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Stat allocation system

#1 Jun 25 2013 at 1:00 PM Rating: Good
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BartelX wrote:
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).


That's true, but I think we can agree that best-in-slot gear existing is not the same thing as this.

Rinsui wrote:
I think we're talking about the quest for the holy grail of MMOs here. Perfect balance between a multitude of
sufficiently unique options, with choices that truly matter but do not lock out anyone permanently due to the
choices he made. Good luck with that one.


You're not wrong. Asking for that is completely pie-in-the-sky, although I'd love to see it.

My point here is that what we're getting isn't even an attempt at it. Even if the merit point suggestion above isn't a solution either, it's at least interesting enough that people would have to think about it for more than 10 seconds to figure out what it means for them.

Grandmomma wrote:
So each race gets different stats at level 1? Not sure why, but I thought they were equal. Please verify, thanks cause
I want to be a mage, so I may have to change to Lala, instead of Hume.


They sure do, and I'm not a fan of that either. Though I'm happy to concede that the racial differences don't really make a difference worth caring about. +2 MND at level 50 isn't going to make or break anything.
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svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
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