Free-form power selection suggestion
You still have not given me that relevant quote where some Dev said anything like that this decade. |
The Suggestion and Ideas forum is a place where players can, "Have an idea or suggestion? Talk about them here!" |
Forbin_Project does not constantly have to waste his time telling every Tom, Dick, and Harry that they should not talk about suggestions and ideas in this forum because the Devs are never going to do it anyway, or do you? |
Quote:
|
The truth of the matter is that the only time I suggest someone not post is when they start overreacting and take disagreement as personal attacks. If a person isn't mature enough to handle disagreement and constructive criticism of his idea then he should send it via PM to the devs.
If they choose to post in an open forum then they have to put on their big boy pants and take the positive feedback along with the negative feedback.
Oh just get a room, the both of ya's! >_<
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.
|
I understand what you're saying completely. You're saying even though HERO is a well balanced system, its not well balanced enough for MMOs. I'm telling you HERO is not a well-balanced system period. And its years of success have nothing to do with it being a well-balanced system in spite of many of its supporters making that claim. This isn't just true relative to the requirements of MMOs, this is true within the scope of PnP games: its success has never been reliant on its numerical balance, of which it doesn't have much.
|
I think we'll just have to accept that our collective definitions of "game balance" are not compatible. Yours seems to rest solely on numerical/mathematical analysis. My concept of game balance is willing to accept the human intangibles that will never be fully quantifiable. Decades worth of both playing and GMing games has shaped my experience in this direction.
Just about any RPG system (PnP or MMO) can be reduced to a listing of logical inconsistencies if you let yourself be blinded into thinking that's all there is to it. It's a "not seeing the forest for the trees" situation: I see the forest, you see the trees. It doesn't really make either of us right or wrong about these things, but it does probably mean we will never quite see eye-to-eye about it either.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
To take this point in a serious direction, the difference between MMOs and PnP games isn't just the question of GM control. Its also that MMOs are shared consensus realities with a single set of rules while PnP games are really frameworks that thousands of small groups of players customize to some extent to generate a unique experience. Its unclear if the two are compatible with any level of technology, because there may be irreconcilable differences in culture. In PnP games, there is only a loose sense of being part of a larger world that encompasses all players playing campaigns in the same system. But in MMOs, there is a sense that everyone is playing in the same world with the same rules. It may actually be improper to compare a PnP "ruleset" with an MMO one because a PnP ruleset is really the sum total of a PnP framework and all of the collective (and sometimes unspoken) house rules that make up a gaming session. Those individual PnP rulesets may be too focused on the specific needs of its target group to be generalizable to an MMO.
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. |
All I offer is the proposition that if future computing technology can merge the current divide between what we currently call PnP gaming and MMO gaming into a new synthesis then perhaps there's a possible future for a truly balanced multi-player free-form powers based gaming system. Your "difference in psychology" between the two might not even apply in a hybrid such as this.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
I think we'll just have to accept that our collective definitions of "game balance" are not compatible. Yours seems to rest solely on numerical/mathematical analysis. My concept of game balance is willing to accept the human intangibles that will never be fully quantifiable. Decades worth of both playing and GMing games has shaped my experience in this direction.
|
What you are now saying is that you basically said here's this thing: it has properties I can't articulate, but if you tried to base an MMO on it there would be problems. Ok, that's not disprovable, but it also doesn't say anything. I always assume the poster is trying to say something rather than nothing. If the poster wishes to claim that they were not saying anything and that's why their post can't be false, I always accede to that assertion.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
free-form is possible but they need to make some major changes in the game's battle system and skill system to make this work, maybe they even need to make an entire different level system.
the point is, to make a proper free-form game you need not only balance but also a good skill/battle system that go's with it.
you can make a system with tiers like CO uses but that's just bad, a system like that is never gonna satisfy anyone.
and there is the question of how to get the powers, do you get it trough buying skills with XP making levels obsolete or with skill points you gain like in GW, making the skills cost in-game currency with the req. of certain points you need?
and how do you make the battle system more fun with this, just some skills you can click on or a completely new system to attack at full speed?
but now the biggest question, is this gonna make CoX better or is it just screwing things up?
i would like a proper free-form game with full action and amazing customization options but for now it's stuck within the design, developing one would require a completely new game and that takes a massive amount of time.
