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There are far to many old mechanics that have become stale. The ones I wish changed are:
1: Equipment: Weapons give damage and Armor protects you. How about we not make equipment give you 90% of your statistics. Equipment based games are getting old.
2: Statistics: How about we go back to actually allowing the player to spend his stats how he or she likes. I want 5 more points in strength, 2 in con, 1 in dex, holy fucking shit I am designing my own character for once and it isnt auto-magically doing it for me.
3: Spells: How about we actually have an Heirarchy of spells. If I take a minor fire spell I get better at fire spells and open up new options for fire spells. How the fuck does it makes sense that if I mainly use fire spells that the next level I get ice bolt. Why am I locked into broad spell categories that force me into a broad range of spells. I like the idea of being able to be a jack of all magic or specialize. Its an RPG and I want choice not strict defined premade characters.
4: Spell Dynamics: I pondered the idea of ability modifiers such as: Haste moded spell has half the effect with half the cooldown, Divinity modded spell has half the effect but heals you for the damage dealt. Its time to break the stale mold of, every mage has fireball and every fireball is the exact same. This idea can even work with melee abilities.
In my opinion. in an rpg a character should be moldable to fit the play style that you want. Of course this has limitations but I believe a lot of the limitations are imposed by the developers. They want to create games with the illusion of options and they do this by giving you a variety of class choices and talent options but then limiting your overall power, through statistics, by limiting what armor set and weapons you can use. If you have one or two item sets per class and 99% of your overall power comes from these item sets, the developer just made their life easy since now they just have a couple armor sets to adjust and this is how they try and balance the game. Its time for this to change...
Comments
I believe that people are stuck on the old concepts of DAoC. There are many reasons why we are not playing DAoC. Sadly people will ask for a damn near mirror image of the game, flaws and all. Seriously, if people do not want the standard DAoC concepts to change, why are they asking for a new game and not simply playing the old.
I think some kind of middle ground should be met yere. Maybe 5 Points per level 3 are "prespent" on 2 you can decide. hVaing characters min max everything they desire might lead to mayor balancing issues. still, if i decide to always spent my 2 out of 5 points on one same stat, it will very much matter in the end.
I dont mind stats from equipment if they are minor in nature. A ring that gives +1-5 in 1 stat isnt a big deal. The problem arises when you have 20 worn or wielded items and each one gives a ton of statistics. I dont believe that more than 25% of your overall power should come from equipment. When 1 level 60 fights two level 30s, it should be a good fight. Aslong as equipment doesnt skew this fight in favor of the level 60 I would be happy.
I am just bored of the games that require you to have a specific set of equipment to be competitive. Equipment should be used to differentiate you from others but not as an overall judge of power.
Id prefer equipment to affect game mechanics. Its much more interesting when your choices limit you as well as bring advantages. I just dont like the standard: breastplate of the boring +100000 health +50 str, nonsense.
It would be if your armor limited the skills you could use. Then you have to choose what you want. Then imagine if your personal storage space is limited by weight so you could not just carry around multiple sets of armor to switch at will. That way you have to plan ahead what you will need. You want to be an archer you better not have that plate that provides extra defense because your ability to use a bow is severly hurt.
If i recall, DAoC had a like 10 to 20 (most likely 10) points at character creation that you could distribute in the stats you wanted, or in your 2-3 main stats according to your class.
But yeah what you said would be a great option on stats.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
Seems great till the math nerds get at it and then cookie cutter stats distributions come out. The illusion of choice is all you really have in the end. Unless you want to be a gimped character that underperforms.
If all statistics are important the game will be far less prone to min/maxers. Statistics like all things are situational. You might have the perfect min/max build to output optimal damage with a two handed sword, yet what happens when you are slowed by an arrow to the calf and you just cant seem to reach melee range.
When I spend stats on a character I imagine a slider in my head, by spending these points on this stat, the slider moves forward on this stat but backwards on others. I know there isnt really a loss in stats by spending on a stat but there is a loss of potential. Aslong as there is a loss of potential min/maxing does not work.
Aslong as all statistics matter, everything becomes situational. That perfect strength build comes crumbling down when people realize that you maximized offense at the expense of defense, and they decide to focus you.
Simple, theres some things that have been added to the gem of SI and pre DAOC that plain sucks. If they reverted to then, I would play it. Get rid of MLs, CLs, NF, and some classes, and would play it, but they obviously are not going to do that.
+1 Take DAOC back to the weeks before ToA and I would suffer the time levelling again to play that game.
That being said, it would be nice for a revamp, however I love the core elements of DAOC and really hope to see them in this game. ( targetting system, combat system, unique class/keeps per realms )
Ozek - DAOC
Niix - Other games that sucked
But in the end there will be optimal builds so long as stats are tied directly to a game modifier. There has yet to be a game I can think of single player or multi that does not end up with optimal builds.
What's wrong with optimal builds? There will always be a best way of doing something given your desired role.
I don't see why that's a bad thing, I don't really care much about how they handle any of that as long as the content is full and enjoyable and the gameplay is what I enjoy.
Ozek - DAOC
Niix - Other games that sucked
However, free-form stat allocation, while awesome in theory, could be a bad thing in the context of balance dynamics. As said before, there would be templates and fotm setups immediately anyway. I like the concept, but the proper implementation of said concept might be a lil unrealistic in the context of a dedicated rvr game.
http://www.mmorpg.com/blogs/PerfArt
Total free stat allocation would be a bad idea. Depending on what you did in the past and what is the FOTM your character could either be considered really good or really bad. I do however like stat placemement at character creation, but IMO it should only account for maybe 5% of your characters performance at high level.
I like equipment dictating at least some of my characters stats. As long as you break the increadily stupid idea that gear has a level requirement. I'm not sure who origionally though that was a good idea, but I really don't like them. Good gear should be realativly easy to get as well. DAoC had a much better system where if you wore equipment way above your level you didn't get much benefit from it and you broke it quite quickly, leading to some very expensive repairs. It was ballenced right so you really only wanted to use stuff slightly above your level.
In every game where it was possible, I always liked to put my stats points by myself, but equipement should give an equal power. A 50/50 sounds good to me. (T4C is an old but good exemple)
Spells (and skills) should definitly be link a logic skill tree with a lot of possibilities. Theorycrafting is my secondname and I enjoy it so much in "Path of Exile"
And by the way, if it's possible to add ability modifiers to any skill it would make them more unique and personal (just like in the great but almost unknown Rysom?)
I played Rysom for a few weeks.
Piercing polearm spec I think, with ability to make the opponent vulnerable to piercing. etc etc.
Something like that...been ages!