City of Heroes is the World Wrestling Federation of Superhero MMOs
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Because game diversity is a topic I'm personally interested in, because the conversation has been heated but relatively polite, and because I'm still thinking of the best way to actually calculate the number of possible builds that exist in City of Heroes in a reasonable amount of time and effort.
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It's actually pretty simple when you stop to think about it. Having ten wrong choices, only one of which is right - that being "Fitness" - and all the others wrong is not diversity, in that it's not a choice. It may look like you have ten choices, but you really only have one choice - fitness.
Removing one choice and leaving behind nine other relatively equal "apples and oranges" choices has therefore increased diversity, because it now looks like you have nine choices... And you actually DO have nine choices. The total might be less, but it's not a question of total number, but rather the number of meaningful options.
Putting in one option which clearly an obviously outclasses all others REDUCES diversity and eliminates choice. Removing one clearly broken option effectively unlocks all the others. Diversity is built not on the number of options the game presents, but rather the number of options the game presents that are worth a crap.
Here's a thought experiment. Let's add ten more power pools, each of which consists of four powers, each of which grants you 1 hit point to your maximum health. Theoretically, the number of options has increased. Theoretically, diversity has increased. Practically, nothing has changed, because no-one is dumb enough to take these powers. At best you'll get something like the Determinator, but intentional outliers like that are exceedingly rare.
Here's another thought experiment. Let's add just one new pool with just one new power. It's a cost-less passive that makes you unkillable. It breaks your AT caps and makes you immune to all damage. Theoretically, just one power shouldn't change things all that much. In practice, EVERYONE is going to take that power, thus actual diversity will decrease as people will lose a power pool choice and, more than that, have their defensive sets be rendered almost completely pointless.
The reason "balance" keeps being thrown around so much is because that's what it comes down to. "Diversity" as such only exists when the choices we are presented with are balanced against each other, such that there are no clearly superior choices to deprecate all others and such that there are not clearly inferior choices which will never be considered. Fitness was always the one right choice, and would have remained the one right choice irrespective of base stat changes. Taking it off the board entirely increased diversity, or at the very least reduced the penalty for being deviant.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Not if they're different power pools. Stamina was ubiquitous and is still. Other power pools are near ubiquitous now when they weren't before. Stating that this is more diverse is either dishonest or ignorant.
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The only definition by which you could define this as "less diverse" is by defining "diversity" as the number of characters that exist, in total, divided by the number of builds that have a given power. That number probably did go down, for, say, Combat Jumping. But that, or anything similar to it, is such a completely abstract definition of "diversity" that it serves no useful purpose. It completely ignores that more builds are likely to be different from one another, the only definition of "build diversity" that makes any practical sense.
My SM/FA Brute became more unique among the total population of SM/FA Brutes, because most of them almost certainly had Health and Stamina, but now mine has some Leadership powers, while others may have added Super Speed or Teleport Friend.
Try to calm down and think before you post, please. |
You don't understand that people used to have at least three powers in common, but they now have at least 6 to 8 powers in common. That's a loss in character diversity across the playerbase. |
Maybe you're confusing 'diversity' with 'diversity of powers in a single character'. That's not what I've been talking about. I'm talking about the population becoming more like each other. |
Every powerset combination has a number of combinations of possible builds. Diversity should be a measure of how many of those possibilities are in play, and by what percentage of the playerbase. Before Inherent Fitness, our set of in-use combinations was smaller and the combinations using Fitness and Stamina were used by a dominant portion of the player base. Now, all those builds that made up the chunk of builds using Fitness are more likely to have different things from one another.
The more powers people have out of a limited set of options, the less diversity there is. When everyone can do everything, nobody will be special. That's so simple that I'm at a loss why you can't comprehend it. |
Let's me show you a specific example. Let's say we have a game where there are 20 powers people can choose from, but they can only pick 5 of them. Assuming no other constraints, that's 20!/(5!(20-5)!) = 15504 theoretical power permutations.
But lets say in practice people almost always take power 7 plus one of either 2 or 4, but rarely 2 and 4 together. Basically power 7 is our analog for Stamina+Health, and powers 2 and 4 are our Hurdle and Swift. So in practice, people mostly have two variations on 17 powers taken 3 at a time. 17 powers taken 3 at a time is 680 permutations, doubled to 1360.
So now let's give everyone powers 2, 4 and 7 for free. Now they have 5 picks again, but only from a list of 17 remaining powers. 17 powers taken 5 at a time is 6188 permutations, 4.55 times more choices than we had people making before.
