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  • Re: Fixing Sync Kills

    (Quote) Engaging and re-engaging take time, so I am not sure how this would be an issue. Even if it were (which I do not see) a debuff could be applied on all disengaging to keep mechanics the same s… (View Post)
  • Re: Fixing Sync Kills

    (Quote) Pure aesthetic and immersion. A game consists of two elements: 1.) A set of rules/mechanics to "win" 2.) An atmosphere/story/aestetic/visuals in which these mechanics are set. Witho… (View Post)
  • Re: Fixing Sync Kills

    (Quote) Maybe I do not understand what you mean by "balance" then. All the suggestions for implementing sync kills include a solution for balance. Likewise issued you raised were addressed … (View Post)
  • Re: Fixing Sync Kills

    (Quote) Forgive me, I am having a hard time understanding your argument. Its seems to go like the following (correct me if I am wrong): 1.) Sync kills imbalances gameplay mechanics unless balance cha… (View Post)
  • Re: Fixing Sync Kills

    (Quote) I have to respectfully disagree here. Also, most games have to balance around aesthetic. Indeed, to add 3D environments in a game, a HUGE amount of balancing has to be changed from say a 2D g… (View Post)