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Rift will be impossible to Balance.

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Comments

  • ThalariusThalarius Member Posts: 125

    I agree, it is going to be hard to balance the different souls. 51 Points possible spread over 3 trees is impossible to say the least and will leave every character suffereing a NERF that will make it impossible to get anything done solo or even in a group. 

    I think this 51 point system was to appease the pvp crowd right off the bat as to make sure not one player can be "UBER" or "OVERPOWERED". 

    3 soul trees  / 51 points = 17 skill points per tree which does not make it worth while to play.  

    IMHO it is going to get to a point that players will complain that there are not enough points to make playing that character worthwhile. 

    Game has good potential, but the point system and comments by the devs during beta (ingame) that they put in a limit of 51 points to appease the pvp community is going to create a blacklash among the PVE community, that it could cause the game to have poor sales and not enough subscribers. 

    Totally impossible to balance both PVP and PVE and equally totally impossible to appease both communities seeing how often times you see in games that have pvp you see pvpers engaging in cheating, exploiting game mechanics to get ahead due to greed and I MUST WIN AT ALL COSTS NO MATTER WHAT.   

    There is no possible way to balance both communities unless they were to have seperate rulesets for each server, and frankly they have the ability it is just they do not have the guts or courage to take that step and create seperate rulesets for PVE or PVE server.   <-- it is just not Trion, it is every MMO that has come down the pike from SWG, EQ, WAR, WOW and etc that have this problem with low population pvp servers where the pvpers moved to the pve servers all because they fail to learn that pvpers by nature are greedy, gankers, I must win at all cost no matter if I cheat or exploit the game I must win this battle type of player. 

    If Trion does pull off the impossible then they will have done what no other MMO Developer has done before, it will make them great and yet there will be those who will complain about it and try to get it changed or get it nerfed to a point that it would make it worthless to even play the game. 

     

  • xavkaxavka Member Posts: 13

    Originally posted by Angier2758

    If you want 100% balance that will never happen because -

    A) balance is party opinion

    B) balance is party perception

    Even if you had a super alien computer program that could statisticly balance out 20 classes with countless specs... opinion and perception would still rule the day.

    This^. Balance and RPGs shouldnt even be in the same sentence.

  • CernanCernan Member UncommonPosts: 360

    If you watch the OnlineWelten videos you can see them switch roles with the click of a button.

    Part 3 of Defiant Preview

    This shows you how easy it is to switch souls and roles.  We've seen some sample souls out on role builder websites.  Some of the souls are almost all support.  You wouldn't level with that soul, and you may only put a little into it for PvP.  However, you could create a role that was almost all support for PvE.

    Looks like they are just making sure the healers can keep up, and let everything else sort itself out.  At least by the articles we've been given.  I'm pretty sure they will eventually be some tweaks (nerfs)  If a certain soul/ability combo ends up dominating all others, they may move abilities higher up in the treess to make it harder to obtain that combo. 

  • CernanCernan Member UncommonPosts: 360

    Originally posted by Thalarius

    3 soul trees  / 51 points = 17 skill points per tree which does not make it worth while to play.  

    IMHO it is going to get to a point that players will complain that there are not enough points to make playing that character worthwhile.

    I don't understand this quote.  It seems you are confused, or either I didn't get your post.

    You don't have to spend points in all three souls.  That is the point.  Some of the best abilities would require you to spend all 51 points in a single tree, not split between 3.  It is up to you to decide where to put your points.  30 points in one tree and 21 points in another.  You decide which souls to combine, max of 3, and where to split the points.  Watch the video in my previous post for a better idea.

     

    Edit:  There is no need for different rulesets either.  They already know some soul combos are terrible for PvP.  That is why they give you 4 different role slots.  Think of how WoW has 2 different talent specs you can save.  Trion gives you 4.  They fully expect you to make one role for PvP with a certain set of souls and another role for PvE.  That is what they consider balance.  They expect you to figure out what works and what doesn't. 

