There is a disturbing trend I am seeing where so-called "Characters" in MMORPGs are simply defined by one stat for their class or whatever pigeon hole the character has been put in. In some recent examples it's not even a different stat and just morphs to your class, so you could literally call it Stat and gear for it. WTF is that? If it's going to be that dumbed down and simple why even have the stats? If there is no way to build characters for different things stat-wise, why even have stats?
Maybe someone can explain to me why this is a good thing for a genre that was built from games that modeled characters at least partially from a set of scores that determined capability and build nature.
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Game companies treat us gamers as we were brainless monkeys running after banana. Some games even play themselves so you don't have to use your hands or brains and you can focus on story that is naturally voiced over in case you are illiterate as well.
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A Troll Skald with high combat stats spent a lot more time hitting stuff to kill, while other classes such as dwarfs frequently boosted up magic enhancing stats and killed with insta damage spells.
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Is the game fun?
There ya go.
WoW is also good example of stats being so streamlined that there is little point to it. Jewelcraft and reforging brought a little bit of nuance to the stat system, but reforging was removed and JC was gutted into pointlessness as well.
Look at D3 ... stacking stat is really not that hard (well, there is some choices of sometimes you need more vit than main stat .. but you can adjust that anyway in paragon level). However, the *real* choice is to manage what set, what legendary power (in gear, in cube) to use and how they synerize with skills.
I am not talking about specific games because it is specifically this mechanic that I am interested in thinking about. So you can put your donkey away Mr. Quixote, I'm just asking a question.
More people need to speak out and complain at their developer,do not praise everything they do.
An example has been the use of the word potency.It is also an EASIER way to control and manipulate numbers,that way a developer can mislead you with giant numbers like +200 STR and you think WOW that piece of gear is great but in reality the formulas manipulate it down to meaningless numbers.
I don't think i have had hardly ever seen numbers matter very much the problem is we cannot ever simulate realism,it will always be a simple math formula.
Example in my fave game if FFXI numbers do mean a LOT but only to a minimal degree.You say wtf did he just say?Well for example INT adds direct damage,so you add a ton of INT.However it uses a sort of ARC formula liek a lot of games ,meaning you could do anywhere from 50-100 dmg,meaning you might see any direct increase with the numbers or you might see a lot.Another direct effect was in their accuracy formulas,adding in say 5 or 10 accuracy does nothing,there is a threshold that has to be crossed ,example 20.What this means is like most games min maxing is always the way to go,you either go all out for accuracy to hit that 20 threshold or don't bother at all.
Another way of manipulating those high numbers is with negative formulas.Example 500 STR might add 250 dmg but if multiplied by a formula that uses a decimal like .05555 BEFORE adding in direct damage,you make that 500 STR almost meaningless.SO you might add 100 str or 500 str and only come out with an extra 2 dmg or 4 dmg.
My point is that adding in all those numbers is great if they actually mean anything,however most devs know they don't so just simplified the formulas using for example Potency.My opinion is games are better giving us some real cool abilities and combos with other players.Put those abilities on semi long timers because spamming hotbar icons is never fun.
Never forget 3 mile Island and never trust a government official or company spokesman.
For leveling it was amazing, having to choose between spending points for a better weapon, armor, implants, or new nano techs, while calculating points from buffs, implants, attribute trickle, perks, armor, and etc.
Developers know their content,everything is manipulated the way they want,you are NEVER going to be OP unless they want you to.
Gear and items are a VERY superficial way to attract players and keep them interested.However i would hope most players realize your NEW shiny item is only matched towards the content you are playing,so in reality,our players NEVER improve we always stay on par with the relevant content.
To make a really top notch great game,the systems and spells/abilities need to be so good that player thought and combat interaction could be decided by the player and not by the simple math formulas.
Again pointing at FFXI,they gave us some great ideas but need to be further improved by new developers.Example "properties",use elemental properties and have players adjust during combat interaction.
Example a mob might give a slight tell to it's next attack,it might be a ranged or a crushing or Blunt attack ,or it might be a fire or water spell incoming.So then the players pay attention and react to take less damage.Or perhaps the mob is going into a defensive manouver,not a good time to use your best ability since the damage would be nullified to mere pittance.
Never forget 3 mile Island and never trust a government official or company spokesman.
Rift's Soul system was one of the most ingenious character build systems I've ever seen attempted. Marketing was awesome. Problem was, it was broken. It broke the system so bad it was worse than the games it was trying to improve. At least with WoW, I could roll a caster class / Hybrid and have many viable choices for DPS like Shaman, Warlock, Druid, Mage with like 7-8 viable raid builds between them. But with Rift, you had 1 Mage class and one DPS build that was most efficient. So I leveled a mage as a Chloro/Necro/Lock for the traditional Warlock style play only to find there was no group viable version of that play6-style. Not build.......Play style. If I wanted to compete in DPS, I had to re roll to Pyromacer. Maybe Elemental. Archon for a more support role or Chloro for healing. Regardless, there was no Endgame viable self healing, Dot casting, pet user available. Solo play, sure it was one of the best in the game. Don't look for a group with that though.
You can't just start citing games who had an idea if it didn't work. Because it really doesn't exist.