Free-form power selection suggestion
The Devs say No.
The majority of players who actually have half a clue about how the system works and don't want to see the game filled with One-Shot-Win characters say No.
Arcanaville says No.
You're on the same line as those trying to get common sense out of Golden Girl.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Just to pipe in here. I both like and dislike the idea.
Here is my suggestion: Allow power customization within a theme, but for epic power pools only.
Now, epic power pools already give characters powers that are outside of their normal sphere of expertise, and by theming them, you still limit what they can choose.
An example would be:
Electricity Mastery
41 - Electric Fence, Charged Bolts, Charged Armor, Thunder Strike
44 - Jacob's Ladder, Shocking Bolt, Lightning Field, Lightning Bolt, Ball Lightning
47 - Power Sink, Voltaic Sentinel, Chain Induction, Gremlins
Another example could be
Mu Mastery
41 - Mu Lightning, Charged Armor, Electrifying Fences, Power Sink, Static Discharge, Mu Bolts
44 - Conserve Power, Ball Lightning, Thunder Strike, Surge of Power
47 - Summon Striker, Summon Guardian, Electric Shackles, Summon Adept.
To prevent abuse, you limit it so that a character cannot take a power he already has the equivalent of. (IE. A blaster can't take Charged Bolts, but could take Charged Armor).
This would allow, say, and Electric Blaster the ability to choose Gremlins, where he would normally not have access to it, but an Electric Brute can still get Ball Lightning if he wanted.
Doing it here, would not break the game, and by limiting it to theme (Electricity, Fire, Energy, Weapon, Mu, Leviathan), you are still creating a balance.
Instead of a true free-form, make the epic power pools a larger selection of choices that fit within a particular theme.
As an afterthought: This could also be done with Power Pools. Making more power options. Power pool powers are generally inferior to Primary/Secondary powers (Note: I said Generally). So adding three more sub-par melee attacks to Boxing, or a few more Sub-par interruptable healing powers to Medicine could help one flesh out a character WITHOUT breaking the game.
Why discuss something that's not worth doing? Personally that sounds like just a lot of hot air, and a waste of everyone's time.
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One can argue both the pros and cons of an idea. I do not have to just argue the benefits of the freeform system and feel that it must be placed into the game and those who disagree are just reactionary. Nor do I just need to discuss just the negatives and say the idea could never be workable and insult those who desire change. Just because I like the current system, doesn't mean I would not like a new system. Just because a new system has real benefits, doesn't mean the drawbacks are worth those benefits.
Finally, whose time am I wasting? We are on a discussion forum about a game. Specifically we are in the Suggestion forum in a topic whose sole purpose is to discuss the idea of potential freeform character creation. So I discuss the concept of freeform character creation and advancement systems. But I am somehow wrong because I do not clearly park myself in one camp or the other and instead discuss the idea neutrally?
For every example that's been given for what some folks would "like to be able to do", I would think that creating new epic sets could possibly cover their needs or even new combo power sets.
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IF you wanted to go that direction, free-form, I believe you'd have more dissension then even the i13 PvP changes created. It may, in some peoples minds, create added value, but as you pointed out this would create a higher level of complexity. A level of complexity that I think the average player would balk at.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Ohhh I know the devs are capable of creating such a system.
do I think they can AND still do everything else we want them to do?
NO, so I'd rather they focus on stuff that can update the game rather than having no updates for nearly a year.
That's the deal breaker with this.
Everything they are working on is higher priority than a pie in the sky free form system that may not work or be balance-able.
If they ever do pursue this (other than in an AT which would be easier) I'd prefer they do it in the year 2043.
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Ohhh I know the devs are capable of creating such a system.
do I think they can AND still do everything else we want them to do? NO, so I'd rather they focus on stuff that can update the game rather than having no updates for nearly a year. |
The devs would have to spend time doing it is a pointless discussion, since it is out of our realm of knowledge. Most everything brought up in the suggestion forum will take Dev time to do; should we shutdown this section of the forums? Should we only suggest stuff that will take 30 man hours or less? What is the limit on Dev time where we are allowed to weigh the pros and cons of an idea outside of manhours to accomplish?
For the last time, I completely understand and acknowledge that time to implement is a huge negative against a freeform system. There is no more reason to discuss that point, because it was conceded in the VERY FIRST POST in this thread.
People who continue to bring it up like they are the only people to realize this baffle me.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
OK. You may be right. OTOH, it does seem plausible that they could put a team on the planning stages (code time is locked up for several months, but likely would not be needed on this idea for several months anyway), without much impact on regular releases. When I look at from a man hours PoV, I likely wouldn't even want a team working on it full-time, at least not at first. All that being said, why are we the players even bothering to discuss the labor aspect? So many cases where players think something is plausible turn out not to happen and very many cases where players said nothing would ever happen have come to fruition.