free form selection is a pretty terrible idea because it's too unbalanced. At least if you shoot for mixing and matching any two power sets some kind of balance could be struck.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
I did not say it wasn't worth doing, I said it may not be worth doing (technically I said, "The concept of a more limited version of freeform I still think is worth exploring and discussing, even if it's not worth actually doing." How you read the "if" in that sentence could change its meaning, I guess. Consider this clarification). Ideas for expansion of the game are worth looking at more deeply, rather than dismissing with an /unsigned (not to say some ideas need a lot of discussion, some are more simple). I do not discuss it just to argue, but because I find it an interesting topic. The ability to perfectly tailor a character to my imagination would be fabulous. The variety that it could produce in game would be great. The potential pitfalls are real, which mean discussion and research are vital during any planning stage. Throwing your hands up in the air without seriously thinking about how to overcome the problems is repulsive.
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? Indeed. And it is possible that continuing down the line of creating new powersets is the correct choice. But in the past new powersets have been slow in coming, because they take a lot of developer time (yes, I realize they were holding a lot back for this fall, but that also indicates that most forum-goers do not really have any idea what the studio is actually capable of producing, looking at what we are likely going to be getting in a few months on top of what we got the last year, I think some people underestimate their potential just a bit). It is possible that in the long run a freeform system of some kind could save developer time, freeing them to create more powers than they currently are able to. A freeform system would also allow them to create powers without feeling pressure to make sure they have enough to fill an entire powerset. the fact that they only have 3 Whip powers would not prevent dominators or blasters (if ATs were maintained) from getting access to those attacks. Very true. This one of the reasons I would strongly lean towards freeform as an additional method of creation/advancement instead of a replacement. It is one of the reasons I keep saying I would have the goal that a freeform character and a current character would be able to exist side-by-side in the game without either feeling more or less than the other. They did not remove SOs, when IOs were added to the game, as an example. |
Let's just say that we agree to disagree. Nothing you've said has changed my opinion, and I'm sure nothing I've said has changed yours. At this point I doubt anything else you repeat or espouse will change my opinion, and vice-verse as we both are circling around the same points, and have been for a few posts. Should someone bring a compelling enough argument, which I don't feel you have to date, I'd be willing to listen again.
As I said before; feasible or not, I don't think it fits the game at this point. I believe the idea has no added value, and has a greater chance of causing more harm then good.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
While I know city of heroes would never venture into free form power selection... If in some imaginary reality it were to happen I would expect it to have some limitations such as:
Mutual Exclusivity: Choosing some powers would make others unselectable. This would be to prevent stacking powers that give similar benefits. For example taking something like High Pain Tolerance would make taking the invuln passives or regen's resilience unselectable.
Category Limitations: You'd only be able to have so many powers of a given type. This would prevent people from just choosing all defensive powers or all offensive powers or other weird combinations
I guess then it wouldn't be truly free form then though would it? Though it would probably be more flexible than we have at the moment. I did think the idea of scaling your performance based on the type of powers you chose was an interesting concept though.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
what about limiting the skills you can slot, they can always balance the skills around a 8-10 slots skill bar.
Honestly, what are you trying to have me learn? What do I need to say to get you to realize that I understand what you have typed, but disagree that it means we should just ignore this concept completely? Alternatively, what else besides, it is hard, it is time-consuming, and it was scrapped 9 years ago are you willing to discuss?
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 see you asked me another absurd question as well. I guess I have to ask one back. Exactly where does it say that everything the devs have ever said will remain true and inviolate forever?
You seem to believe:
1) Stuff the devs did at game release is inviolate and is allowed to be used as evidence that things they did at game release should never and will never be revisited.
2) Anything they revisited and changed after (sometimes long after) game release is not a relevant example that point 1 in untrue.
3) The fact that vast amounts of employee turnover has occurred since game release also fails to invalidate point 1.
4) The fact that the entire game is under new management and has had a large infusion of capital and resources also fails to invalidate point 1.
5) The fact that the studio creating the game has had a major organizational restructuring as well some obvious philosophical changes does not invalidate point 1.
6) The fact that the game is making a huge change in its business model as well as the method of releasing new content fails to invalidate point 1.
I am starting to believe as long as Forbin_Project needs point 1 to be true, no evidence against point 1 is valid (until Forbin_Project needs point 1 to be untrue, then Point 1 will be invalid).
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.