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What Do You Think About Transmog?

Cactus_LFRezCactus_LFRez Member UncommonPosts: 206

I found this Josh Strife Hayes(Says) video about transmogs (and twinking)

And wanted to open it up to discussion, specifically the transmog bits.

I know people don't like long videos, this is only 10 minutes.


So what do you think about what they say about transmog?

What system do you prefer?


My thoughts

I agree with them that aesthetic cohesion is important and all cosmetics should fit within the setting.

Eastern MMOs have a lot of problems with this, having straight up pop culture references.

Western games have this issue too with excessively glowy and gaudy options.


But there is a hint of the idea that transmogs shouldn't exist.

I can't really agree with this point.


Personally I prefer a lot of customization

And prefer a gearless system, like CoH, Secret World, PSO 1&2

To maximize customization and avoid this whole transmog situation.


Having my character be a blank slate for an assortment of gear that I constantly switch out feels way too utilitarian to me.


And stuff like thunderfury or dragon scale armor doesn't have any mystique to me, because it is just a number stick.


The PvP clarity argument does make sense, but again does assume that 

1) there is gear

&

2) seeing what specifc gear someone has is important.

And of course you can design a game where this is non applicable.


I do think we all can agree, limiting cosmetic choice to push players to the cash shop is not fun though.

«1

Comments

  • DibdabsDibdabs Member RarePosts: 3,239
    edited September 2023
    I think it's quite amusing how they take it all so seriously.  It means zero to me.  
    Post edited by Dibdabs on
  • GorweGorwe Member Posts: 1,609
    edited September 2023
    Transmog is absolutely necessary for me at this point. It's one beef I have with TitanQuest. The lack of Transmog. I really don't want to choose between Aesthetics and Functionality. It seems so antique now.

    With that said, a game should have its own artstyle and transmogs etc should remain coherent with that. Not like all those WoW mounts or pets. Gosh darn it!
    Sensai
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)

    Once upon a time....

  • ScotScot Member LegendaryPosts: 24,423
    For roleplaying purposes being able to wear an outfit over your armour is very useful so I have to give it the thumbs up, But in many MMOs players don't bother so not an issue for me there, mind you I used to roleplay faction recruiting in Planetside. :)
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Scot said:
    For roleplaying purposes being able to wear an outfit over your armour is very useful so I have to give it the thumbs up, But in many MMOs players don't bother so not an issue for me there, mind you I used to roleplay faction recruiting in Planetside. :)
    I love the idea of wearing robes, tunics, etc., over armor. Whether for identity (guild crests and the like, or just a personal choice), or especially for disguise (which I think there's a lot of game play left off the table). 

    But what's that got to do with Transmog? 
    I'd like to see an ability to have armor and clothing magically enhanced using magics from other items, that would be "worldly" and add loads to what players can do in a game, as well as economic game play.
    But this Transmog stuff is so gamey feeling that it offends my delicate senses. 

    Worse, that it's used for CS sales (if that's a game's design). 

    Once upon a time....

  • ScotScot Member LegendaryPosts: 24,423
    Scot said:
    For roleplaying purposes being able to wear an outfit over your armour is very useful so I have to give it the thumbs up, But in many MMOs players don't bother so not an issue for me there, mind you I used to roleplay faction recruiting in Planetside. :)
    I love the idea of wearing robes, tunics, etc., over armor. Whether for identity (guild crests and the like, or just a personal choice), or especially for disguise (which I think there's a lot of game play left off the table). 

    But what's that got to do with Transmog? 
    I'd like to see an ability to have armor and clothing magically enhanced using magics from other items, that would be "worldly" and add loads to what players can do in a game, as well as economic game play.
    But this Transmog stuff is so gamey feeling that it offends my delicate senses. 

    Worse, that it's used for CS sales (if that's a game's design). 
    I think of it as part of the same thing, making items invisible etc. But I don't agree with its use in PvP, there what you see should be the armour and weapons giving you the bonuses and no low level looking swords that are uber level.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Scot said:
    Scot said:
    For roleplaying purposes being able to wear an outfit over your armour is very useful so I have to give it the thumbs up, But in many MMOs players don't bother so not an issue for me there, mind you I used to roleplay faction recruiting in Planetside. :)
    I love the idea of wearing robes, tunics, etc., over armor. Whether for identity (guild crests and the like, or just a personal choice), or especially for disguise (which I think there's a lot of game play left off the table). 

