Quote:
Originally Posted by Lothic
Yeah pretty much every time someone suggests adding a "Kryptonite" concept to this game the pure MMO players come out of the woodwork claiming the idea that anyone would ever want to willing gimp themselves is borderline insane. Most people who play MMOs are always trying to do anything they can to min/max their characters into god-like Tankmages. The fact that a cornerstone of the comic book genre rests on the concepts of "vulnerabilities" seem to be totally lost on them. 
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The internet... its like a magical wonderland where anything can happen. And then get pooped on.
Quote:
Originally Posted by Lothic
I would never advocate a system of Disadvantages for this game ever be FORCED onto people. This kind of thing should always be 100% OPTIONAL. This is why the void/quant Kheldian thing is generally hated by most people. The Devs tried to introduce a Kryptonite-like weakness on them but they effectively forced everyone to have to deal with it instead of making something like that be optional.
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Exactly. My idea isn't to gimp everyone, but to provide invention enhancements that allow players to gimp themselves up front with slightly better rewards later in the set bonuses than normally are given.
Also plenty of people have mentioned in this thread the idea that many AT/Powerset combos already have built-in vulnerabilities (i.e. stone/fire tanks have serious problems versus psi damage). That's all fine and well. But when people like Next_Player suggest Disadvantage systems they are usually asking for optional choices to allow them to CHOOSE which things they are going to be vulnerable to, not just let the game decide that for them.
Quote:
Originally Posted by Lothic
I've never really understood why people typically overreact to this suggestion. It's a suggestion for an OPTIONAL QoL improvement, not something that's going to be forced on you if you don't want to challenge yourself. This suggestion goes beyond just a new tool for RP expression - many people (including yours truly) consider this game to generally be very easy to play. Much like the introduction of the Mission Difficulty settings I wouldn't mind challenging myself even further with new optional ways to make things harder. Once again if you're the type of person who'd want to keep playing on "easy mode" with no Disadvantages you'd certainly be able to keep doing that. YMMV.
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People overreact to everything that doesn't offer pure benefit and win to them. And even in such cases, some still overreact and complain.
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Originally Posted by Samuel_Tow
Round 2
FIGHT!
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Nice attitude. I wish I knew what your kryptonite was... I'd have brought some with me.
Quote:
Originally Posted by Samuel_Tow
I will always be against system of disadvantages and associated advantage. That's the kind of micromanagement of character builds I do not want. Don't have to use it? Well, we "don't have to use" Inventions, and you tell me how well that's worked out for you. Every time you put a tangible, obtainable benefit in the game, you put people in the no-win situation of either pursuing it against their will, or ignoring it and feeling like they're gimping themselves, which is the complete opposite of what you're suggesting.
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How has that worked for me? Pretty much fine so far. I have a level 50 controller with
a purple set and a couple other partial sets, and the rest are all basic IOs. And it doesn't hurt my gameplay at all. I also have a level 50 tanker who I wish had a little more recovery bonus, but I'm not overly concerned about it. I have exactly one special invention enhancement (the Gausian's chance of Build Up slotted in Invincibility, wheeee!) and I have have fun regardless. Actually, I end up trying to get more out of enhancements on my lower level characters... because they need the help. :P So, as far as I've experienced the game, if there's an obtainable benefit in the game, its up to you if you think you need it --and if there's suddenly new obtainable benefits that come with a disadvantage tacked on to it, I don't see how that would force anyone to choose it over the already established benefits of the existing IO enhancements.
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Originally Posted by Samuel_Tow
Once min-maxing figures out exactly what's a good disadvantage to have and which advantage gives the most benefits, you essentially just move the bottom line. For instance, can I be weak to ice, please? Because I happen to know that almost nothing in the game does strong Ice damage.
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Well, I specifically didn't want to get into numbers because I know no matter what I say, someone will find a better example to counter an argument. But the devs, knowing the game far better than we the players do, could take into account probabilities of certain damage types and which cause more damage and so on and adjust the penalties and benefits accordingly. So a set giving vulnerability to ice might offer less tangible reward later in the set bonuses than a set which gives vulnerability to fire which can be found in abundance and usually does more damage than ice.
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Originally Posted by Dechs Kaison
Implementing this system outside of the armor sets we already have leads to the system being gamed for min/max potential, and there's already enough of that out there. We don't need any more of that.
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Well, that's certainly an opinion. It doesn't mean you are right, though.
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Originally Posted by Dechs Kaison
You want a tank with weaknesses? Ignoring the fact that Invulnerability has a kryptonite in the form of psi, Ice Armor in the form of fire, and Fiery Aura in the form of cold (et cetra), I have an idea for you.
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Right, so all invulnerability tankers are essentially vulnerable to psi damage... which doesn't actually make it a "kryptonite" since everyone has the same limitation. I mean, if kryptonite affected Captain Marvel, Atom Smasher, and Cyborg the same way, then I could see your point.
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Originally Posted by Dechs Kaison
Don't take the power that grants protection from your weakness. Solved!
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Okay, sure. Now how does that make my ice blaster weaker against fire? Everyone's argument against seems to based on the melee protection sets. But you don't have to be Superman to have a weakness.
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Originally Posted by Dechs Kaison
Oh, but you wanted a benefit to having a kryptonite? Sorry. Doesn't make sense, seeing above named powersets with kryptonite already have the opposed element strength. You do get a benefit, though. Since you skipped taking a power, that's one more other power you could have! See? Benefits.
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I'm
suggesting a benefit to go along with a voluntarily chosen limitation. Again, your example
only works with the melee protection sets. Characters of a non-melee AT have no such choice. Thanks for trying, move along please.
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Originally Posted by BenRGamer
Personally, if they did do the advantage/disadvantage thing, it could easily be balanced in a similar manner to some PnP systems on some games I've played.
