Xenich
Cipher
- Joined
- Mar 21, 2013
- Messages
- 2,104
That's the thing with MMOs, though: The rules aren't fixed. In fact, whatever you do will inevitably end up being wrong, because anything worth taking is nerfed until it isn't.Well, if your system is a long term progressive system where a player can adjust their focus with new content, there is nothing wrong holding them to it. Remember, in games like EQ, AAs were vast, and the amount of points per content was huge. So, unless one was prone to being an idiot over an extreme long term, any "opps I didn't mean to put my points in that" type of mistake could be corrected to an extent. Now if you were min/maxing, well... you had better have planned out your development from day 1. Those who complained about having to do that while they were attempting to min/max? well.. sorry... but seriously, fuck off! I mean, if you were wanting to min/max so fucking bad, then why didn't you plan it out?
I agree with this idea. However, the more commonly seen MMO system is that you have a fixed pool of points to allocate, you will never get more by any means, and if you can never change it, your character will inevitably become a brick. Even if you pick your skills correctly the first time (and this isn't a realistic expectation with a new player, so the right move may simply be not to pick anything at all), the nature of an MMO is that NERF HAPPENS.I prefer a system that is not respeccable, BUT ultimately would allow you to obtain all skills with the catch being that the means to achieve such (per content update) becomes exponentially more difficult the closer you get to the max of those skills. This way, you can pick as you like early on, but eventually getting those points will become harder and harder to obtain everything (massive grind near the max with only the "professional gamer extraordinaire" being bale to achieve it before new content spread out again) . This way, you have to pay attention to your builds if you want to be "perfect" in your progression, BUT... you can repair them with effort over time if you mess up. Sure, you will be behind that of the min/maxer, but this is acceptable as you can still repair with the existing content (with effort) and improve in different directions as new content is released.
Obviously, there's a large gap between "respecs are practically without penalty" (even if you have a limited number of them/pay2win for them) and "no respecs or retrains at all, your character is relegated to mule status every other patch or so", which is, frankly, unrealistic, since nobody in real life ever runs into a case of "I learned the wrong skills, I'm screwed forever now". Can you imagine that in real life, where, if you read the wrong books, you're fucked forever, never able to learn another skill? That is just stupid.
The concept I've thought of for a respec/retrain system would have worked like this: You allocate your character XP as usual. Should you desire to respec your skills, you reallocate your template to your new desired configuration: From that point on, when you gain XP, it causes your allocated skills to shift towards your new template until you reach it. So if you're making a minor tweak, it will happen pretty quickly and easily, but if you're attempting to radically rethink your life, it will take a much longer time to reach your new template. At no point would you ever be locked into something forever, though: That's just unrealistic.
Yes. nerfs I think are a big problem when it comes to penalizing a player for reversing a choice. I think nerfs are unnecessary in all but rare obvious cases, if you are making a PvE only game and using the design philosophy that classes don't need to be balanced between each other, only that they bring value to the group. In such a case most of the time an adjustment to the lacking class is needed. Now, in PvP, that is a different story, but then if you are making a PvP game, holding people heavily to a character development decision may not be the best approach. A way to deal with nerfs is to give people a free chance to adjust their character if such a major revision is made. Like how EQ2 or WoW would refund specialization points if there was a major revision. Something along those lines helps to avoid the whole (we screwed you over with this major class change, deal with it!).
That said, I think your suggestion fits nicely . It isn't allowing people to retrain that is the major issue here, it is the consequence of such. Such a task should NEVER be easily done. Time is the consistent factor here I think. It should take time and effort to adjust ones choices, even with the threat of nerfs. As you said, if someone makes a mistake, make the time to correct it dependent on the depth of the change needed. I would also even suggest that the chance to do such not be constantly available either. That is, on top of it taking time to adjust a change, there also be series of tasks required in game to achieve such. In EQ2, they allowed people to change factions, even from good to evil (which allowed a complete class change), but to do so in the early days was by no small means a masterful effort to accomplish. It took the average player a few weeks of transition through various elements of faction grinds. Basically, changing was not taken lightly and people didn't do it on a whim.
If respecing is along those lines, I have no real issue with it, but as I said, it has to take lots of time and should be something that people dread doing. This way people can't swap back and forth trying to cookie cutter the flavor of the week.