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Truthseeker 5/14/07 4:27:18 AM
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Novice Member
Joined: 9/30/06
All that begins must ends, but the end of one thing is the start of another... |
What would you do as a dev, to improve the interactivity and the balancability of a pvp game ? Leave the fun factor outside of this discussion, because I think that the more balanced a game is, the more fun it is... so this isn't an issue. However balance always came with nerfs, buffs or conditions/restrictions. Can we get rid of this ? Can a game be trully open to the players' imagination while staying balanced and enjoyable ? There is several aspects to consider, before attempting an answer. Feel free to add anything you feel missing or incorrect. 1. The targeting system What I would do is to implement a skill working as a scanner, so players who dislike twitch-based games can still play the game. However this feature has a cost, and points invested in this skill aren't used for other skills, to make it balanced. The most skilled players will have a clear advantage. 2. The interface I'd like to not have to watch my skill bar or party panel at all, only the action matters. The problem is that no game have done this right yet, so I don't know what works or not. In a game with hundreds of skills it is hard to make meaningful animations for each skill, but I think that it can be done. Like I'm saying in point 3, we don't need that much skills in a game to begin with. 3. Balance between skills In most games, you have skills which can be used on : self, allies, enemies, terrain. These restrictions are made for balance purposes, however I'd like a more interactive way of using skills. I feel that we don't need 136 skills with the same effect : making red bars go up or down. I would make a unique skill that you can use in combination with others to get the desired effect : aoe, damage or heal, used on self, allies, enemies, etc... This will offer more freedom than balance made on cooldowns, casting time, targeting, because if you look at games carefully, most skills are variant of basic skills balanced by a more conditional use, increased cost or effect. 4. Range In most games skills don't scale with range, you are in range or not. A increasing miss penalty would be nice to balance the use of ranged skills, along with a scale in power and cost. 5. Party size I would not balance skills with the size of the party. If you are outnumbered, it's up to your group to maneuver and build your way to victory. However there is a point when nearly instant kills occur, and this isn't fun at all. It may be necessary to slow the pace of the battle by reducing damage and healing, when there is too much fighters involved. How to balance such a dynamic variable, I don't know. |
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Forcan 5/14/07 4:58:00 AM
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Novice Member
Joined: 1/08/07
Nov. 15th 2005 |
Originally posted by TruthseekerPersonally I like your ideas, but what I see is you would like to use player skills > character skills, and that is a way to do so, but it would create some real world issues, such as the players your game would be attracting. I can't say what is good and what is not. I can only analyze the ideas with what I learned and what I see in the games today. Some of your ideas would work if it's implemented in a way that can cater to enough players, but that'll be a hard task in itself. I would think that in PvP, if you pit players against players based on their own skills rather than their characters' skills, it would truly create the "elitist" group that would brag about their physical ability. That would appeal to a minor group of players, but your game will not grow pass a certain point. I would think that by focus how to incorporate the masses into PvP is a better way to do it, but I can't yet figure out how to get everyone's interest into PvP system. It would have to be "balanced" in the sense that even casual players can have a chance in doing well against the hardcore gamers (if this were using the player skills. Even if it's not, there are some casual players that knows exactly how to use their character's skills to the fullest, and they are not bad against a hardcore players) So in general, it all depends on the players you are focusing on. |
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| Waiting: Star Wars: The Old Republic, Xenjo Journeys Online (Chinese MMO), Hero's Journey, TCoS, Dynasty Warrior Online, Stargate Worlds, Champions Online, LEGO Universe Current MMO: Warhammer Online, Florensia Online, CoH/CoV, WoW Yet to Try/Test: AoC |
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l2avism 5/14/07 6:30:12 AM
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Novice Member
Joined: 5/06/07 |
Its basically a money vs gameplay tradeoff. In mmo's it is widely known and accepted that if you water down the gameplay to make it newb freindly more newbs will pay. In gaming just as any hobby or profession there are always more unskilled than skilled. If you want to make alot of money cater to the unskilled, but if you want to make a great game and cater to the skilled be prepared to loose money. In games other than mmo's they usually cater to the "elitist" because they run through games faster and buy more games. In mmo's the game doesn't sell once, it must sustain a continued revenue. Skilled players are not important to developers of mmo's since they are a minority so developers simply cater to the "newbs" and make more money. Without the money there would be no games. I know its sad for those who are experienced long time players (like me) but our influence in mmo development is