Have each disadvantage give you a number of points, and each advantage cost some.
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See, that's just added extra effort to devise and implement a whole new system. That's why I recommended it as a new line of IO enhancements using the set bonus system. Its an established system that already works.
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Originally Posted by BenRGamer
You want to take Ice Res Debuff to get that big shiny advantage because there aren't many Ice Enemies? Well, too bad. Ice -Res Debuff isn't worth as many points because of that, so you've gotta take something else, too!
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Yeah, as I said before, my OP was just generalizations to get the idea out there. I didn't say specifically that I wanted to be weak to ice to get some benefit... however, some people may want to. And any numbers I may offer as suggestions are
just to illustrate a point, not what I think is appropriate benefit/penalty balance. Clearly, someone more knowledgeable than I --or you for that matter-- (namely the devs) should make decisions about how much reward a given penalty is worth, and just how much penalty should be allowed.
Quote:
Originally Posted by Dechs Kaison
For what it's worth, his stance is that seeing as it is a optional, minimal interest QoL thing that would require substantial coding work, it is hardly worth the development time required.
It's a stance I cannot argue with.
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Substantial coding work is the whole reason I suggested the idea as a new line of invention enhancements. It would only require use of an established part of the game. And any benefits gained from taking any penalties would not be in addition to set bonuses, they would just be taking the place of other set bonuses you could choose from. I thought it a simple and elegant solution.
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Originally Posted by BenRGamer
Stop dodging the question.
Less than 'some' people would use this, I'd say 3-5% max, there's no incentive to use it.
Heck, there's incentive not to use it as it makes the game harder for no reward.
I'd rather the devs work on something we all enjoy rather than just a small benefit to 3-5% of the population, thank you very much.
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I'm actually in agreement that penalty for no added bonus would actually be used by very few. The game has always revolved around the risk vs. reward principle, so if you increase risk then you should get some sort of reward. How much risk and reward would be up to the devs to decide.
[QUOTE=newchemicals;3275178]If you want kryptonite just play a blaster and don't slot your attacks. Set mission to +4x8 and fight malta or KoA.
That's not kryptonite, that's insanity. You fail.
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Originally Posted by newchemicals
Kryptonite wouldn't work because people would just pick an AE fa...er mission and avoid their weaknesses. There would have to be enough gain to make it worth it to people and all we would get later on is whiny threads about how people avoid their weakness and use whatever bonus they get to mow stuff down faster.
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You know, anything (that isn't a farm) that gets players to actually use AE is a good thing, in my opinion. As for avoiding weaknesses, who says anyone needs AE for that. I avoid Malta because I hate sappers. I know people that refuse missions with Carnies. I'm sure most people try to avoid something in the game. But while some damage types (ice or psi, for example) are easier, others types are more prolific and can be found in a wide variety of enemy groups.
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Originally Posted by Knight Jolt
The occasional mapserver issue is all the kryptonite I need.
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I hear you. However, that's not a character hindrance... that's a player hindrance. Its not the same thing. But if you don't like enhancement sets that give a penalty in addition to benefits, no one would force you to take them.
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Originally Posted by Rodion
I've played table-top RPGs for years, where disadvantages are common. Given that experience, I think your idea would probably backfire.
Disadvantages work fine in the comics where a writer gets to choose what happens and in table-top RPGs where a human GM likewise chooses the story and adjudicates all the action. Story and role-playing based considerations will always trump the numbers when push comes to shove in comics and TTRPGs.
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That's all well and good when you deal with something as specific as Superman's kryptonite, but as no one is 100% immune to any damage type in the game, it doesn't really compare to comic book storytelling.
Quote:
Originally Posted by Rodion
In a computer-based game there is no writer or GM to moderate the use of disadvantages. That means players will just min/max their characters to do away with the limitations while retaining any positive effects bestowed by the disadvantage. We see this already with the existing powersets, most of which already have inherent disadvantages of the sort disadvantages would impose.
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Moderation is already possible within the enhancement system. You can only gain a given bonus up to 5 times, and you're assuming that limitations can be min/maxed away without actually seeing any hard numbers. So based on that, I could just as easily say its impossible to min/max away the penalty regardless that I don't have any numbers to back it up. When we both actually see numbers,
THEN we can see which of us is actually right.
Quote:
Originally Posted by Rodion
The most common one is knockback: every non-melee character (and some with melee powersets like Fire and Dark) has no inherent KB protection. As soon as I can, I get a -KB IO or slot Kinetic Crash. Getting knocked around constantly does not add to my character's personality or backstory, it just gets me killed. I doubt I'm the only who does this, and I'd guess that you also do it.
Because the game is so flexible and has so many ways of getting around our character's limitations, it's most likely that giving us some advantage for some disadvantage would be just another way to min/max the character to the utmost. With Incarnate slots coming out the opportunities for eliminating the negative effects of disadvantages will only grow.
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Penalties don't go away because you've accrued more bonuses. It just means your benefit in the area where your penalties are could have been higher. And again, unless we actually see a system implemented and actual numbers are given, any supposition of how min/maxing will be affected are just that: supposition. Anyway, right now we
already have a system of benefits only. I fail to see how adding more enhancement sets (which they'll do anyway with or without my weakness suggestion), will make worse what's already in place. Its not like I'm trying to suggest "Hey, let us take a -10% ice resistance in exchange for making us invulnerable to everything else."
Quote:
Originally Posted by Rodion
That means disadvantages would probably have the opposite of the effect you intend: characters taking them would become more powerful in one aspect, while eliminating the weakness the disadvantage is supposed to impose.
In the end, disadvantages that provide benefits would wind up being another source of exploits and would only result in a great deal of rancor as the devs closed those exploits.
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MMO players... exploiting EVERYTHING since... EVER.