We can choose the power list size and the number of powers we can pick at a time such that your scenario becomes true, but it is not true for all situations. In the limit, yes, 20 powers taken 20 at a time has exactly one permutation. But you are making the claim, as best I can see from your posts that what was done unequivocally reduces the number of permutations in play. I have shown that it does not, in general. I believe that the Inherent Fitness change is more likely to have resulted in more build choices, as in my scenario above, than less, as you claim. Because of the complexity of things like the four pool limit and how complex player choices are in terms of taking primary and secondary powers (for example, very few people skip their mez protection toggle on melees), I am not prepared to accurately model a proof for CoH. Nonetheless, I believe my experience with my own builds, plus the arguments of the others in this thread, suggest it is more likely to have increased the number of different builds in play for given powerset/AT combinations.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
This whole argument over diversity is nonsense because none of you have enough information to know what you're talking about.
Lets say that a average build has 6 powers to spare on power pools. I don't know if it's true, it's just a number I've pulled out of the air.
Now let's say there is Stamina and 6 other pool powers that people generally want.
Before Stamina was inherent, everyone would take it and then have 3 powers left to spend on the other 6 options. That's 20 potential combinations.
After Stamina was inherent, everyone would be just given it, and would have 6 powers left to spend on 6 options. That's 1 potential combination.
In this case, making Stamina inherent has clearly reduced diversity.
Now let's say there is Stamina and 12 other pool powers that people generally want.
Before Stamina was inherent, everyone would take it and then have 3 powers left to spend on the other 12 options. That's 220 potential combinations.
After Stamina was inherent, everyone would be just given it, and would have 6 powers left to spend on 12 options. That's 924 potential combinations.
In this case, making Stamina inherent has clearly increased diversity.
What these numbers are is vital information in knowing if diversity has increased or decreased, and it is information that none of you have.
RemusShepherd thinks that in general the number of powers in the pools that people want is less than 9, while UberGuy and Samuel_Tow think the numbers are higher than 9. But not a single one of you can back your own claims up.
If you want to go out and find the average number of powers people spend on pools, and the average number of powers people really want in the pools, and then compare the two, be my guest, and then you'll have a reasonable idea of if diversity has increased or not.
But until then, you're all just talking out of your arses.
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
RemusShepherd thinks that in general the number of powers in the pools that people want is less than 9, while UberGuy and Samuel_Tow think the numbers are higher than 9. But not a single one of you can back your own claims up.
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I'd get into the statistics of it, but I'm liable to misrepresent them. That's more in Arcana's field, if Arcana hasn't done it already. The complexity comes from the four-pool, one-Epic limitation, as well as the hierarchy within the pools themselves, making it difficult to describe if one isn't interested in writing a dissertation. JUST the choices between how many powers of how many pools in what order to pick comes down to 64 separate paths, and the number of options in each does vary.
Here's a basic rule of thumb, however - extra slot choices increase variety considerably more so than increasing the raw number of choices, at least as long as the choices themselves are significantly more than the slots. When Stamina become inherent, we went from 10 pools of 4 powers each and 8 Epics/Patrons with 5 powers each (a total of 80) down to just 9 pools and the same 8 Epics/Patrons (a total of 76). The decrease is not that meaningful, but gaining three more power choices was.
*edit*
Also, both of your examples are garbage and useless. The game has, at most, 20 pool picks (four pools, one Epic) and still has over 76 pool/Epic powers. Your "6 sloots to 6 powers" example is irrelevant, because it's impossible. Under all realistic circumstances, extra power picks lead to more diversity over extra powers.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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If you want to go out and find the average number of powers people spend on pools, and the average number of powers people really want in the pools, and then compare the two, be my guest, and then you'll have a reasonable idea of if diversity has increased or not.
But until then, you're all just talking out of your arses. |
Before Stamina was inherent, everyone would take it and then have 3 powers left to spend on the other 6 options. That's 20 potential combinations. After Stamina was inherent, everyone would be just given it, and would have 6 powers left to spend on 6 options. That's 1 potential combination. |
You can call my reasoning here pure theorycraft, but it highlights one of the flaws of Remus' over-simplified premise. Who's to say that the number of power picks people have or even want to devote to power pools hasn't changed since Inherent Stamina? Builds in this game are more than the sum of their parts.
There are different ways to evaluate diversity, of which pool-power selection is only the most superficial.
