Note: It appears I reached the limit on quote tags so later quotes have been bolded for easier reading.
Sjans wrote:
BTW i dont like the forced cap idea, like in FFXI, at all, i always hated that i had to have 3 alts just for holding a TON of gear. Gearsets for each job for lvl 20, 30, etc. Sitting around gathering dust maybe used 2-3 in a year. But you still need to keep it bc you never know...
If a RL friend starts the game, Id level an alt instead.
There are solutions to the gear problem. As Sanvyn suggested stats could be lowred by a percentage so that you make use of your current gear, or you could be given decent quality "rental gear" upon level capping yourself to use.
If gathering many sets of gear were not an issue would you still like the idea of being able to level cap yourself and participate in lower level BGs and instancing with a friend (without babyusitting him as a 60) when you pleased? Or do you still find leveling an alt for the purpose more agreeable (perhaps you like to try new classes more often or like creating new characters)?
Webjunky wrote:
While you have already said that this is to be 'casual friendly', I think there is the possibility of punishing hardcore players too much if your 'diminishing returns' system isn't balanced right. I understand your goal is to lessen the gap between casuals and hardcore (something I think blizzard let get a little too out of control), but there is a very fine line between reward with time invested, and just wasted time.
You are very much correct.
Ultimately I think games should seek to reward hardcore players for their efforts while still keeping casuals compeitive. I think the way to do this is through lateral rewards and gains. Give hardcore players cool toys, mounts, stuff to play around with, and keyly gear that allows them to specialise in different areas without just being a huge improvement on stats.
For example instead of tier 2 hunter gear giving hunters more ap, agi, and crit making it superior to tier one give them instead a set that increase raptor strike, mongoose bite, and wing cling so they can be more melee capable if they should choose (essentially like an extension of survival spec). And another set further increase beast mastery abilties. So that in the end a hunter could end up with several compeltely different playstyles to choose from.
I'm not sure if players would be fully satsfied with the above suggestion, but I would liek to find a way around the gap.
Webjunky wrote:
I very much agree with 8 and 9. Sadly, 'gear fetching' will probably remain the powerhouse endgame chore, because it's random drop system means that you must repeat content and repeatable content means more time played. But you knew that already :p
I haven't quite yet thought of a solution, but I do think end game should involve less chance and more guaranteed rewards. People have set up DKP systems because they know they need to guarantee their guild members rewards because the system does not.
ohmikeghod wrote:
While I think that this is a wonderful idea, I also think that if the crafter is able to sell the blues he creates, then what you end up with is an RMT problem. I'm not opposed to the crafter making gold, but RMT will cause inflation much like FFXI's. On the other hand, I really don't like the idea of BoP for these, either. Maybe a restriction on how many can ever be made by a single crafter? Special ingredients which ARE BOP? Restrict transfers to a small set of people (guildies and friends)? Have sales for a fixed price only? I dunno, but I've got to be against anything that will increase the amount of RMT.
RMT is a concern, but I believe that if suitable gear is obtainable from many sources (crafting, questing, instancing, special fights, pvp rewards) that RMT will not be able to have a strong grasp on the game.
I disagree with you on BoP and a restrition on how many of an item a crafter can ever produce. BoP seems to have worked well for WoW and kept the game from turning towards an FFXI "buy your gear at the ah" kind of system. I think BoP also would ensure demand for crafters because people would not be able to resell their crafted gear after they were done with it and so crafters would have to continually pump it out.
However I also think that you know more about crafting in MMORPGs in general than I do (I am not much of a crafter) so I would very much liek to learn more about your opinions on the subject.
cafeenoftheazurestorm wrote:
1 - Definitely sounds good here. You would, of course, have to maintain balance between the different types of xping though, otherwise you'd end up with the whole "Well, pvp experience sucks, so just grind" type of attitude out there. It would be a tough balancing act, but using a decent RvR system you should be fine.