    But what's that got to do with Transmog? 
    I'd like to see an ability to have armor and clothing magically enhanced using magics from other items, that would be "worldly" and add loads to what players can do in a game, as well as economic game play.
    But this Transmog stuff is so gamey feeling that it offends my delicate senses. 

    Worse, that it's used for CS sales (if that's a game's design). 
    I think of it as part of the same thing, making items invisible etc. But I don't agree with its use in PvP, there what you see should be the armour and weapons giving you the bonuses and no low level looking swords that are uber level.
    Those weapons are just another issue with the Power Gap problem. That's been solved with the limits based on character level, why any game has that in it now seems strange. 

    Once upon a time....

  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited September 2023
    Scot said:
    Scot said:
    For roleplaying purposes being able to wear an outfit over your armour is very useful so I have to give it the thumbs up, But in many MMOs players don't bother so not an issue for me there, mind you I used to roleplay faction recruiting in Planetside. :)
    I love the idea of wearing robes, tunics, etc., over armor. Whether for identity (guild crests and the like, or just a personal choice), or especially for disguise (which I think there's a lot of game play left off the table). 

    But what's that got to do with Transmog? 
    I'd like to see an ability to have armor and clothing magically enhanced using magics from other items, that would be "worldly" and add loads to what players can do in a game, as well as economic game play.
    But this Transmog stuff is so gamey feeling that it offends my delicate senses. 

    Worse, that it's used for CS sales (if that's a game's design). 
    I think of it as part of the same thing, making items invisible etc. But I don't agree with its use in PvP, there what you see should be the armour and weapons giving you the bonuses and no low level looking swords that are uber level.
    "I think of it as part of the same thing, making items invisible etc."
    It's a different way of doing things. I agree that it's the same basic end result. 
    But where's the soul of the game's world? 
    They are being made without much soul, or depth, as it were. 
    They just focus on Hack and Slash, treadmills (Gear, Levels), and almost-meaningless PvP (largely because there's no "worldliness" to them). Oh, and CS's. 

    Once upon a time....

  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    edited September 2023
    Gorwe said:
    Transmog is absolutely necessary for me at this point. It's one beef I have with TitanQuest. The lack of Transmog. I really don't want to choose between Aesthetics and Functionality. It seems so antique now.

    With that said, a game should have its own artstyle and transmogs etc should remain coherent with that. Not like all those WoW mounts or pets. Gosh darn it!
    This part here I think represents a lot of the contradictions in RPGs in general.

    Picking the thing you like vs picking the thing that is effective.

    It feels starkly utilitarian to just equip things for stats with no real cosmetic customization.

    This is why I prefer to totally seperate clothing and stat boosting items. 
    Like Defiance did with energy shields that give you all your defensive stats, allowing clothing to just be clothing, and fully customizable.
    Or Secret World did with magick charms.

    Of course that system makes more sense in some settings than others.
    ScotGorweValdemarJ
  • KnightFalzKnightFalz Member EpicPosts: 4,582
    Transmog is fine, at least in PvE. People don't need to know the gear I'm actually wearing.

    Perhaps it shouldn't be allowed in PvP, as being able to recognize gear may affect one's tactics in a fight.
  • GorweGorwe Member Posts: 1,609
    Gorwe said:
    Transmog is absolutely necessary for me at this point. It's one beef I have with TitanQuest. The lack of Transmog. I really don't want to choose between Aesthetics and Functionality. It seems so antique now.

    With that said, a game should have its own artstyle and transmogs etc should remain coherent with that. Not like all those WoW mounts or pets. Gosh darn it!
    This part here I think represents a lot of the contradictions in RPGs in general.

    Picking the thing you like vs picking the thing that is effective.

    It feels starkly utilitarian to just equip things for stats with no real cosmetic customization.

    This is why I prefer to totally seperate clothing and stat boosting items. 
    Like Defiance did with energy shields that give you all your defensive stats, allowing clothing to just be clothing, and fully customizable.
    Or Secret World did with magick charms.

    Of course that system makes more sense in some settings than others.
    Another way is how SWTOR does it with the orange gear and AMEs. This also works very nicely. But wouldn't work in every setting.
    Scot
  • NeblessNebless Member RarePosts: 1,877
    Scot said:
     I don't agree with its use in PvP, there what you see should be the armour and weapons giving you the bonuses and no low level looking swords that are uber level.
    I think it should be in Pvp, maybe it would cut down on ganking.

    Surpress the character name and level to.  Make players decided on if they fight or not solely on what they see. 

