Most rational people put the burden of proof on the person who claims someone DID something, as you can actually prove a positive...whereas proving a negative is tantamount to futility.
If you're going to hold people to a standard, you get held to it as well...that's all I'm saying. You can, however, feel free to imagine my with my finger in a feline rectum to your heart's content if it floats your boat. I won't interfere with your fantasies.
I don't need every statement proven. And really I don't even need the one quoted proven, since nearly all statements of never or always are untrue I can be pretty confident that this one is as well.
Proving a negative is possible. There are many cases where someone had to prove that someone else FAILED to do something.
Feel free to hold me to the standard that I hold others to, I would expect nothing else. All this talk of cat rears reminds me of a story that my vet tech friend told me.. Butt it will have to wait for another time.
You appear to have misconstrued the full meaning of the truism you are quoting here. You're also setting mental traps for yourself with your dismissal of the "nearly all" as including provision for some of them actually being truth.I don't need every statement proven. And really I don't even need the one quoted proven, since nearly all statements of never or always are untrue I can be pretty confident that this one is as well.
Proving that someone failed to do something when there is evidence to support such a claim is proving a positive. It is proving some isolated event did or did not occur at a specific interval of time that would have a specific and measurable result. These are the ways in which such is proven. (ie: "You did NOT pick me up from the airport, because I am still here!" )Proving a negative is possible. There are many cases where someone had to prove that someone else FAILED to do something.
The defining characteristic of whether you are proving a "positive" or a "negative" is whether the claim is regarding an event or item which can or does present evidence of it's existence or occurrence. It's not whether you are trying to prove an action or an inaction. Essentially, "proving a negative" is the attempt to prove something which cannot, by it's nature, be proven, but rather can only be potentially disproved by logical processes. In these cases, failure to disprove is not proof of the claim, so it is said to be unable to be proven.
Assuming something occurred, which would leave no observable effect simply because one cannot prove that it never occurred; or that someone did something in the past which would not leave an observable effect, simply because they cannot prove they never did it is an error in reasoning. (ie: "You must have stuck your finger in a cat's anus before because you cannot prove you have not")
Read more here: http://en.wikipedia.org/wiki/Russell%27s_teapot
or here: http://en.wikipedia.org/wiki/Argument_from_ignorance
There is a reason that most rational courts of law place the burden of proof on the prosecution/complainant.
I would greatly love to hear this story, feel free to message it to meFeel free to hold me to the standard that I hold others to, I would expect nothing else. All this talk of cat rears reminds me of a story that my vet tech friend told me.. Butt it will have to wait for another time.
If spell points can be "healed" (doesn't matter if you do it yourself as long as the mechanic exists) the door is open for spell points to be hurt, just like the health bar. A timer may put an pebble in the cogwheels for how fast you can regain your spell points but it will also likely limit the amount that spell points is deemed to be fair to be hurt/drained.
Yeah, Dream Reavers and Arcane Oozes. They can strip SP fast, especially the oozes. Nasty suckers. And they do HP damage on top of it.
So...spell point damage has been here for a good while.
Last edited by fmalfeas; 11-20-2012 at 06:10 AM.
Potions are not the problem, but the AI in this game is. If mobs can't be kited as easily as now, we wouldn't have this discussion about potions. The bad AI of mobs gives casters too much of an edge over other classes. Casters take less damage due to being out of range and mobs unable to land attacks consistently. If mobs manage to hit a walking target for approximately 90% of the time, the game would automatically be more balanced.
The question is if it's a desirable mechanic, is the game improved if more of it is added? When the raid was released many players sounded like they we're none to happy about it, but it's hard to judge the player base from the forums.
What do you think Turbine is going to do, listen to a few whiners that don't know how to play their own game and keep out of other's games or keep on making money off of pots. Pretty sure those pots have paid for a great portion of the updates, kid's college tuition... the fact that the game is 6 years old and still going...
Fair enough, it probably wasn't their motivation, but I agree with many who have commented that it is a bad design. That being said, I haven't done the raid yet (no LFMs for it the couple of times I had the time, and I'm not going to form a group for a raid I've never done).
The point of the spell point drain example was that maybe people can't play as isolated in an mmo as many suggest (in this thread). If players have 100% fortification, mobs will get a way to bypass it, if players have to easy a way to keep their spell points a non issue, enemies will get a way to drain them most likely. I'm not saying we're there and that spell points is a non issue, but that how players play the game has effects outside of your play group, you can't just ignore the whole player base of an mmo, you will have to adapt to the changes their play style brings (like dungeon alert for example).
Honestly I don't think that spell potions is such a huge part of Turbines economy as people in this thread make it out to be (but since we're all just guessing any of us could be right).
If they choose to pike the quest, that is far more disrupting than quaffing pots but you won't see me coming to the forums to ban piking. I don't make a forum thread "It's high time we make toons explode that sit at the entrance for too long". No, there are things in place to deal with players that play differently than we would like.
Once again, this is not a PvP game. Someone works 40-50 hours a week or more wants to quaff some pots to kill epic Crateos solo or what have you, let em be. No one is up in arms when the melee toon goes in there spamming heal scrolls.
It was just an remark regarding that it seems like it's a very touchy issue. Maybe it has already been discussed to death in the past and that is why, wouldn't know about that.
It also seems to me like people see this to much in terms of absolutes, just because a potion has a timer it doesn't mean it's sudenly worthless. Players will still buy them and most will likely not even think about it. (This would of course depend on the timers lenght).
The timer will not necessarily affect those who have learned spell point management and will by default teach those who aren't. But the other possible scenario of unintended consequences is that we might see less divines or casters, because let's face it, as much as I love playing a wizard, I have defaulted more and more to a self healing melee style because there is no cost at all. Besides the occasional raid timer bypass or armor kit, I really don't have to spend anything for it.
So, you think that spell cooldows for "tearing the world apart" don't screw a caster play?. I actually don't get it, Casters are limited by the fact that their spells have timers and eventually ran out. Melees can just whack away forever, until their red bars goes black, while casters get depleated by every metafeat they get (plus the lack of materials if you forgot to check and restack), plus their red bars aren't the highest (d4 d6 d8)
I don't think they should put timers, each player has to try to manage it's own pot usage, SP, CW, SFP, whatever. No one can tell others when or when not to use an item they've gotten, paid or not paid. If a player wants to chug 10000 pots and buy more cause he feels that's the only way he'll win, then someone should teach him another way, but forcing them by putting timers, sorry but i think it's silly. You're not helping them learn, plus you're taking away money from turbine (which i don't think they'll like).
Last edited by illusion28; 11-20-2012 at 01:41 PM.
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