Try going back and reading the example builds. Try going back to my description of my characters. They are specific, concrete examples of things that are not at all likely to be the same choices made by me and others. It is unlikely that everyone who replaced Fitness with three other powers chose to replace Fitness with the same three powers. Therefore, more builds are likely to be different from one another that before. And that is the only sensible definition of "diversity" in builds - how many are different from one another. As Obitus says, measuring them by how many pools they have in common is a quite superficial measure.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You don't understand that people used to have at least three powers in common, but they now have at least 6 to 8 powers in common. That's a loss in character diversity across the playerbase. Maybe you're confusing 'diversity' with 'diversity of powers in a single character'. That's not what I've been talking about. I'm talking about the population becoming more like each other. The more powers people have out of a limited set of options, the less diversity there is. When everyone can do everything, nobody will be special. |
I have 3 blasters at L50.
Neo Chamber is Energy/Energy/Force
Tess Trueshot is Archery/Energy/Munitions
Psi is Fire/Mental/Fire
Pre inherant fitness and excluding temp, vet and booster pack powers character would reach 27 powers in total, that is inhreants like brawl, rest and sprint, primary, secondary, pool and epic powers.
Neo and Tess , who shared thier secondary pools, had 11 powers in common, this made them 40.74% alike.
Neo and Psi had 12 powers making them 44.44% alike.
Tess and Psi had 9 powers in common making them 33.33% alike
Based soley on these 3 characters the average similarity was 39.5%.
After inherant fitness characters would reach L50 with 31 powers, excluing temp, vet and booter pack powers.
Neo and Tess share 14 common powers making their similarity 45.16%. this is a net change of 4.42%.
Neo and Psi share 15 powers giving a similarity of 48.38% which is an overall change of 3.94%
Tess and Psi share 12 powers making them 38.70% giving a change of 5.37%
Clearly, with the bigest chage being less that a 6% change in likeness makes their drop in difference not just small, but minscule. You could argue thast this change is a drop in diversity, but cannot argue that it is anything but bearly noticable.
The Average similarity between the characters is now 44.08% this is an overall increase in similarity of 4.58%. less than a 5% drop in diversity of my 3 toons alone. That's less, on average, of being 2 powers more alike, that is after being given 4 more powers in common, in a single AT That is hardly a "Decimated" by any stretch of the imagination. If anything is is miniscule.
Now lets add Gun Gal to the mix. She was rolled after inherant fitness and is AR/Dev/Munitions. she has in her build only 3 pools and no travel powers.
She shares 9 powers with Neo. That's a 29.03% similarity.
She shares 13 powers with Tess. That's a 41.94% similarity.
She shares 11 powers with Psi. That's a 35.48% similarity.
That is a 39.78% average similarity. and increase of 0.28% similarity. and that is just between 4 characters. Now how about I add in the build I did for my partners Electric/Mental/Electric blaster. she shares 14 powers with Psi Fire due to shared secondary, 10 with Tess but only 9 with both Neo and Gun Gal. That is only 1 power in common beyond the inherant powers. that brings the average similarity down to 36.77%.
That, by my calculation, is an increase in diversity, with a slight decrease with a more limited selection of toons. The problem you see simply does not exist. If I had managed to get round respeccing all my toons to inherant fitness I can garentee there would be and even smaller cross over between all characters.
I'm sure given enough time and data points Arcarnaville could do a much better job of what I just did than me, but have at least shown that my own toon, as well as the builds I did for my partner, are mor different, on average, than they would have been before inherant fitness. To say otherwise is the same as claiming day is night.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Wow, the thread still lives.
Just to clarify why I started this thread, I do not hate the game nor wish failure upon it. I'll be here till the servers finally close.
I don't hate gimmicks. Almost everything that's purchased relied on a gimmick. KFC has Col. Sanders. McDonald's has Ronald as well as the McRib. I'm just wishing that the gimmicks would be used sparingly.
The WWF/WWE didn't fail. They just slowed down a bit because another company used a gimmick that was based around using "less" gimmicks. Since pro-wrestling, although the industry has hundreds of millions of followers worldwide, was referenced I think that people took the wrong meaning from my post.
Let me give another example: pinball.
Pinball was the MOST played form of arcade entertainment in the world in the 70's and 80's. When home consoles like Atari were introduced, less people frequented arcades. Pinball almost died out in the early 80's. But, because of oversaturation of home console games, people got bored with playing at home and started frequenting arcades again. In the mid 80's pinball was king again.
But the makers of the pinball games did something that eventually killed that industry: they pumped out too many pinball games with over-the-top gimmicks.
Pinball, pre-mid 80's, was a simple game. The simpleness is what made people play and pump more quarters into the machines. You had a relatively simple layout, a few flippers, a ramp or two and bumpers. You received points based on what you made the ball hit. No matter the pinball machine, you knew what you were getting into.