    You walk up to someone on the street you don't know if they're a wimp or black belt that'll cream you, should be the same in game.

    You want Pvp excitment, THAT's excitment, not knowing if you're getting in over your head or not.
    ValdemarJ

    SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter

  • NeblessNebless Member RarePosts: 1,877
    Gorwe said:
    Transmog is absolutely necessary for me at this point. It's one beef I have with TitanQuest. The lack of Transmog. I really don't want to choose between Aesthetics and Functionality. It seems so antique now.
    I see that thought expressed with TQ alot and I totally don't get it. 

    With the whole camera angle you play at, it's not like you can really see the outfit anyway, not like DDO, LotRO, SWTOR etc.... except on the character selection screen.
    ValdemarJ

    SWG (pre-cu) - AoC (pre-f2p) - PotBS (pre-boarder) - DDO - LotRO (pre-f2p) - STO (pre-f2p) - GnH (beta tester) - SWTOR - Neverwinter

  • ScotScot Member LegendaryPosts: 24,423
    edited September 2023
    Nebless said:
    Scot said:
     I don't agree with its use in PvP, there what you see should be the armour and weapons giving you the bonuses and no low level looking swords that are uber level.
    I think it should be in Pvp, maybe it would cut down on ganking.

    Surpress the character name and level to.  Make players decided on if they fight or not solely on what they see. 

    You walk up to someone on the street you don't know if they're a wimp or black belt that'll cream you, should be the same in game.

    You want Pvp excitment, THAT's excitment, not knowing if you're getting in over your head or not.
    What I am talking about is to stop the ganking, you need items to look like their "level" not be easy to disguise. I would keep the name but disguise the level, it helps if your "team" can see your name, we might be talking a guild size team here. Also a fan of a cloak or tabard of the guild, that's another good one for PvP.
  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)
    Depends what kind of world you are talking about, and what kind of style of gameplay is implied by it.

    I think their points make the assumption that you exist in a universe that has a clear hierarchy of gear, where one sword is significantly more powerful than another one.
    Or one plate chest is significantly more powerful than another.
    It also implies that players can spot the difference in the first place.

    This is a gear centric approach, where gear makes the character more powerful. Or the character is just a blank slate for gear.
    Most MMOs work like this, especially post Diablo/WoW.

    Maybe it comes from growing up with anime, where the power of believing yourself trumps all.
    But I tend to prefer a character centric approach, the power comes from the character,  gear is just a tool.
    This also implies that weapons and armor are more on equal footing and it is the wielder that makes the difference.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited September 2023
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)
    Depends what kind of world you are talking about, and what kind of style of gameplay is implied by it.

    I think their points make the assumption that you exist in a universe that has a clear hierarchy of gear, where one sword is significantly more powerful than another one.
    Or one plate chest is significantly more powerful than another.
    It also implies that players can spot the difference in the first place.

    This is a gear centric approach, where gear makes the character more powerful. Or the character is just a blank slate for gear.
    Most MMOs work like this, especially post Diablo/WoW.

    Maybe it comes from growing up with anime, where the power of believing yourself trumps all.
    But I tend to prefer a character centric approach, the power comes from the character,  gear is just a tool.
    This also implies that weapons and armor are more on equal footing and it is the wielder that makes the difference.
    I agree, yes. 
    To "it is the wielder that makes the difference", I'd like to see that difference based on more than just the power of numbers. Where a player's choices and strategies are a part of it, beyond just the numbers. Not entirely, though. I do think there's value in gaining more powerful gear, just not in such dominating form. But magic armor that can make you look blurry and reduce the chances of being hit for a few seconds sounds pretty cool to me. 

    And speaking of that, games have mostly removed "chance." Power gamers seem to want specific numbers to count on (so they can tally up everything in detail). Swings always hit and always do x amount of damage, minus the predictable x value of defense. 
    Where's the fun in that? "The thrill of victory and the agony of defeat" has value too, in my opinion. 

    (BTW, I recognize that that predictability is part of that style of game play. Again, as you said, "the kind of world and game play" different players want. 
    It's all one-sided at the moment, and pretty damn boring if you're not a numbers cruncher.) 

    Once upon a time....

  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)
    Depends what kind of world you are talking about, and what kind of style of gameplay is implied by it.

    I think their points make the assumption that you exist in a universe that has a clear hierarchy of gear, where one sword is significantly more powerful than another one.
    Or one plate chest is significantly more powerful than another.
    It also implies that players can spot the difference in the first place.