OMG you have a long user name.^^ But yes balance is always a problem. I think MMORPGs should be designed to be easily patchable to accommodate this. If people find pvp experience to be not worthwhile then the designer should have an easy way to increase exp per pvp kill to be able to quickly an easily patch the game. "100 exp per kill not good enough? Well how about 150."
This is soemthing I think WoW fails at (easy patchability). Blizzard does release good patches and they fic and tweak things well, but they don't do it efficiently in the slgihtest. The pvp hono change that occured awhile ago (so that you now spend points ratehr than having to reach a certain rank) was an excellent change, but they had to completely alter a system in the game. I'mk guessing this consumed a significant amount of their resources then (tiem and money). Game systems should be designed so that programmers can easily change the variables in teh system to patch rather than create a new system.
If paladin's aren't getting enough damage from str from their plate gear while warriors are gettign too much damage from str from plate then don't go out and create a whole new armor type for paladins only with more str and reduce palte's current str. Rather just alter how much ap paldins and warriors get from str.
There is easy patching and hard patching. Companies should choose easy.
cafeenoftheazurestorm wrote:
2 - The "BCNM" idea sounds neat. Combining it with instanced content to prevent griefing would work even better. Might be difficult to either prevent abuse, or to pug it though (balancing freeing up additional ones, or trying to find group members who aren't locked out of their alloted fights already that day).
You still have a really long username.^^ But yes I too was concerned about players potentially running out of people to do the "bcnm" with.
What I suggest is that players are allowed to reenter it beyond the normal restriction if invited to a group with someone who hasn't yet reached their alotment, but that they would receive no huge exp, but rather only gold and gear rewards. Hopefully that will serve as an incentive for players to continue helping others who have yet to complete it.
cafeenoftheazurestorm wrote:
3 - The problem with removing the cast time scale, is that instant casts then become so much more powerful than the longer cast spells. Perhaps a combination such at 10% of the stat * casting time would work? (Would of course have to do some tweaking, especially with instants, but would be simpler than what it is now)
Such a long name.^^ I dont' think there is a problem.
Let's say that you have an instant cast spell that does 100 damage, and a 3.5 second cast spell that does 200 damage. In Wow's current system if you have +20 spell damage the instant cast will gain 8 damage (approximately 40%) and teh 3.5 second will gain 20 damage (full). So you now have 108 and 220.
The system I suggest increases spell's power by a percentage of the base. Let's say you have 10 int which gives you 10% more spell dmaage. you instant cast spell would do 110 now and the 3.5 second cast spell would do 220. They stay proportionate to each other (twice as much damage on the cast time spell) and maintain balance. The +spell damage system WoW has tries to do the same thing, but then you wind up with that whole situation we had with peopel using lower ranked spells for better efficiency and then Blzizard consequently nerfing that.
Now Blizzard has an overly complicated system that is hard to adjust shoudl they need to.
cafeenoftheazurestorm wrote:
Perhaps a hybrid of making various special abilities drop from raid environments. So, instead of repeating raid-zone003 for that one piece of loot, putting you that much further ahead from the rest of the world, you raid it for that special ability/improvement (use a token system to keep the act of looting it around of course). These would have to be pretty well balanced and not required things, but definitely show an improvement over what the character already has. RvR here would be dicey though :(.
I think that is a fantastic idea. You are going exactly the direction I am trying to go with this idea. Give players a new spell or ability that while is useful and fun, does not make them a statistical improvement of characters who have not been raiding for as long.
Azuarc wrote:
1.(leveling options) Should solo grinding and group grinding really be classified differently? The problem with having both, in terms of original concept, is that some classes inherently solo better than others, and in games where group grinding was the focus (FFXI, EQ), it brought the plane of soloability of creatures to such a heightened level that only a couple classes *could* solo.