  • Ralphie2449Ralphie2449 Member UncommonPosts: 577

    Originally posted by Angier2758

    If you want 100% balance that will never happen because -

    A) balance is party opinion

    B) balance is party perception

    Even if you had a super alien computer program that could statisticly balance out 20 classes with countless specs... opinion and perception would still rule the day.

     

    That being said I think it's sad that you guys can't even let them try before you go doomsaying.. it's like OMG I HATE WOW I WANT SOMETHING NEW WAAAAAAAAA.. WAIT A NEW GAME YOU SAY?! NAH IT WILL FAIL!!!!!!!!!

     

    Endless cycle.

    I agree it impossible to balance perfectly, but that doesnt mean you shouldnt try and leave the game broken...

    And you dont need the opininons of random noobs, when balancing a game you need the opininons of the top players who know the game well and their classes even better and simply know the root of the issues, if they even exist at all since many of the issues just come from whining casuals who cant one shot people and cant win easily

  • allegriaallegria Member CommonPosts: 682

    Balance for PVE and group PVP.  1v1 or 2v2 PVP balancing is a waste of time. Some classes will simply be able to always eat other ones.

     

    Eq2 PVP has always been good, 1v1 there are some classes that will destroy others, its rock paper scissors and it is fine.WoW tries to balance everything and its a losing approach ( and a huge waste of development resources ).I do agree if they go down this path ( to try and balance everything ) they will fail and spend way too much $$ there.

     

    Grouping is great. Roles are great. Wow has taken the approach where every class can do everything and it really has watered down that game for me personally. ( i think pvp balance had alot to do with it )

  • xavkaxavka Member Posts: 13

    Originally posted by allegria

    Balance for PVE and group PVP.  1v1 or 2v2 PVP balancing is a waste of time. Some classes will simply be able to always eat other ones.

     

    Eq2 PVP has always been good, 1v1 there are some classes that will destroy others, its rock paper scissors and it is fine.WoW tries to balance everything and its a losing approach ( and a huge waste of development resources ).I do agree if they go down this path ( to try and balance everything ) they will fail and spend way too much $$ there.

     

    Grouping is great. Roles are great. Wow has taken the approach where every class can do everything and it really has watered down that game for me personally. ( i think pvp balance had alot to do with it )

    This sums up how I feel about the issue (especially the colored part). Thank you for saving me from more typing

  • EmhsterEmhster Member UncommonPosts: 913

    Yes, I think it will be difficult and is going to require a lot of fine tuning.

    Unless one soul is a lot better, I don't think it will be a major issue since we'll be switching souls few times during our journey to adapt to any situation. It can be compared to dual specs in WoW and how players react to it. Except Rift has it as a core mechanism.

    Of course it becomes a different story if one calling is much better than the others.

  • BenthonBenthon Member Posts: 2,069

    Originally posted by xavka

    Originally posted by allegria

    Balance for PVE and group PVP.  1v1 or 2v2 PVP balancing is a waste of time. Some classes will simply be able to always eat other ones.

     

    Eq2 PVP has always been good, 1v1 there are some classes that will destroy others, its rock paper scissors and it is fine.WoW tries to balance everything and its a losing approach ( and a huge waste of development resources ).I do agree if they go down this path ( to try and balance everything ) they will fail and spend way too much $$ there.

     

    Grouping is great. Roles are great. Wow has taken the approach where every class can do everything and it really has watered down that game for me personally. ( i think pvp balance had alot to do with it )

    This sums up how I feel about the issue (especially the colored part). Thank you for saving me from more typing

     I agree as well. I'm really glad this game included support classes.

    He who keeps his cool best wins.

  • VesaviusVesavius Member RarePosts: 7,908

    Originally posted by Holgranth

    TL:DR Rift is trying to offer huge character customizability, well balanced PVE and well balanced PVP. 

     

    Snipped the rest because your fundamental point is incorrect.

