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Stat allocation system

#1 Jun 25 2013 at 12:41 PM Rating: Good
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Archmage Callinon wrote:
Except when you realize that SE has to balance around someone doing this correctly. If, for instance, I evenly distribute my 30 points across all 6 stats (+5 each), I will perform strictly worse than someone who didn't do that. Because of that, SE has to account for the idea that I will distribute my stats correctly and balance their encounters accordingly. If they don't do that, then the group that has their min/max hats on will absolutely steamroll the content and then (correctly) complain that it isn't challenging.

There's really no interpretation here, you aren't dealing with abstract ideas, you're dealing with math.


So? The exact same thing happens with gear choices. Players find what is absolutely the most ideal on a slot by slot basis, and form cookie cutter builds based on it. The same thing happens with abilities and rotations as well. Once the best is figured out, everyone flocks to it. At least if you give players more choices, they can base their decisions on how they want to play the game, or at least try out different options for different situations (if point resets are allowed). Some players are always going to min/max everything, it's just the nature of mmo's (and any game that relies on stats).
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