Archived Post
08-28-2009, 03:40 PM
Respec/Character Generation Issues/Feedback 8/22/09
Reposting due to Beta ending put the old post into the "Archives" so was not appearing anymore.
There have been multiple points listed I am sure on this subject. I will do my best to fully illustrate what the current problems are, momentary workarounds, possible fixes, etc.
Short List of Problems
Powers are buffed/nerfed.
New players choose terrible builds while learnng the game.
Game content develops, changing what is actually fun.
Players realize they prefer PvE or PvP later on, but they built their toon for the wrong content.
Leveling... Players realize they prefer another role (tank, dps, support) than they are currently built for.
Players didn't spend hours testing out each new availble power at level up (that gets seriously tedious) and don't realize until later that they missed out on powers they really wanted.
1) Powers are buffed/nerfed.
In any game, things get buffed and nerfed. It is the nature of MMO's. It will happen. It's going to happen. And there is nothing anyone can do about that fact. Currently however a player can level to 40 and then be forever stuck with the changes enforced by CO designers. This in essence can and will change a toon so much as to make someone not want to even play anymore, forcing them to feel like they must reroll a new toon or stop playing to have fun.
Diablo (while not an MMO) was an excellent example where players who spent a few talent points in the wrong thing would delete the character and reroll just to make the builds they wanted.
2) New players choose terrible builds while learnng the game.
As with any new game, players will make a ton of mistakes when picking new "toys". Maybe they're grouping with friends and had to level up quickly to keep up. Maybe they saw a new "toy" that looked aweseome (and they thought performed awesome). Or perhaps they chose all the wrong talents and super stats for their power set.
Players will not always understand the game and they will choose stuff that doesn't synergize well with their "design concept" for how their super hero will perform.
3) Game content develops, changing what is actually fun.
A great example (since this is Cryptic) is from CoH back in the days of AoE farming. Players loved AoE farming and did some stupidly ridiculous things with it while using Invuln tankers. So lots of people played AoE toons. Once Cryptic realized how much of an issue it was, they then changed how AoE performs. While this was a good move, it totally changed game content and how people played. Making builds not play the same.
While sometimes game content changes are practically required, they will also change how characters play. Forcing players to stay in builds focused on old game content options without a method of changing themselves is basically cruel.
4) Players realize they prefer PvE or PvP later on, but they built their toon for the wrong content.
PvE vs PvP. As with every solid MMO I've ever seen, your entire character build changes for PvP or PvE content. While the current power system allows for some leeway in this regard (say take 6 PvE powers, 6 PvP powers, and 4 powers good in both). What looks good on paper doesn't play well in actual game play.
When people level up their characters, their builds tend to be very different than from what they use in end game content. Whether it be PvP or PvE. It is an invariable fact that preferable PvP/PvE builds will not 100% match a leveling build. In addition to that you have the number 1 problem.
Many players find out at level cap that they actually enjoy something more than they realized. You will have players who focused on PvP or PvE centric powers/advantages/talents and then want to try to dip their hand in the other side of life. And they will get owned or suck simply because they are specialized for other game content.
5) Leveling... Players realize they prefer another role (tank, dps, support) than they are currently built for.
This ties directly into leveling. When players level up, they did it by gaining experience points. And to get those at any kind of a reasonable rate, you have KILL things. Which means that your powers and abilities will be focused on DPS. There are far too few instances at the lower levels to show players the value of alternative roles. Support, Tanking, Hybridization, etc only become viable at higher levels, when you've already got multiple powers locked into place.
Many, many, MANY players will level up having a blast being little dps machines. And then when they get to higher level (and locked into their power/adv/talent selections) they will suddenly want to try their hand at other roles. They might wanna be the guy who makes the group win becuase of buffs/debuffs but skipped those powers because they were not good for leveling. Or they may want to tank, only now seeing how nothing they have will get them to be a tank.
MMO's will always reward DPS builds for leveling. Killing things for exp just makes sense. So long as you only reward players for DPS while leveling, how can you imagine they will be purchasing tank or support related powers, advanatages, or talents? While exceptions/minorities always exist, we're talking about the majority of players.
6) Players didn't spend hours testing out each new availble power at level up (that gets seriously tedious) and don't realize until later that they missed out on powers they really wanted.
The fact is that the majority of players won't be spending hours at each new power up level testing out all of the new powers available to them. And before you say, "That's their fault" stop and *think* about it for a minute. Playing a game is about FUN!! And for most people, constantly clicking on some trainer dudes and running back and forth to dummies pounding away at them just is not fun at all.
Because of that players will end up selecting powers they learn later are inferior, or improperly suited for their goals. In addition to that they will lose out on power options they will find out later that they want. In the end, the basic problem exists. Players may not find out for a month sometimes that there are powers they'd prefer over others they have selected. And while they would have replaced those older powers with them, they can't afford to replace their most recent ones.
Summation of Issues
While the most fundamental flaw on the in game respecing revolves totally around leveling builds, there are other issues dealing with players not understanding the game and the designers changing the game. So there is the rub. There is literally no way to fix these issues. Players are not going to start off as masters of the game. The designers will end up nerfing/buffing things. And leveling builds will forever and always push players into the tunnel of PvE DPS centric selections.
Because of this, and because these are immutable facts that cannot be fixed, the entire respec system current used by Crypic for CO is flawed to the core. So the simplest answers are right in front of you. Change the respec system and the character generation system.