     

    It's not trying to offer any of these, except the customisation ofc. It has been stated openly that balance is not their aim.

  • PerjurePerjure Member UncommonPosts: 250

    Originally posted by skeaser

    Why is everyone so deadset on equality between all players. I hate balanced games because everyone comes out the same. I see nothing wrong with a game that's more focused on a balanced group than balanced individuals. I would rather see a game where players can pick what they want to be, be it max DPS with low armor, mid range of everything, CC heavy, etc etc. and then let the game force balance through teamwork.

    Totally Agree. UO, Shadowbane - they were not "balanced" by anyone but the players - and they were a heck of a lot of fun.

  • elos_rekatelos_rekat Member Posts: 106

    instead of rock paper scissors, it's more along the lines of

    Rock : Paper : Scissors : Lizard : Spock

    or maybe even

    Rock : Paper : Scissors : Lizard : Spock : Phaser : Mirror

  • Ralphie2449Ralphie2449 Member UncommonPosts: 577

    Originally posted by Vyce

    Originally posted by skeaser

    Why is everyone so deadset on equality between all players. I hate balanced games because everyone comes out the same. I see nothing wrong with a game that's more focused on a balanced group than balanced individuals. I would rather see a game where players can pick what they want to be, be it max DPS with low armor, mid range of everything, CC heavy, etc etc. and then let the game force balance through teamwork.

    Totally Agree. UO, Shadowbane - they were not "balanced" by anyone but the players - and they were a heck of a lot of fun.

    A noob can have fun in pretty much anywhere he can "win", give the unbalanced classes so they can 100% counter another class and they ll be happy that they are able to win somoene even though it could be a one-sided battle. Casuals simply suck and playing games competitively and go around trying to find a way to defeat somoene with an unfair advantage like gear or stats so they wont feel so bad about them sucking hard and throw the i just want to have fun argument...

    So the question is simply

    Do you want to make a game so every loser can find a way to win(sepcifically getting an advantage that involves time so they can pay till they get it)

    Or make a real competitive game with fair competition that it wont be liked by the masses, and will be loved by people who like competing and real challenge and have fun through hard earned wins

    (pve raids onyl challenge is to manage to make 25 morons work together after that its nothing if they have half brain, but we have to make a category that casuals can win and dont feel so sucky...)

  • reb007reb007 Member UncommonPosts: 613

    Scissors says to the devs "nerf rock, paper is fine."

     

    There will always be balance issues. Unless every single class has the exact same role and skills. Which would suck.

     

    A tank will always be able to mitigate damage. A healer will always be able to heal damage. A dpser will always be able to deal damage.

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690

    Well when you release with a 1001 ways to make a class there is no way for it to ever be balanced like it should.

    30
  • Pr0tag0ni5tPr0tag0ni5t Member UncommonPosts: 263

    I understand what most of you are saying.

    Balanced Gameplay = No diversified choices

    Lots of Class/build/ability choices = Unbalanced Gameplay.

    However I do think you are pre-judging this game, and the Ascended Class system.

    I actually agree with what the Devs have said about "Class Balancing" (quote can be seen in the 2nd post on this thread).

    I don't think there will be unbalance to the class system, if there is, I agree that the way the Ascended class system is designed it will sort it out.

    I know what you are all ready thinking 'even with all the choices over time we will figure out the perfect 'Tank, DPS, Heal build for each class and all others will be tossed to the side.'  Its not going to be like that. 

    The best way for me to explain it is this way. From what I see the Multi-classing in rift is going to be like playing the collectible card game Magic the Gathering. You have unlimited cards to choose from to build your deck. Now if one deck becomes too powerful then you can design a deck to beat it from the pool of card choices. So no 1 deck is unbeatable giving no restrictions. So if a class seems unstoppable/OP in PVP then take the time to build a class that handles them.

    It is a pretty bold statement to say it is impossible to balance this game without actually playing the class system.

    image
  • KarbleKarble Member UncommonPosts: 750

    Maybe we should take another look at UO.