almost non-existant. Newbs would rather play a game where they could level up brain dead and still pvp against somebody- thats why most games have a oversimplified skill system (such as wow) where basically you just click buttons to get the impression of being unique but really there are maybe at the most 3 ways of doing it. Its like someone put the "ez button" in games these days. Me personally I prefer the most skills you can put into a game without becoming rediculous. If it reaches a point where you have to grind to raise a skill then thats when you have went too far. Skills should be a way of customisation and not just another threadmill to climb. When someone has a variety of skills to choose from, they can make the same class 100 times and never make the same build twice. When you encounter class z, you don't automatically assume he is going to attack you in a specific means because he could have went a different skill path. This uncertainty in battle leads to surprises everytime and makes the game fun. |
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Truthseeker 5/14/07 7:14:12 AM
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Novice Member
Joined: 9/30/06
All that begins must ends, but the end of one thing is the start of another... |
To Forcan. That's good feedback, thanks. What I'd like to achieve is to create an open game with enough gameplay variation to cater to most players. The elite will play with the elite and the noobs with the noobs, I don't think that a battle without challenge is enjoyable, that's why I separate the players according to the experience they want from the game, a ladder system can do this. When you progress on the ladder you face opponents of nearly same level, so it isn't frustrating most of the time. 1. Twitch-based games are unplayable for players (not necessarily disabled) unable to master the gameplay. It is like using a tool to achieve a task. Since you had some help, you should have some penalty, but at least you can enjoy the game without worrying much about something like that. 2. I find the interface badly done in most games. What's the point of looking at your cooldowns all the time ? What's the point of looking bars when you're a healer instead of watching what is happening right now ? Why do we have to show numbers ? In a perfect interface you should have nothing more but the graphics... now you have a higher level of immersion. Even if it's pvp, immersion in the action is still important to get the adrenaline. 3. I think that you misunderstood how some devs balance skills in a game. I'll give you an example. Take a basic healing skill. It heals for 100 hp. Now make it unable to target self, it heals for 200 hp. Now make it half range, it heals for 300 hp. The less flexible a skill is, the more powerful it is at the same cost / casting time / recharge. However when you have a limited amount of skills, this becomes annoying. So instead of creating hundred of skills, let's combine the effects. 4. I agree, maximum range is needed. What I mean is that in games, you use a skill, and suddently beyond max range you can do nothing. This is bad because you have to look at your radar all the time, to stay in range. Furthermore, players having a good 3D vision and used to estimate distances accurately should have an advantage other players using radars. 5. Did you ever see how a skill in a 3v3 fight can be balanced, but overpowered in a 10vs10 fight ? Did you ever see how ranged attackers can focus fire a target to death, without any chance for it to be saved ? To prevent this either you reduce damage when the number of players increase, either you implement a weird mechanism preventing a certain amount of dps on a target. To l2avism I do not advocate money vs gameplay trade-off. WoW is a great game, we can't refute this fact. However its design is more suited for new players, so the next step is to make a game with a smooth learning curve towards high level competition in a balanced pvp environment. |
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khang7 5/19/07 11:08:36 PM
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Novice Member
Joined: 1/31/07 |
not a bad idea, it would stand out because not many mmorpg are skil based ^.^
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A_N_T_I 5/20/07 9:24:08 AM
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Novice Member
Joined: 3/25/06 |
Originally posted by Truthseeker Well. Just remember that making good animation sequences is slow work. You'd need a lot of manpower for this single point to flesh the idea out realistically. You'd also need sooo much unique animation for mobs in the game, that making new content would be a true hassle. And you mention a trade off by having fewer skills, which is unfavorable imo. |
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paulscott 5/20/07 1:04:39 PM
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Elite Member
Joined: 12/04/05
why do humans build, because it isn''t there |
make it based more so basic decisions you use in combat: when to use your attack skills, when to use and not use auto attack, when to move, or when to use defensive/buff skills instead of having skills be the largest determining factor in player effectiveness.
this means that the skills themselves don't need to be 'as balanced' rather you need the choices in the combat to be balanced. |
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| A mathematician wakes up at night, and comes to the startling discovery that his room is on fire. He runs to his desk, and starts calculating, using many sheets of paper. Eventually, he writes "QED" and exclaims, "there is a solution!" Relieved, he goes back to sleep. |
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