The devs would have to spend time doing it is a pointless discussion, since it is out of our realm of knowledge. Most everything brought up in the suggestion forum will take Dev time to do; should we shutdown this section of the forums? Should we only suggest stuff that will take 30 man hours or less? What is the limit on Dev time where we are allowed to weigh the pros and cons of an idea outside of manhours to accomplish? For the last time, I completely understand and acknowledge that time to implement is a huge negative against a freeform system. There is no more reason to discuss that point, because it was conceded in the VERY FIRST POST in this thread. People who continue to bring it up like they are the only people to realize this baffle me. |
I'm not saying that folks shouldn't suggest it. What I'm saying is if it's a choice between that and everything else or even 30% of everything else, I'd pass on a freeform system wholesale.
Just stated my preference as a player. We're allowed to do that here in the suggestion forums. Just making it clear to which dev is reading (if they are) that choosing to do this over power cust, FINALLY looking at pvp and bases, and anything else, I'd pass on a freeform system.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
I did not think you were capable of providing anything beyond negativity, inanity, and drool, but I figured I'd give you a chance. Since you have no apparent interest in the topic at hand, I look forward to your continued insults and lack of any relevant content.
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Also, for someone talking about 'insults', you might do well to heed your own advice and examine the quoted post? Also also, not automatically agreeing with a suggestion does not qualify as 'negativity and inanity'. Finally, there is no way for drool to be detected over the internet.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Dear god, don't be so dramatic about it...
I realize you probably don't remember when I've commented on this topic in the past but as a player of table-top games for over 30 years I'm quite well aware of the fact that it's the presence of a flexible -human- GM that makes most RPG systems work. If you read the obvious subtext (and Devil's Advocacy) of my post you would have realized that until MMOs can be run by HAL-like artificial intelligences that can adequately do what a human GM can do now the holy grail idea of a free-form power selection systems WILL NOT WORK. Maybe in another 30 or 40 years, when the tech to handle this arrives, this debate will be moot... |
That system has worked pretty well for 30 years because it prevents characters from being overpowered by balancing them with significant vulnerabilities. |
But mostly, the problem is that the points system is a little too simplified to make a balanced game as focused on the kinds of combat that MMOs have, even if you had a human GM in the driver's seat. Its not a good starting place to make an MMO powers system, and there isn't even anything interesting to learn from it except what not to do.
I can see adapting something like HERO for a single-player game in theory, with some guardrails. But not an MMO.
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You understand that if I'm the one designing the powers, and I have no obligation to explain my design to the devs I just have to submit it for review, the odds of me getting really interesting things in there that only I fully appreciate are incredibly high. For them to not specifically ban me from such submissions, the devs would themselves have to be incredibly high.
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But even still, I think many players would likely be able to figure out ways to utilize any powers and characters you would create.
I need to figure out how to find more monkeys to bang on keyboards so I can get another /Fire Manipulation made.
It is not up to him to find evidence. If you want to disprove someones statement, it falls on the disprovee to provide said evidence.
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The devs are working on creating a freeform system. We will likely see it released late 2012.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Hmm. Perhaps you went even a step further than I was thinking, which is nifty as well. When you say, "designing the powers", are you specifically referring to creating your own powers and not just mixing dev designed powers? I did say the whole shebang and when I speak of needing to use current animations and FX, I can see how that could also imply creating whole new powers, but I wasn't actually thinking of going that far. I just meant combining existing powers in new ways.
But even still, I think many players would likely be able to figure out ways to utilize any powers and characters you would create. |
Just giving me the ability to make my own powersets from existing powers - provided I could use powers from anywhere in the power database - would not be a good idea. I could give myself a broken brawl from somewhere with an interruptable attack animation, or a pair of powers that would leave me unrooted when used in sequence, or a power that is supposed to do smashing damage but actually does psionic damage. I could ask for powers with decimal point errors or improper combat modifier flags or all kinds of stuff. It would probably be safer to let Castle come back as a regular player and make his own powersets.
There are still dragons in the power databases, even among just player accessible powers. Far less than in the past, but still things that should be fixed, will eventually be fixed, but until then could cause all kinds of joy for someone who could leverage them.
And that doesn't count the fact that I, and probably other players even better than I, could use Mids to craft ingenious invention builds that require just the right set of powers, and then craft powersets with those. Without the rosetta stone of that build, you might never know why those powers were assembled in that specific fashion, and it might take a while to figure out. If I was going to do that, I wouldn't just submit one powerset suggestion: I would submit twenty, and nineteen would be innocuous. The twentieth would be the blockbuster, and it would be hidden in plain sight.