But, mid-80's game designers decided to add more to the game. Instead of the same simple design, they built more complex designs. They added more mini-games to the design. Some machines had an LED monitor that allowed you to play a monitor based game once you accomplished a set goal. Some machines had animatronic monsters and space ships that you had to hit specific bumpers to cause them to fly or die. They added layer upon layer of gimmicks in the hope that they could keep people in the arcades to play their product.
But the more complex they made the pinball games the less people wanted to play them. There were no simple rules anymore. Some games relied only on the gimmicks they added. People no longer had the game they loved.
Even though arcade video games were popular, pinball was what those arcades relied on. Since older machines were replaced by newer, gimmick filled machines the pinball player population quickly died out. The hit was so swift that pinball making companies collapsed. Players quickly went back to home consoles in the late 80's because there was no reason to spend their time and money at arcades. That and the fact that console games started producing a better product than before people decided to once again stay home.
When I reference this I mean that I DON'T want this to happen to CoH or the MMO industry. I don't want CoH to overburdon the player with so many gimmicks that it slowly drives people away.
Am I looking for CoH to stop the gimmicks? No. But, like pinball, players are looking for the same ole same ole. The more gimmicks that are added don't necessarily add to the replay value of the trial/tf/etc. What adds to the replay value is simplicity and not too much complication.
Pinball survived on just earning points with no "endgame." Pinball died when they started adding endgame type content and made earning points less valuable to the player than trying to beat the gimmick.
And yes, even 7 years later I still think that players stick with CoH for the cool, but simplistic features that were introduced when the game was first released.
pohsyb: so of all people you must be most excited about the veats
Arachnos Commander: actually, I am
pohsyb: I mean you kinda were one already anyways ^_^
Arachnos Commander:
*edit*
Also, both of your examples are garbage and useless. The game has, at most, 20 pool picks (four pools, one Epic) and still has over 76 pool/Epic powers. Your "6 sloots to 6 powers" example is irrelevant, because it's impossible. Under all realistic circumstances, extra power picks lead to more diversity over extra powers. |
It's exactly the same leap of logic as saying everyone must have taken stamina.
If those three were "must haves", then why not 6 others now?
You can call my reasoning here pure theorycraft, but it highlights one of the flaws of Remus' over-simplified premise. Who's to say that the number of power picks people have or even want to devote to power pools hasn't changed since Inherent Stamina? Builds in this game are more than the sum of their parts.
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Builds now probably are more diverse now. But the possibility they're less diverse still exists and is not insignificant. Not one of us has the information to eliminate that possibility.
It is unlikely that everyone who replaced Fitness with three other powers chose to replace Fitness with the same three powers. Therefore, more builds are likely to be different from one another that before.
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For example.
Before inherent stamina:
Person A has Fitness + Hasten, TP other and hover.
Person B has Fitness + the Leadership pool.
After inherent stamina:
Person A uses the extra 3 picks to take the Leadership pool.
Person B uses the extra 3 picks to take Hasten, TP other and hover.
Person A and B took completely different powers with their 3 "extra" picks, but ended up with identical power picks.
I'm not saying this did happen. I'm just saying it might have. None of us know how much that happened, or how much the opposite did, so none of us know either way.
Even if you know your powers, or you know everyone in your SGs powers, or even if, somehow, you know everyone on your server's powers now have greater diversity since inherent Fitness, you still don't know overall. There's nothing to say that you, your SG, or your server isn't the exception.
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
But even if it were, there are a lot of builds still possible. One-third of a very large number is still a very large number. So it could be that dramatic and not visible because the set of builds is still uncountable.
[/quote]And you haven't been claiming the reduction is small, but severe even in the general case: (...) Unless by "decimated" you mean in the original sense of the word: to remove one out of ten. If by "decimated diversity" you meant that diversity has been reduced by perhaps 10%, that's theoretically possible, although I think not likely. Not many people would have interpreted that statement in exactly that way, however.[/QUOTE]
Yes, I'm a writer and I use words carefully.
So if the devs add four passive powers that increase base stats, or increase the base stats directly, everyone is changed in the same way. Builds are impacted identically. Diversity is the same in both cases, because these hypothetical passive powers don't affect the number of choices players actually have: they still have the same choices they had before, we just added something to *everyone* that does not in any way affect the power choices they have. |
If you are willing to now state that the loss in diversity due to inherent fitness small, and not extreme, then that small loss is at least partially counterbalanced by the players that ran out of power pools, and now will have one more power pool option available. |
There just aren't many options. There are only 9 power pools, four of which are travel powers. One of which (Presence) is universally shunned except by concept characters. If you only take one travel pool then you are taking four power pools out of only five options. There isn't much diversity in that.