WoW has actually answered this through instances. Instances ARE group grinding. You don't sit in a camp waiting for a named to spawn. But it provides a way to players to slaughter a whole bunch of targets in a group. In that regard, the only thing I think WoW is really missing that I had in Everquest were dungeon crawls. I'll grant you, instances are similar. But there was something neat about going into Chardok or Sebilis with another group, with the intention of hitting two different camps deep in the dungeon, or simply knowing that there were other people around and you weren't the only ones there. Given a choice between having just that or just instances though, I'll take the instanced dungeons.
Perhaps ground grinding is something that can be cut out entirely. Perhaps it was only FFXI nostalgia that made me suggest it.
I won't argue with you about group instancing generally being more fun than group grinding. I spent most of my time in WoW leveling via instances.
But I don't think that there would be anythign wrong with allowign for group grinding in addition to all the other forms of leveling. In fact I see it as sort of an option for the more hardcore players and those who come form games with group grinds like FFXI and EQ. If someone wants to be insanely hardcore and go on a 10 hour grind seession with friends I want a game to cater to that, but I don't think it shoudl force players who would rather quest or isntance to do the same. Thus give lots of leveling options.
Azuarc wrote:
Not having played FFXI, though, I don't really know what a BCNM is. (NM is 'notorious monster' in FF lingo, but what's the BC?) I don't know if I'm thrilled with the idea of this tactic, though, for the same reason players in the original beta complained about the rested system until it was flattened to only two levels -- it feels like diminished returns on anything past the bonus, rather than hitting the normal level once you use up your bonus. This will actually discourage people from leveling through any other techniques.
An FFXI BCNM is similar to a instance boss fight in WoW, usually with soem unique or interesting strategy. Think of the Gnomeregan boss fight where you had to push all those buttons to stop the bomb while taking him on, or in Maraudon where you have to keep your distance from princess and her ummm.... faltulence. The fight should be short, fun, and challenging.
You bring up a valid concern about more hardcore players feeling liek the game is bieng harder on them. I want it to be very much an "easier for casuals" ratehr than a "tougher on hardcore.," which can be hard to do. The exp may need to be toned downs in order to not make grinding seem like a waste of time.
I do want a way for a casual player to log on each day for like an hour, do something fun, and say "well that's it for today, gained a level and got some good lewt."
Azuarc wrote:
3. Without getting into a very long theoretical discussion on the balance between casters and melee, that's all I'll say on that topic.
By all means, if you would, please get on a low theorectical discussion abotu the differences between casters and melee.
I am of the thought that casters should be made more like physical damage classes. With WoW making the physical classes have many abilities and using them often the gap between what used to be the "autoattack, gear people" and "button pressing people" has diminished.
I see spells as another type of damage, as you might see piercing and slashing damage to be different. And that spell resistance is the "armor" of this magic damage.
But I'm glad we agree casters need a central stat to scale up their spells.
Azuarc wrote:
4. (capping yourself) I'm not sure if I agree or not. If you level cap yourself, what limitations are there on that? What happens to your gear? The abilities you would have had previous to that level? Do you need to keep a ton of independent gear sets and other UI set-ups for other level ranges? Again, I don't know how FFXI handles this.
I think one of the biggest issues in these games, however, is the amount of difference in survivability for a low-level character. In reality, a very tough experienced soldier whose been through a lot in his 10 years in the army might be able to take a bullet a little better than I can, but in the end one bullet can still kill him. Why do we have level 1 characters start with X hit points, and then level 2 characters have 2X, level 3 characters have 3X, level 60 characters have 60X? Although it struck me as odd the first time I played Final Fantasy 7, it makes a lot of sense to start a player on what is functionally level 10. If characters don't become 60 times more powerful in every regard by leveling to 60, but rather only 5 or 6, it not only makes leveling less of an inhibition and also allows you to take your lower-level friends to more places safely.
I suggested the option of level caps for two reasons.
