skill. It certainly is busy work, and thats the point. Those who put the effort into learning the game, reap the rewards.

The problem here is that you wont feel skilled either way, whether you look up the information or whether it is being displayed to you infront of your eyes. The only difference here is the effort. How much effort are you willing to put into in order to be better than someone else?
Quintessen
The Scope
Gallente Federation
#18 - 2016-11-07 07:14:25 UTC
Solonius Rex wrote:
You say that the "Sound of the blasts hitting the hull would" be all sorts of clues, but that doesn't differ very drastically from the visual effects giving off clues either. You say that its not a reliable way to communicate information, but neither is Sound effects to some people.


It's also not an actual ship. Visuals tell you you're being hit with a rail gun. Not that rail guns do thermal damage.

Quote:
Again, no, this wouldn't work, because skill level differentiates damage amount.


Not sure what you mean here. And damage proportion doesn't change with skill level except in drones maybe. Everything else is the same.

Quote:
What were talking about here is effort, and effort is a part of skill. It certainly is busy work, and that's the point. Those who put the effort into learning the game, reap the rewards.

The problem here is that you wont feel skilled either way, whether you look up the information or whether it is being displayed to you in front of your eyes. The only difference here is the effort. How much effort are you willing to put into in order to be better than someone else?


If the information is available in the game you save the hassle of looking it up. The information is still available either way. But in game it can be presented in real-time and let people learn that way rather than reward players for not playing the game. It's a pretty dumb idea to force players to spend a lot of time outside your game for basic activities. CCP would be saying, "hey, reading about our game is more fun than actually playing". And I think we know how far that's gotten them.

But I think you've nailed on why people object. They had to do it so other people should have to do it too. But that's what kills any activity, including games. The game can't improve or become less cryptic because the people who wasted time on the shittier parts will be upset? It's a recipe for never improving, which, for a long time, is what we had.
Solonius Rex
Federal Navy Academy
Gallente Federation
#19 - 2016-11-07 12:46:33 UTC
Quintessen wrote:


It's also not an actual ship. Visuals tell you you're being hit with a rail gun. Not that rail guns do thermal damage.


If you don't know what youre looking for, then neither the sound(which you claimed was a clue as to what damage type was being applied), nor the indication of the damage type would matter. In the end, you need to know what youre looking for in order to understand what damage type is being applied.

If I had no idea what thermal or kinetic damage had on the impact of my fittings, why would it matter whether or not it showed up on my screen? Either way, I need to learn, ask and understand what the significance is.

Quote:


Not sure what you mean here. And damage proportion doesn't change with skill level except in drones maybe. Everything else is the same.


I'm responding to your specific claim about "calculating the physical effects of incoming damage should be possible." I thought you meant the amount of damage, because scanners do give you which ammo they have in their cargohold, and therefore already tell you which type of damage they would do.

Quote:


If the information is available in the game you save the hassle of looking it up. The information is still available either way. But in game it can be presented in real-time and let people learn that way rather than reward players for not playing the game. It's a pretty dumb idea to force players to spend a lot of time outside your game for basic activities. CCP would be saying, "hey, reading about our game is more fun than actually playing". And I think we know how far that's gotten them.


Except that this is something that is already a necessity if you want to get to a certain level in EVE. And this isn't even specific to EVE either.

How many World of Warcraft websites are out there, that list and discuss the most efficient methods of killing Raid Bosses? How many YouTube vids?

The information is outside the game, and yet no one complains to Blizzard that there should be an in-game text script on how to kill the raid boss. No one thinks its "pretty dumb" to have to go search the internet on these sorts of things.

If you don't care about getting good, if you don't care about running level 3-4 missions and Pvping, where damage types actually matter, then theres no reason for you to care about damage types.

But if you want to get better, if you want to reach a higher level of gameplay, then yeah, you gotta put some effort into it.

Quote:

But I think you've nailed on why people object. They had to do it so other people should have to do it too. But that's what kills any activity, including games. The game can't improve or become less cryptic because the people who wasted time on the shittier parts will be upset? It's a recipe for never improving, which, for a long time, is what we had.