Now, it's not quite that bad because players may dabble in the travel pools for powers like Combat Jumping and Air Superiority. I also admit that I may be wrong about how popular multiple travel powers are among the playerbase. I've never taken more than one, myself -- character concept is important to me, and I've yet to see a concept beyond Taxibot that justifies more than one way to travel.
But I maintain that there has been a loss in character diversity. More generally, they're allowing us to make fewer options that have real consequences. That is the problem.
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New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.
The only definition by which you could define this as "less diverse" is by defining "diversity" as the number of characters that exist, in total, divided by the number of builds that have a given power.
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Remember my scraptroller? I wanted a scraptroller, but after inherent fitness I found myself with all my AT powers. In gameplay terms, she's now functionally equivalent to any other Plant/TA...and that's pretty much the same as any other controller.
I want a diversity of gameplay options. Running into melee, staying at range, controlling everything, stun and gun, working the terrain while healing, AoE gambling, knockdown juggling...etc. These are all different tactics you can plan a character around. I know, people nowadays only know how to zerg rush, but I like being a little more strategic when I play.
The more builds are functionally equivalent, the more generalized gameplay options are, until the most efficient -- apparently that's the zerg rush -- is all that's worth doing. No content is any more challenging than any other. There becomes no point in making characters with rare abilities, because no abilities are rare anymore.
Examples: I once built a dark tank with the presence pool to create a fear tanker. (Respeced out of that, eventually.) I have an AR/Storm corruptor who is the knockback king, with something like eight powers slotted for knockback. There are things he can't solo, but there are also things that he can do that no other character can, like solo AVs that aren't KB-immune. My plant/TA used to be a scraptroller. My Mind/Rad used to be all about recharge (the incarnate buffs killed that concept).
What I don't understand is the logic could lead to you to even try to consider "diversity across the playerbase". No such concept even makes sense. |
Let's me show you a specific example. Let's say we have a game where there are 20 powers people can choose from, but they can only pick 5 of them. Assuming no other constraints, that's 20!/(5!(20-5)!) = 15504 theoretical power permutations. But lets say in practice people almost always take power 7 plus one of either 2 or 4, but rarely 2 and 4 together. Basically power 7 is our analog for Stamina+Health, and powers 2 and 4 are our Hurdle and Swift. So in practice, people mostly have two variations on 17 powers taken 3 at a time. 17 powers taken 3 at a time is 680 permutations, doubled to 1360. So now let's give everyone powers 2, 4 and 7 for free. Now they have 5 picks again, but only from a list of 17 remaining powers. 17 powers taken 5 at a time is 6188 permutations, 4.55 times more choices than we had people making before. |
After your power giveaway, 1820 of your 6188 permutations take the controller's role -- about 29%. There are more controllers than ever before, and more people that can be a controller on demand. The ability to control is less rare. The controller version of gameplay is more common. This is true for every unique power in your list. Diversity has been lost across the board.
Expanding the opportunity to choose is bad if the options available to choose are not expanded. If such a trend is established, it will lead to homogenization. That's the problem.
...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.
I never got this. All the people complaining about the 'gimmicky' nature of the Incarnate trials and so. I like it that you have to do different things to complete different tasks. What do you guys want then? Just a standard story arc with a big sack of HP to beat down at the end like all the 'old school' SF/TFs? Because everyone always keeps on raving about how great those are...
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I would love for some of the strategic incarnate content to become solo or single-team missions. In fact, I suggested exactly that earlier in this thread.
...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.
That's exactly my point. The whole issue is far too complex to claim you know what the hell is going on.
Builds now probably are more diverse now. But the possibility they're less diverse still exists and is not insignificant. Not one of us has the information to eliminate that possibility. |
Arguing that Remus' position is unprovable doesn't require that we prove the opposite position. To my knowledge, no one has tried to do that. There have been counter-examples offered, and arguments that diversity may have increased based on what we can reasonably assume the game's design encourages people to do. But no one has tried to make the case that diversity has definitively risen in the wake of Inherent Stamina.
We don't need to poll the playerbase to discuss the game's design, by the way. Remus himself has disclaimed that the so-called "concept build" is exempt from whatever point he wants to make, so the average behavior of all players is only relevant to the extent that we judge those players as conforming to an arbitrary standard of optimization.
You are right about one thing: the whole discussion is rather silly if for no other reason than that inherent Stamina is but one of a host of factors influencing build diversity.
Now, it's not quite that bad because players may dabble in the travel pools for powers like Combat Jumping and Air Superiority. I also admit that I may be wrong about how popular multiple travel powers are among the playerbase. I've never taken more than one, myself -- character concept is important to me, and I've yet to see a concept beyond Taxibot that justifies more than one way to travel.
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["Look, up in the sky! It's a bird; it's a plane; it's Superman!" "Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound."]
