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Stat allocation system

#1 Jun 25 2013 at 11:13 AM Rating: Excellent
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PavetlXIV wrote:
In BETA forums there is an interesting idea from a member. Somehow I find this idea of Allocating points more interesting than allocating points to attributes. He basically explains a merit system in which you can increase the potency of certain actions somehow similar the way merits work in FFXI. I believe this is better for players to chose who they want to play their classes and jobs. Thus, a WAR player that wants to be a tank could enhance his/hers actions that affects tanking abilities, whereas a DD WAR could enhance his/hers offensive actions.

Pleaes refer to the following link for a detailed explanation: http://forum.square-enix.com/ARR-Test/threads/57016-Stat-Point-Allocation-is-a-Bland-Experience?p=802718&viewfull=1#post802718 (I wanted to copy/paste ir here, but I couldn't attach the picture hehehehe, my appologies)

What do you think of this system? I believe this could give players a better grasp of what are they doing, plus avoiding that a melee class can only focus on STR just like BarteIX explained. Also, I believe there is less probability to **** up the stats allocation because you focus on actions.


That's a little better, and I love his mockup...

But when you get right down to it, it's the same problem in a different package, albeit a much more interesting package.

When you give people the ability to tweak their numbers, you aren't offering a playstyle choice, you're offering a math choice. And your choice will invariably boil down to:
1: Use the cookie-cutter build that's been mathed out to provide the best performance
2: Do it wrong

That doesn't seem like a real choice to me. And it's fake customization, since every person taking their performance seriously will have exactly the same build. Systems like this are the reason Blizzard completely redesigned their talent system in Mists of Pandaria. Because systems like this one don't work and only serve as a trap to entice people in to gimping themselves.

A real choice is one that alters gameplay in a way the player finds interesting, but without one choice being strictly better than the others. It's SUPER tricky to pull this off, and it's significantly easier to just cobble together a system like the one you linked or the one we currently have. But ultimately, providing real choices for a player to customize how they play is the superior option.
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