     

    Ultima Online over it's many years actually developed two seperate rule sets that worked well together.

     

    PvE rules and PvP rules

     

    The main distinguishing factor was that PvP max damages were capped. So a player that wanted to be really competative would have to take a huge number of things into consideration.

    Hit chance increase

    Damage increase

    spell damage increase

    damage per second

    defence chance increase

    all of these were subject to a cap of thier own. Then you had to calculate them against the total allowed by the PvP cap rule set

     

     

    This was not even including character skill abilities that heavily modified some of these things.

     

    One thing was clear in UO and that was in PvP it was better to have many allies with you that had different styles.

    At least a few that could bring people back to life with spells and heal and throw up walls and static fields and other fun things. Bow and arrow guys, dex vampires, potion tankers, pet specialists. All were welcome and made the game more interesting.

    I feel like this is a direction that Rift should take having a PvE and PvP seperate rule set. This way the PvE could be over the top with huge numbers floating around damage-wise from players, the the PvP would be more finess and balance and thought process to crunch your gears and skills to fit the PvP individual caps and the PvP total cap

  • allegriaallegria Member CommonPosts: 682

    Again, balancing pvp and pvE for Groups is the way to go.

     

    in eq2 pvp tanks even taunted.. it was very cool.

     

    Tanks couldn't beat anyone 1v1 ( guards anyway ), but in groups in pvp they were incredible.

  • rtbbvrrtbbvr Member UncommonPosts: 166

    I think its somewhere in the middle. No where near impossible but not without changes to come. Some attacks will simply be to OP or there may a tweak to make something a bit better here and there. Its going to be a hard system to design perfect class by class counters, but really it all comes down to the balanced group. Heck the game is designed so you can have mage tanks and ranged dps warriors. Its going to be a fun building a PvE and PvP build for sure. 

  • CernanCernan Member UncommonPosts: 360

    Originally posted by gigat

    Scissors says to the devs "nerf rock, paper is fine."

     There will always be balance issues. Unless every single class has the exact same role and skills. Which would suck.

     A tank will always be able to mitigate damage. A healer will always be able to heal damage. A dpser will always be able to deal damage.

     

    There aren't classes to balance though.  Each soul is not a class.  It is just a collection of abilities.  You can't balance one soul against any other soul.  Some souls are almost all support (CC or healing) and no damage at all.  If you put 51 points into the soul that gave those abilities you wouldn't be much of a DPSer.  Each calling, has at least one support soul.  So every "mage" is not a DSPer, every 'warrior" is not a tank.  It all depends on their soul combination of abilities.

    The system is meant for you to find the best combination of soul abilities to create your own class.  In the end, some combos may prove very powerful in PvE or PvP.  Those will become cookie cutter builds just like in any other game.  There will be forum posts describing how many points to spend in each tree and where to place them.  Each calling will have these cookie cutter builds. 

    In the end, I'm sure Trion will end up moving some soul abilities around in the trees if players come up with cross-soul combos that prove more powerful than they planned.

  • sn0wblind00sn0wblind00 Member UncommonPosts: 388

    I guess i'm the only one who dislikes too much balance in mmo classes.  MMO's are easy enough as it is.  I prefer the challenge of the underdog, who may have to rely on different tactical thinking to compensate for not being as effecient of a class.  Too much balance is boring because either everyone ends up playing the same class, or there are so few classes that it quickly becomes stale.  I think shadowbane is a good example of how balance really doesn't matter to an extent.

    With that being said...I don't think this game will have trouble with balance.  It probably would if the souls could go into other trees, but they can't and the skills look as generically bland (safe) as any mmo released in the last 6 years.

  • BioNutBioNut Member Posts: 414

    I have to agree. Much like Champions Online, Rift, will be almost impossible to balance. There will always be FOTM PvP builds and the fact that you can gather up to 8 souls means everyone will be using the same ones (for each calling).