How about dividing by the number of builds that are functionally equivalent? That would be a fair definition.
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To reinforce this, it should be noted that in almost no case did what I did with any character modify their existing function. The only counter examples of that are the various cases of my picking Leadership, because my melee characters became very minor team buffers - an expansion of their functional role that did not previously exist. But by explicit design, Leadership powers are weaker on things like Scrappers and Brutes compared to how they function on Defenders and Corruptors. And my Defenders and Corruptors (and Widow) are far more effective overall as buffers than my Scrappers/Brutes with Leadership powers.
So net, there very little change in functional role. In the most literal, technical sense, there was some functional diversity lost, but in practice is was negligible, because no one is ever going to invite my Scrappers or Brutes to a team for their buffs.
Remember my scraptroller? I wanted a scraptroller, but after inherent fitness I found myself with all my AT powers. In gameplay terms, she's now functionally equivalent to any other Plant/TA...and that's pretty much the same as any other controller. |
I want a diversity of gameplay options. Running into melee, staying at range, controlling everything, stun and gun, working the terrain while healing, AoE gambling, knockdown juggling...etc. These are all different tactics you can plan a character around. I know, people nowadays only know how to zerg rush, but I like being a little more strategic when I play. |
The more builds are functionally equivalent, the more generalized gameplay options are, until the most efficient -- apparently that's the zerg rush -- is all that's worth doing. No content is any more challenging than any other. There becomes no point in making characters with rare abilities, because no abilities are rare anymore. |
Examples: I once build a dark tank with the presence pool to create a fear tanker. (Respeced out of that, eventually.) I have an AR/Storm corruptor who is the knockback king, with something like eight powers slotted for knockback. There are things he can't solo, but there are also things that he can do that no other character can, like solo AVs that aren't KB-immune. My plant/TA used to be a scraptroller. My Mind/Rad used to be all about recharge (the incarnate buffs killed that concept). |
I want to be unique. Doesn't everyone? Isn't that what all the fuss about costumes is about? |
I want unique gameplay, a unique character that plays in a way that I designed. Now, complete uniqueness isn't possible. But the more people there are who who share my exact same build the less fun that character is for me. And with inherent stamina and optional travel powers it has become harder and harder to build characters in unique directions. |
Let's say that power #11 is a control power. It's the only control power in the game and anyone who takes it assumes the controller's role. Of your original 15504 permutations, 3,876 will have that role -- exactly 25% of the playerbase, assuming power choices are essentially random. (If they're not random and people optimize -- as I believe they do -- that works in my argument's favor.) After your power giveaway, 1820 of your 6188 permutations take the controller's role -- about 29%. There are more controllers than ever before, and more people that can be a controller on demand. The ability to control is less rare. The controller version of gameplay is more common. This is true for every unique power in your list. Diversity has been lost across the board. |
Expanding the opportunity to choose is bad if the options available to choose are not expanded. If such a trend is established, it will lead to homogenization. That's the problem. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I never said there might only be 6 powers to take. I said that there might only be 6 powers that people want to take.
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I say your position is convenient because you're not arguing power balance and power popularity, you're arguing what some specific person at some specific point might want. That, in all its incarnations, is irrelevant. As beauty is in the eye of the beholder, it is impossible to design such that the sensitivities and sensibilities of each and every single person are accounted for and catered to. There will always be people who end up errant of a change. That Inherent Stamina may have reduced the choices FOR SOME is irrelevant to the larger question of power balance. Stamina was the King and Queen of Cheese, it was the one "right" choice that reigned above all others. That was an objective observation, not subjective opinion. Removing it levelled the board. There are some powers seen by some people as somewhat better than some others, but that's specific to specific people and specific characters. There are no powers which are objectively epidemic, contrary to what Remus might insist.
Now, if you wanted to argue that there are certain powers which have now taken up the place of Stamina and in so doing simply replicated the problem, that would be a relevant complaint, but that's not the argument you're making. You just make the classic "you never know" argument that hinges on the whim of an undefined hypothetical person. No, we can never know, but by the same token, we should never care. What we should care about is power balance, not individuals' opinions on power balance. If a problem can be argued to be genuine, as opposed to a case of like/dislike, then this would be relevant. But because someone somewhere might only like Stamina and now doesn't know what to take is not relevant to game balance any more so than Toggle Man or the Determinator are relevant to game balance. They are exotic exceptions which go counter to the system's basic design, therefore it is their owners' own responsibility to make them work, not the responsibility of the system to support them.
In short, right now there are no powers that "people" want. There are powers that SOME people want, but having looked at many people's builds, what those powers are varies from person to person.