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In order to demonstrate how wrong the above assertion is I offer you the following statement.
The devs are working on creating a freeform system. We will likely see it released late 2012. |
How people know your statement is false.
1. You aren't an NCSoft employee so you have no idea what they are developing.
2. The devs have not given any type of indication that they were working on a drastic change in game mechanics.
3. There hasn't been a peep from marketing that something big like that was in the works.
Do you think it was just a coincidence that the same time they started working on the F2P business model that we also saw a strict crackdown and increased enforcement on discussions about other games? Especially the ones that were F2P.
The F2P clues were there and several people figured it out even tho the rest of us (myself included) tried to ignore them.
The part I was objecting to was the part where you said:
Quote:
But mostly, the problem is that the points system is a little too simplified to make a balanced game as focused on the kinds of combat that MMOs have, even if you had a human GM in the driver's seat. Its not a good starting place to make an MMO powers system, and there isn't even anything interesting to learn from it except what not to do. I can see adapting something like HERO for a single-player game in theory, with some guardrails. But not an MMO. |
If you had bothered to read the rest of my post you would have seen that I already accounted for the fact that even though the HERO system CAN in fact be an effective free-form gaming system you have to be willing to be mature enough to accept significant character disadvantages (apart from lactose intolerance and coulrophibia) as a major way the game balances its free-form nature. I think even you will have to agree with my conclusion that the typical MMO crowd would never be able to accept that. Again I'll cite the example of how vehemently everyone balked at Kheldians' vulnerability to quants/voids for proof of that.
Thus my main point, which apparently continues to elude you, is that even if you were to apply one of the most arguably successful free-form RPG systems that has ever been published to a MMO setting you STILL could not get a game that would actually work the way people want. To me a free-form powers selection system for a MMO is sort of like Communism - it sort of sounds like a good idea on paper but in practice the min/maxing ultimately never lets it work in real life. Even your renowned game theory skills couldn't mitigate the fundamental player desire to push a MMO's system to the breaking point. This is why a certain degree of class/AT structure will probably always be needed in MMOs, at least for the foreseeable future.
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Good judgment, on the part of the player and the (human) GM, cannot be assumed, automated, or enforced by software.
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In order to demonstrate how wrong the above assertion is I offer you the following statement.
The devs are working on creating a freeform system. We will likely see it released late 2012. |
This argument hath no ground to stand on, methinks.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The problem with only responding to PART of a person's post is that it makes you look like you don't have a solid handle on what you're talking about.
If you had bothered to read the rest of my post you would have seen that I already accounted for the fact that even though the HERO system CAN in fact be an effective free-form gaming system you have to be willing to be mature enough to accept significant character disadvantages (apart from lactose intolerance and coulrophibia) as a major way the game balances its free-form nature. I think even you will have to agree with my conclusion that the typical MMO crowd would never be able to accept that. Again I'll cite the example of how vehemently everyone balked at Kheldians' vulnerability to quants/voids for proof of that. Thus my main point, which apparently continues to elude you, is that even if you were to apply one of the most arguably successful free-form RPG systems that has ever been published to a MMO setting you STILL could not get a game that would actually work the way people want. To me a free-form powers selection system for a MMO is sort of like Communism - it sort of sounds like a good idea on paper but in practice the min/maxing ultimately never lets it work in real life. Even your renowned game theory skills couldn't mitigate the fundamental player desire to push a MMO's system to the breaking point. This is why a certain degree of class/AT structure will probably always be needed in MMOs, at least for the foreseeable future. |
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This is correct in 2011. But again for the sake of academic completeness I'm willing to accept this may change after the Technological Singularity arrives. Imagine how cool MMOs will be once the PvE can be as flexibly ruthless as PvP can be now. Maybe even free-form power systems on a MMO scale will be realistic at that point.
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That's not evidence. I see no quoted source or links. Something you were calling for only a page or so ago.
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Apparently, I do not need facts to support my statement. Someone told me, "if you want to disprove someones statement, it falls on the disprovee to provide said evidence."
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
This is correct in 2011. But again for the sake of academic completeness I'm willing to accept this may change after the Technological Singularity arrives. Imagine how cool MMOs will be once the PvE can be as flexibly ruthless as PvP can be now. Maybe even free-form power systems on a MMO scale will be realistic at that point.
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In other words, the very things that make PnP game frameworks successful might make them impossible to translate into MMO mechanical systems and vice versa simply due to the scale. Its more likely that with infinite technology PnP games can evolve directly into interactive custom simulations still focused on a small number of people, while MMOs evolve into more generalized simulations of large scale environments with less customized and more generalized physics.