The first so that you can play with friends at any time, without having the situation where you are babysitting them (level 60 palying with a 30). I'm not saying that you have to level cap yourself everytime you want to play with a lwoer level friend, but rather that you have the option to do so. If you want to take your friend through RFK as a level 60 and do the instance for him I'm not telling you that you can't. But if you however would rather level cap yourself to 30 and play through the instance WITH him without having to start a new character and spend all that time, then I want to let you do so.
Teh second reason is for pvp purposes. Most people I know make pvp alts to play in lwoer level brackets. I do it to. In FFXI you could do a ballista of any level bracket you had reached, and I played all of them. If a player wants to play in the level 30-39 bracket in WSG I think they should take their 60, cap him to 39, and be able to do so without having to level an entirely new character to 39.
I have some thoughts on limitations tha tI think make the idea feasible an unexploitable, but this can be change should there prove to be a problem.
A. You cap yourself by talking to an npc in town. This prevents players in a pvp enviroment from attracting seemingly equal leveled opponents and then surprising them and turning into a super powerful high character and various other possible exploits.
B. You are restricted to the abilities and gear of a character of that level. When you cap yourself to level 30, you ARE a level 30 character in all respects. I am not fond of the idea of stat scaling because if you are an end game character with tier 3 liek equip then you can exploit this fact.
C. Decent rental gear will be provided to level cap characters. This ensures that you needn't take any special preparations before capping yourself and can go off and play with your friend or in a pvp game immediately. The gear is of course unsellable and you return it upon uncapping yourself.
Azuarc wrote:
5. I've always believed that very few true pieces of equipment should be found from opponents, and it should be rather busted most of the time. Instead, I think players should be working toward a very rigorous crafting system where the adventurer gets certain items and brings it back to an armorsmith to create. Not only would this give great flexibility in exactly which items exist -- and yes, there would be some specific items out there -- but it would also enhance the use for tradeskillers. However, players would not be the only crafters out there; there would also be NPC crafters who would perform a task for a fixed fee. This keeps crafters from getting filthy stinking rich, while potentially giving them an edge if they can, with a certain skill level, out-perform the NPCs.
Something I had never thought of and I find very interesting.
As I was reaidn through I immediately had the concern of crafters becoming too controlling, but then you go on to address this.
I think this system works very well. Crafters would be willign to beat npc crafter prices for the reward of skill points, and npcs ensure crafters never can monopolise a market. This guarantees the importance and necessity of crafters. Great idea.
[quote=Azuarc]6. I think one thing that could help this is getting away from the tank-and-spank model for every single fight in the game. I'll grant you, it's hard to create a viable alternative and still keep it an MMORPG rather than an action-adventure, but it's extremely frustrating to know that you NEED a dedicated healer to keep other people alive, you NEED a dedicated tank that can actually take the blows softly enough the healer can keep up, and often you NEED particular support roles.
The biggest issue with this subject is that players will always boil the game down to its lowest common denominator, and the game has to be balanced around that. Early WoW dungeons are doable without a severe hardcore mentality in this regard, but its hard convincing level 60 players to try Dire Maul or Stratholme, or better yet, Upper BRS without a warrior tank. A druid might be able to tank it, hell maybe even a hunter pet, but you're never going to see people let them try. So the game isn't limited to the actual game design itself here, but also the psychological dynamics of the player body.[/quote] I can't believe this. I have been thinking the very same thing, but avoid mentioning it because it seems far too improbable to convince players that their is any way to do things but tank&healer style.
In FFXI at aroudn level 60 I started doign something called a "manaburn party." Unfortunately this was soemthing limited to a specific set of classes and no one else had an option similar to this, but it was a fun alternative to the traditional style party. The optimal setup involved 1 bard (moi) and 5 black mages. I would pull a very high level monster, we would sleep it, and then the 5 black mages would charge up their 19 second cast kamehame spell and nuke it to oblivion. It would be quite dead yet and we'd use a stun rotation to keep it at bay while short small nukes finished it off. It was great fun and I enjoyed the break from Tank, healer, 3 DD, 1 buffer party.