And, by the way, I say this as someone who always takes all of his primary and secondary powers and slots those and uses those, and I say this as someone who attempts to take four of his five Epic powers, as well. I hardly want to take 10-15 Pool powers, and I have still found more diversity since Stamina than I had before it, largely because I always built WITHOUT Stamina, and with it now Inherent, it saves me much endurance reduction slotting and it saves me much heartache and anger over constantly running out. I can run all my toggles, I can support all my attacks AND I can actually slot those powers I didn't have enough slots for before because I had to double-slot everything for endurance reduction.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Even if you know your powers, or you know everyone in your SGs powers, or even if, somehow, you know everyone on your server's powers now have greater diversity since inherent Fitness, you still don't know overall. There's nothing to say that you, your SG, or your server isn't the exception.
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It's actually very simple. This game has goals. It has rules about how we can achieve those goals. Our powers allow our characters to achieve those goals.
Neither I nor people I know or are in my SG or even here on the forums have some special monopoly on understanding the goals, rules or how our powers achieve them. Many, many people are going to be able to come to the same conclusions we do. They don't have to be min/maxers. They just have to give some thought to being useful.
Certainly, there are people out there who chose to eschew pursuit of the game's explicit goals and build unusual things. Petless Masterminds for example. Barring statistical data none of us have access to, you're just not going to convince me that such players represent a significant enough portion of the player base upon which to make sweeping statements about build diversity.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
No, because the suggestions I gave are all geared to giving players choices that are meaningful.
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I still feel that we need new power pools to expand character customization options. It would be great if we could link new power pool access to the completion of a TF, just like the villain Epic powersets are linked to villain plot arcs. Make a TF where the heroes need to stop someone from using some grand device, and have it so a single hero must sacrifice themselves to end the arc. "The backup controls are inside the reactor chamber", says the NPC, "Someone's going to have to go in and switch it off manually." But instead of dying, the hero survives with new access to new power pools. Players would play this over and over (since only one teammate gets their pool access per run), and it would provide character customization that's linked to the backstory (which we only have with the villain epics and the incarnate powers which are linked to the Well of Furies.) Lots of choice, lots of consequence, and all deeply immersive.
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Let's revive street hunting. Pick an underused zone -- I'd choose Boomtown -- and make it a faction war. Have council fighting 5th column fighting vahz fighting trolls fighting clockwork. But put in a mechanism such that if players defeat enough mobs of one group, they disappear for a week or so. If enough of the factions disappear, then one faction will 'win' the zone and start making advances on Steel Canyon. This will spawn a faction-themed giant monster and a NPC monitoring the situation who will sell faction-themed temporary powers. If you want to fight the Council's giant mechaman, or if you want to buy a temporary Vahz vomit power, then you have to help the appropriate faction win.
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Next gimmick is "complete task X to spawn GM Y or gain temp power Z" both example already in the game and both gimmick no more meaningful that spawning babbage during the synapse TF, the Kronos Titan in in Crimson's arc
or warwolf whistle in Stephanie Peebles arc just to name a few.
Put in some code to create new minion behaviors. Players know how to use the terrain to their advantage -- every now and then minions should shoot from behind boxes, gaining AoE defense. If a runner gets out of sight of the players, he should spawn an ambush and return with them shouting, "I ran and got help! Here comes the cavalry!"
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Create traps (visible only to those with +Per powers, including Tactics) that do nothing but raise an alarm and cause every support minion nearby to click on their force field or heal.
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Code some support minions -- especially incarnate level ones -- to always have their force field and buffs up, instead of waiting for the players' alpha strike.
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Have organized groups like Longbow and Malta use some tactics, like organized formations and focusing fire on perceived threats. When the Ballista shouts, "Focus fire on <villainname>", all the Longbow
shift to that target and the player's healer better help them out. |
Instead of having fixed dialogue choices that eventually lead to the one possible mission, have actual branching mission options. You choose to help Twinshot, you go on that mission. You decide that you don't want any part of them, you go on a different mission which sucks you into the storyline a different way. Can you imagine having branched options in a mission arc that eventually lead to multiple endings for that arc? I'd play the crap out of that mission arc, and each time I'd make choices customized for my character and get that character's chosen consequences.
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I'd also like to see separating of teams (a villain phases half the team into an alternate mission (really another floor of the same mission))
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customized arch-enemies (the competition has this), and missions and enemies that are customized to your powers (If you have fire powers, you get selected to go on the mission 'Track down the villain who froze Perez'. If you have psi powers, you're sent to look for the sons of Ishmael. If you have a weapon (sword, bow, rifle, doesn't matter), you go to a gun or tech show and end up defending it against attacking Council. etc.)