Or to put it another way, it may be that the fundamental difference between PnP games and MMOs is not the human GM or the rules or the computer technology, its that in PnP games the players and the GM ultimately craft the experience in conjunction, whereas in an MMO because of the sheer number of players all of them submit to the will of a singular authority to dictate the experience. These are two logically incompatible experiences, driven by scale. An MMO played with PnP-like participation fragments into many small experiences rather than one consensus one. A PnP game played with MMO-like participation becomes too authoritarian within small groups. That's a difference in psychology not technology and may not be ultimately resolvable by technology.
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Or to put it another way, it may be that the fundamental difference between PnP games and MMOs is not the human GM or the rules or the computer technology, its that in PnP games the players and the GM ultimately craft the experience in conjunction, whereas in an MMO because of the sheer number of players all of them submit to the will of a singular authority to dictate the experience. These are two logically incompatible experiences, driven by scale. An MMO played with PnP-like participation fragments into many small experiences rather than one consensus one. A PnP game played with MMO-like participation becomes too authoritarian within small groups. That's a difference in psychology not technology and may not be ultimately resolvable by technology.
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GMs were expected to go by the Rules As Written, except where the organized play notes for the campaign explicitly stated otherwise (so these were really just revisions to the core rules, for the purposes of play).
That said, it WAS still PnP, so there was flexibility in how players could approach things, within the character construction and scenario limits.
It was a fairly effective and enjoyable middle ground between MMO and traditional PnP play. I enjoyed it quite a lot until the release of 4E forced discontinuation of the campaign I was participating in.
No that's actually the opposite of what everyone has told you, but as usual you either dismiss and ignore anything that you don't want to hear, or you try to misinterpret what was actually said.
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Then I got annoyed that you suggested I was ignoring points made by others, when I am actually CONCEDING those points. I never argued against the fact that this would be difficult and time consuming. NO ONE HAS. I completely agree. Why is it so difficult for you to grasp that? I am not dismissing or ignoring what others are saying, I am agreeing with their points. My only disagreement is that I do not think those points mean we should just shut up and not even think about or discuss the idea. I think the concept is well worth exploring in theory, at the least. Despite the truth that the idea would be difficult to work out and likely time-consuming to implement, I think it is interesting to discuss and has many positives,
Then Techbot Alpha suggested that if I were trying to disprove something you said (and I am not actually clear on what it is I am trying to disprove, perhaps the idea that the current devs have thoroughly investigated this concept and discarded it as unworkable), that it was up to me to find proof you were mistaken. He actually stated a principle that is fundamentally wrong when he said:
It is not up to him to find evidence. If you want to disprove someones statement, it falls on the disprovee to provide said evidence.
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That's not evidence. I see no quoted source or links. Something you were calling for only a page or so ago.
This argument hath no ground to stand on, methinks. |
I am going to go drool in the corner now while I think of more problems and benefits of a more freeform system of character creation than we currently have (and I think the current system already is massively freeform).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
So when I ask you for proof that the devs have looked at this concept significantly more recently than 2 years before launch, I am being unreasonable. When I make a statement without any proof, I am being unreasonable. When you make a statement without any proof, you are being reasonable.
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The devs don't have to constantly waste time on the forums repeatedly explaining and justifying their decisions to every Tom, Dick, and Harry that doesn't like the answers he's being given. If they did that they'd never get anything done.
2. I didn't make a statement without any proof. That the devs tested free-form power sets and discarded them is a fact.
I think Aura's idea of an AT that has some free form to it is viable, beyond the VEATs. They are a slightly free-form AT. I don't know if it would be worth it, but that is viable under the current game structure, and probably worth discussing.
For every example that's been given for what some folks would "like to be able to do", I would think that creating new epic sets could possibly cover their needs or even new combo power sets.
Think about it. Pistol Mastery, Axe Mastery, a Mace mastery that doesn't include the Villain side Maces, etc.
Maybe new power Sets: another dual wield set, like dual blades, but instead of two blades we get a mace/blade set! That would cover even more "wants". Instead of mace/blade, a dual wield set of Blade/Pistol. Very Pirate. Again, this cover's some player's wants and could be balanced against itself.
Those ideas I can see arguing for, within the confines of what CoH is. Customization of power sets, to create different looks, works within what CoH is. Free form power selection isn't what CoH is.
IF you wanted to go that direction, free-form, I believe you'd have more dissension then even the i13 PvP changes created. It may, in some peoples minds, create added value, but as you pointed out this would create a higher level of complexity. A level of complexity that I think the average player would balk at.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!