Another way to handle partying is with kiting, soemthing I did in RF online (terrible game btw) with the ranger class in groups.
I want the same thing you want here, but I am not sure it is possible to get players to think outside the box.
[quote=Azuarc]7. (one class, multiple roles) This is also a no-brainer. No class should be pigeonholed. If I were to create a game, the classes would be one of two ways. Either it would be a very free-form system (and maybe I'll tell you about that later,) or it would be a system where you chose two or three areas to focus in. Let's say you get six "points" to create your character with, and those points can go into offensive melee, defensive melee, offensive magic, defensive magic, etc. It's hard to not grossly oversimplify the system while explaining. But you can put any number of your points in any of those areas. The catch is, while you will get some benefit out of dumping all your points into one category, you won't get as much return as someone who went 4-2, 3-3 or 2-2-2, and the archetypes would each be designed to be useful at (what would in this case be) the two-point level, be advantageous to go three or four, and then have very little benefit for over-specialization. You can argue this would make everyone a hybrid...and you would be correct! There's nothing wrong with that.
Even if you don't like having the players set that up, since it's very hard to do and rather intangible, at least when designing classes yourself, you can keep this philosophy in mind. I think originally Blizzard did, but they got too far astray on the "defensive melee" and warriors swung wildly from being the only tank class to being an overpowered unkillable nightmare with the potential for tons of damage.
My other system's more interesting, but much too complicated to explain in a two-sentence blurb. I don't want to dillute my post any further. (I'm also tempted to say I don't want to post it publicly!)[/quote] Hybrid classes are geat. Every class should be a hybrid class. I agree with everything you've said.
I am intrigued by your freeform system and would like to hea rbaout it some time or another. I do have to say I mostly find freeform character growth in RPGs disagreeable (just a personal opinion). I like having defined roles and classes for characters, I think it helps people identify with their cahracter more. And even though I storngly support players having many options I do not like the directionless feel I usually get in a freeform system because of lack of limitations. I find jumping and lfipping more fun in games than flying because of the limitations, flight is just TOO free for me. I still think you would have very many good ideas and I am interested in them if you would ever care to divulge.
[quote=Azuarc]8. (end-game gear focus) When you ultimately cap a player in their potential to expand their character from experience and simply going out and doing stuff, they need to find specific stuff that still enhances them. It's a necessary side-effect of MMORPGs that there can never be a true best character that you will ever reach. Approach, perhaps, but not achieve. Not that I need to tell you that.
But if you're going to limit a player's potential to grow through gear, there need to be other options. WoW, right now, has no other options. Your character is a sum of his level, his talents (level-based), and his gear. Until you invent a system where you can keep gaining talents points at a very slow rate or something similar to AA points, there has to be the incentive from gear. And if the curve is too low, it would be enough of an incentive to hold your player base.[/quote] The two solutions I see to end game are as you have suggested multiple ways to obtain high end gear. That is a fine solution, but the one I would really liek to see happen is lateral growth.
I don't want to see stat whores. I think gear should be able to become an extension of teh talent tree allowing you to further specialise your character. I think ultimately if you make oen piece of high end gear flat out better than another, even if they are both obtainable through multiple means, you're encouraging people to grow, and in fact creating a "False character grwoth" because although you get stronger, so does everyone else, and the balance never really changes. I think getting stronger in MMORPGs is a complete illusion, because your position relative to othe rhigh end players doesn't change.
I udnerstand players want stat growth, and I think they should have it, but not make it so huge a factor. Give them better gear, but don't make it enormously better.
[quote=Azuarc]The key is a good itemization system -- one that won't produce pronounced jumps in levels of power[/quote] Yes. I just want less focus on it. I think if end game focus was split between vertical and lateral growth then one would end up with a spectacular games.
Well this is probably going to be a long post. Sorry.^^
Edited, Jan 6th 2007 3:07pm by Allegory