    Playing: Tera, BF3, ME3

    Waiting on: Guild Wars 2

  • RimokuRimoku Member UncommonPosts: 90

    PLAYER 1 DISCOVERS AWESOME COMBO

    PLAYER 1 CRUSHES PLAYERS 2 BUILD

    PLAYER 2 COPIES PLAYER 1 BUILD WITHOUT HAVING TO REROLL

    PLAYER 2 CRUSHES PLAYER 3

    PLAYER 3 DESIGNS BUILD TO COUNTER AWESOME BUILD

    PLAYER 3 CRUSHES PLAYER 1 and PLAYER 2

    PLAYER 1 and PLAYER 2 REDESIGN THEIR BUILD

     

    REPEAT CYCLE UNTIL GAME SHUTS DOWN

     

    Welcome to Guild War's style of balancing.

  • Angier2758Angier2758 Member UncommonPosts: 1,026

    Originally posted by Sfaliara

    Originally posted by Holgranth

    Originally posted by Angier2758

    Originally posted by theartist

    Originally posted by Angier2758

    That being said I think it's sad that you guys can't even let them try before you go doomsaying.. it's like OMG I HATE WOW I WANT SOMETHING NEW WAAAAAAAAA.. WAIT A NEW GAME YOU SAY?! NAH IT WILL FAIL!!!!!!!!!

     

    Endless cycle.

    So wouldn't it be wise for game designers to move on to a unique system? Rather than reskin something done?

    Cycle fixed. The market has told everyone that following the status quo for the current generation of MMOs fails. Also making something different (like APB or Mortal Online) without planning out the big picture (or releasing too early like FFXIV) also fails.

    I just think most developers are crap currently.

     Well the problem is that when people here say they want a "unique system" it is usually code for "I want a classless skill based system".   I think that personally just turns into players just making a few cookie cutter skill sets... and then you have classes again.  It's an illusion of choice.

    I was thinking developers should try a different method of balancing.  Now if you're saying they should try something totally different outside of the 2 options we've been presented, I'm totally for it.

     

    Having choice is meaningless if 90% of the choices suck. That isn't balanced. Take RTS's for example, then can be balanced as in both sides are on an equal footing, but if only 5 out of the 25 accessable units are being used that means the other 20 units are unbalanced.

    That is what Rift seems to be shooting for. An illusion of choice.

    I concur this. Without being in a possesion of any magical orb I can easily guess that within a month after release you will be seeing everyone sporting pretty much the same thing and people spamming things like "LFM pyro XX instance" and all this stuff if they are not doing it in beta already. Vast class system is one of the few selling points of this game and it already seems to be going the down way, while it was initially an interesting concept it simply cannot reach its potential. This game has absolutely nothing to offer.

     If you've not played how can you make the statement that it has absolutely nothing to offer and the vast class system sucks?  A better question would be what would it have to offer to have something you'd want in a worthwhile game?  A totally new approach?

    Personally if I see under 10 classes I don't see the point in playing... why?  Because we can all guess what those 10 classes will be.  I don't want to be the SAME thing in every game I play.

    My perfect game would be a cross between EQ1 and EQ2 (slightly faster leveling) with meaningful somewhat balanced pvp.  I also want a metric ton of classes.   It seems like I'll never get my wish on this one.

    I think this game has some potential, but to hear jaded folks proclaim blanket statements makes me think part of the MMORPG originally issue is due to players just being jerks.  We won't accept anything new and when a company tries to do somthing a little different we jump on them for that too.

     

     

  • skeaserskeaser Member RarePosts: 4,205

    Originally posted by elos_rekat

    instead of rock paper scissors, it's more along the lines of

    Rock : Paper : Scissors : Lizard : Spock

    or maybe even

    Rock : Paper : Scissors : Lizard : Spock : Phaser : Mirror

    Big Bang Theory FTW. +1 interwebz for you

    Sig so that badges don't eat my posts.


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