Reposting due to Beta ending put the old post into the "Archives" so was not appearing anymore.
There have been multiple points listed I am sure on this subject. I will do my best to fully illustrate what the current problems are, momentary workarounds, possible fixes, etc.
Short List of Problems
Powers are buffed/nerfed.
New players choose terrible builds while learnng the game.
Game content develops, changing what is actually fun.
Players realize they prefer PvE or PvP later on, but they built their toon for the wrong content.
Leveling... Players realize they prefer another role (tank, dps, support) than they are currently built for.
Players didn't spend hours testing out each new availble power at level up (that gets seriously tedious) and don't realize until later that they missed out on powers they really wanted.
1) Powers are buffed/nerfed.
In any game, things get buffed and nerfed. It is the nature of MMO's. It will happen. It's going to happen. And there is nothing anyone can do about that fact. Currently however a player can level to 40 and then be forever stuck with the changes enforced by CO designers. This in essence can and will change a toon so much as to make someone not want to even play anymore, forcing them to feel like they must reroll a new toon or stop playing to have fun.
Diablo (while not an MMO) was an excellent example where players who spent a few talent points in the wrong thing would delete the character and reroll just to make the builds they wanted.
2) New players choose terrible builds while learnng the game.
As with any new game, players will make a ton of mistakes when picking new "toys". Maybe they're grouping with friends and had to level up quickly to keep up. Maybe they saw a new "toy" that looked aweseome (and they thought performed awesome). Or perhaps they chose all the wrong talents and super stats for their power set.
Players will not always understand the game and they will choose stuff that doesn't synergize well with their "design concept" for how their super hero will perform.
3) Game content develops, changing what is actually fun.
A great example (since this is Cryptic) is from CoH back in the days of AoE farming. Players loved AoE farming and did some stupidly ridiculous things with it while using Invuln tankers. So lots of people played AoE toons. Once Cryptic realized how much of an issue it was, they then changed how AoE performs. While this was a good move, it totally changed game content and how people played. Making builds not play the same.
While sometimes game content changes are practically required, they will also change how characters play. Forcing players to stay in builds focused on old game content options without a method of changing themselves is basically cruel.
4) Players realize they prefer PvE or PvP later on, but they built their toon for the wrong content.
PvE vs PvP. As with every solid MMO I've ever seen, your entire character build changes for PvP or PvE content. While the current power system allows for some leeway in this regard (say take 6 PvE powers, 6 PvP powers, and 4 powers good in both). What looks good on paper doesn't play well in actual game play.
When people level up their characters, their builds tend to be very different than from what they use in end game content. Whether it be PvP or PvE. It is an invariable fact that preferable PvP/PvE builds will not 100% match a leveling build. In addition to that you have the number 1 problem.
Many players find out at level cap that they actually enjoy something more than they realized. You will have players who focused on PvP or PvE centric powers/advantages/talents and then want to try to dip their hand in the other side of life. And they will get owned or suck simply because they are specialized for other game content.
5) Leveling... Players realize they prefer another role (tank, dps, support) than they are currently built for.
This ties directly into leveling. When players level up, they did it by gaining experience points. And to get those at any kind of a reasonable rate, you have KILL things. Which means that your powers and abilities will be focused on DPS. There are far too few instances at the lower levels to show players the value of alternative roles. Support, Tanking, Hybridization, etc only become viable at higher levels, when you've already got multiple powers locked into place.
Many, many, MANY players will level up having a blast being little dps machines. And then when they get to higher level (and locked into their power/adv/talent selections) they will suddenly want to try their hand at other roles. They might wanna be the guy who makes the group win becuase of buffs/debuffs but skipped those powers because they were not good for leveling. Or they may want to tank, only now seeing how nothing they have will get them to be a tank.
MMO's will always reward DPS builds for leveling. Killing things for exp just makes sense. So long as you only reward players for DPS while leveling, how can you imagine they will be purchasing tank or support related powers, advanatages, or talents? While exceptions/minorities always exist, we're talking about the majority of players.
6) Players didn't spend hours testing out each new availble power at level up (that gets seriously tedious) and don't realize until later that they missed out on powers they really wanted.
The fact is that the majority of players won't be spending hours at each new power up level testing out all of the new powers available to them. And before you say, "That's their fault" stop and *think* about it for a minute. Playing a game is about FUN!! And for most people, constantly clicking on some trainer dudes and running back and forth to dummies pounding away at them just is not fun at all.
Because of that players will end up selecting powers they learn later are inferior, or improperly suited for their goals. In addition to that they will lose out on power options they will find out later that they want. In the end, the basic problem exists. Players may not find out for a month sometimes that there are powers they'd prefer over others they have selected. And while they would have replaced those older powers with them, they can't afford to replace their most recent ones.
Summation of Issues
While the most fundamental flaw on the in game respecing revolves totally around leveling builds, there are other issues dealing with players not understanding the game and the designers changing the game. So there is the rub. There is literally no way to fix these issues. Players are not going to start off as masters of the game. The designers will end up nerfing/buffing things. And leveling builds will forever and always push players into the tunnel of PvE DPS centric selections.
Because of this, and because these are immutable facts that cannot be fixed, the entire respec system current used by Crypic for CO is flawed to the core. So the simplest answers are right in front of you. Change the respec system and the character generation system.