Well, no. What people are objecting to, is that there is less need of a challenge. You are dumbing this game down. And this is the problem.

Too often, people think that making games easier, somehow makes it better. That having a lower difficulty and making it more accessible to even the mentally handicapped is somehow a good thing.

You call it a dumb idea. And yet its the opposite. You are asking for the game to be dumbed down. But I ask you. What good is a game without challenge? What good is accomplishment without effort?
Quintessen
The Scope
Gallente Federation
#20 - 2016-11-07 15:39:40 UTC
Solonius Rex wrote:
If you don't know what youre looking for, then neither the sound(which you claimed was a clue as to what damage type was being applied), nor the indication of the damage type would matter. In the end, you need to know what youre looking for in order to understand what damage type is being applied.

If I had no idea what thermal or kinetic damage had on the impact of my fittings, why would it matter whether or not it showed up on my screen? Either way, I need to learn, ask and understand what the significance is.


You misunderstand me. When talking about sound, I was imagining a real ship in space. I was imagining that different weapons would make different types of sounds on the hull. It has nothing to do with the sounds made in game.

Quote:
I'm responding to your specific claim about "calculating the physical effects of incoming damage should be possible." I thought you meant the amount of damage, because scanners do give you which ammo they have in their cargohold, and therefore already tell you which type of damage they would do.


Yeah, but the presentation could use way more flair. Also that's an area where I would like different levels of detail depending on equipment. Some basic scanning equipment should at least tell you, "hey, they got weapons". Just to make it more sci fi-y.

Quote:
Except that this is something that is already a necessity if you want to get to a certain level in EVE. And this isn't even specific to EVE either.

How many World of Warcraft websites are out there, that list and discuss the most efficient methods of killing Raid Bosses? How many YouTube vids?

The information is outside the game, and yet no one complains to Blizzard that there should be an in-game text script on how to kill the raid boss. No one thinks its "pretty dumb" to have to go search the internet on these sorts of things.

If you don't care about getting good, if you don't care about running level 3-4 missions and Pvping, where damage types actually matter, then theres no reason for you to care about damage types.

But if you want to get better, if you want to reach a higher level of gameplay, then yeah, you gotta put some effort into it.


There are lots out there, but they cover strategy and builds, which I'm fine with. I've never complained about the presence of battle clinic or general strategy guides. What I'm complaining about is the missing information in game. EVE is one of the few games out there that seems to make an effort to not tell you what's going on. The visual effects are often subtle, especially zoomed out. It might be nice if your targets not only told you what affects were being applied by you on them, but what beneficial effects were on them as well.

And I'm not disputing the need to put effort into something to get better. I'm disputing the need for EVE to make some information only available out-of-game. What other game is so obtuse about even the basics of doing and receiving damage? Even in the new NPE they still don't go into what transversal is and how it affects your damage. Would it be so hard (or bad) for EVE to tell you the percentage likelihood to hit or even color-code it? Is there a reason that EVE, set in a super scifi world gives you some of the least information when it comes to making decisions? CCP can do better and make the game more about thinking and less about remembering.

Quote:
Well, no. What people are objecting to, is that there is less need of a challenge. You are dumbing this game down. And this is the problem.

Too often, people think that making games easier, somehow makes it better. That having a lower difficulty and making it more accessible to even the mentally handicapped is somehow a good thing.

You call it a dumb idea. And yet its the opposite. You are asking for the game to be dumbed down. But I ask you. What good is a game without challenge? What good is accomplishment without effort?


The argument that people are asking for the game to be dumbed down is a nice straw-man, but it's not what's happening. People are asking the game to change to be less dumb. The game you're asking for is one where more time is spent looking at the instruction book than actually playing the game. And I've played my fair share of games and the ones that were more enjoyable were the ones that didn't require living in the book (D&D 3e grappling rules, I'm looking at you). You may want a game that has a huge rote memorization component -- I don't. And It's not dumbing down the game. It's making it a better one.
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