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I'd like to see Day jobs have real, in-game effects on the story (commuters/storekeepers/auctioneers/doctors can get a tip about villains attacking the metro/store/auction/hospital).
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I want AI that uses players' tactics against them (Why do so few mobs have taunt? Why so few AoEs? Why have we never seen a mission where the villains have their own emergency medical station, where all the bad guys respawn?)
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I want mobs with the power to steal inspirations from players (high level Banished Pantheon content, maybe? They're all about destroying hope, right?)
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I want power-dampening attacks that disable the last power clicked.
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I want more use of the 'prison' system in missions, to put defeated characters into deathtraps that they can get out of by solving a puzzle.
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Choice in games is a gimmick, even in single person games, more so in MMO's. Freedom of choice in any game is an illusion. There will always a finite number of paths with their own rewards. Most players will still plan their path through the game for the best rewards for them rather that a path that would be more apropriate to their character.
*SPOILER ALERT*
Consequence is also a gimmick, unless it is truely punitive. Any consequence that isn't permanent is pointless. A choice of certain death means nothing if it doesn't actually result in death. Mass Effect for example has a true choice with a true consequence. Save team mate A team mate B dies, Permanently, save team mate B team mate A dies, permanently. And even then for many players the choice comes down to which team mate is more used to the player. Overlord 2 you get to choose a First Misteress, the consequence is what mount is availible for your minions in the final battle. The choice is again, what reward makes most sence to your play style not what is more immersive to the story.
Bottom line a gimmick is a gimmick irrespective of the illusion of choice it gives the player. The draw to the gimmick isn't the gimmick itself but the reward. That isn't immersion building that is immersion breaking.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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Then you agree with a lot of people in this thread. The difference is that you chose to distort their position so you could paint yourself as the level-headed and above-it-all third party.
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My point was aimed at posts like these:
It's always weird when people talk about the pre-Inherent-Stamina days as having an amazing degree of choice in much the same way as people talk about the pre-ED days as having more choice. No, we didn't. We didn't have a choice AT ALL. There were things we were supposed to do and things we were supposed to choose. NOT doing them and NOT choosing them was a provable mistake.
This is no more choice than "Your money or your life!" is. It sounds like a choice when you phrase it as one, but it really isn't. |
You claimed many times in this thread that we now have LESS diversity in builds after Fitness was made inherent. I and other posters have shown, repeatedly, that this is factually, objectively false..
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And if I'm taking the "3rd path" just for the sake of seeming clever (which I'm not), you're taking the 4th, in being the guy who points out the 3rd guy, to seem cleverer still.
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
You just make the classic "you never know" argument that hinges on the whim of an undefined hypothetical person.
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I'm saying that you can know. Builds are either more diverse now, or they're less. It is a factual thing. The information is out there, you could do a study on it and find out.
What I'm saying is that none of you have.
You're all just talking here "knowing" that you're right and the other guy is wrong, and yet all you have to back yourselves up is anecdotal evidence and hypothetical scenarios that prove nothing but the possibility of your own side.
That'd be fine if you actually couldn't know either way, but you can know, but rather than going out and actually getting the information, you all just sit on the forums being certain of yourselves. Despite the fact the very principle of the scientific method has proven time and time again, that if you don't do a proper study, you don't know squat.
Main Hero: Mazey - level 50 + 1 fire/fire/fire blaster.
Main Villain: Chained Bot - level 50 + 1 Robot/FF Mastermind.
BattleEngine - "And the prize for the most level headed response ever goes to Mazey"
This leads more directly to what I said above. Fitness can preclude people from taking other powers for two reasons: they ran out of power choices, or they ran out of power pools.
If you ran out of power pool choices itself, then that means a potential option you might want - say fighting, fitness, medicine, flight, leaping - simply didn't exist before inherent fitness. That combination is literally impossible. Inherent fitness makes it possible. Its an option that was *created* by inherent fitness.
The fact that such options exist mean the logical argument that reducing the number of power choices by four must mathematically reduce the total number of build options is not automatically true. QED.
No blaster before inherent fitness had fitness, flight, speed, leaping, fighting, and force mastery. No blaster had then what I have now, because inherent fitness created that option where it did not exist before. And very specifically, no blaster prior to inherent fitness had hasten, combat jumping, hover, tough, weave, temp invuln, and stamina to power it all.
If you only want two pools, and one is fitness, inherent fitness doesn't add many valuable options. But if you want five pools, inherent fitness created options. And again, if most people had fitness, then the amount of diversity giving it away dropped by only a small amount. It would only take a relatively small fraction of players running out of power pools to mitigate that loss.
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