    This is a gear centric approach, where gear makes the character more powerful. Or the character is just a blank slate for gear.
    Most MMOs work like this, especially post Diablo/WoW.

    Maybe it comes from growing up with anime, where the power of believing yourself trumps all.
    But I tend to prefer a character centric approach, the power comes from the character,  gear is just a tool.
    This also implies that weapons and armor are more on equal footing and it is the wielder that makes the difference.
    I agree, yes. 
    To "it is the wielder that makes the difference", I'd like to see that difference based on more than just the power of numbers. Where a player's choices and strategies are a part of it, beyond just the numbers. Not entirely, though. I do think there's value in gaining more powerful gear, just not in such dominating form. But magic armor that can make you look blurry and reduce the chances of being hit for a few seconds sounds pretty cool to me. 

    And speaking of that, games have mostly removed "chance." Power gamers seem to want specific numbers to count on (so they can tally up everything in detail). Swings always hit and always do x amount of damage, minus the predictable x value of defense. 
    Where's the fun in that? "The thrill of victory and the agony of defeat" has value too, in my opinion. 

    (BTW, I recognize that that predictability is part of that style of game play. Again, as you said, "the kind of world and game play" different players want. 
    It's all one-sided at the moment, and pretty damn boring if you're not a numbers cruncher.) 
    Making items important while retaining player choice.
    The chest piece that makes your character hard to hit is neat but you don't want a single best in slot item because people figured out some best combination.

    I would figure give items types or traits and let players equip active and passive abilities based on the traits of the item.
    Albion Online and ESO kind of do this to an extent but you could go farther with it.

    So maybe you give that chest piece the trait, heavy armor and the trait illusion enchantment.
    So you can equip heavy armor defense abilities but also defensive illusion abilities, like making your character blurry and hard to hit.

    But players don't need that specific chest piece to achieve the same thing.
    Any other combination of heavy armor pieces and illusion enchantment could give you access to the same abilities.
    More than one way to skin a cat.

    Then your equipment matters in the sense that it determines what kinds of things your character can do.  And your character determines how strong or effective your abilities are.

    That could allow players a bunch of different customization options while also looking the part and not force players into a best in slot situation where everyone is a clone or the mismatched clown armor thing.

    Even if there is mathematically a best build, there are a ton of ways to achieve that build so players are never forced into using specific items.

    For random chance,
    I imagine the more competitive and serious you get about a game the less randomness you want in it, especially to make it a test of strategy and skill.
    A lot like turning off hazards and items in competitive Smash Bros.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited September 2023
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)
    Depends what kind of world you are talking about, and what kind of style of gameplay is implied by it.

    I think their points make the assumption that you exist in a universe that has a clear hierarchy of gear, where one sword is significantly more powerful than another one.
    Or one plate chest is significantly more powerful than another.
    It also implies that players can spot the difference in the first place.

    This is a gear centric approach, where gear makes the character more powerful. Or the character is just a blank slate for gear.
    Most MMOs work like this, especially post Diablo/WoW.

    Maybe it comes from growing up with anime, where the power of believing yourself trumps all.
    But I tend to prefer a character centric approach, the power comes from the character,  gear is just a tool.
    This also implies that weapons and armor are more on equal footing and it is the wielder that makes the difference.
    I agree, yes. 
    To "it is the wielder that makes the difference", I'd like to see that difference based on more than just the power of numbers. Where a player's choices and strategies are a part of it, beyond just the numbers. Not entirely, though. I do think there's value in gaining more powerful gear, just not in such dominating form. But magic armor that can make you look blurry and reduce the chances of being hit for a few seconds sounds pretty cool to me. 

    And speaking of that, games have mostly removed "chance." Power gamers seem to want specific numbers to count on (so they can tally up everything in detail). Swings always hit and always do x amount of damage, minus the predictable x value of defense. 
    Where's the fun in that? "The thrill of victory and the agony of defeat" has value too, in my opinion. 

    (BTW, I recognize that that predictability is part of that style of game play. Again, as you said, "the kind of world and game play" different players want. 
    It's all one-sided at the moment, and pretty damn boring if you're not a numbers cruncher.) 
    Making items important while retaining player choice.
    The chest piece that makes your character hard to hit is neat but you don't want a single best in slot item because people figured out some best combination.

    I would figure give items types or traits and let players equip active and passive abilities based on the traits of the item.
    Albion Online and ESO kind of do this to an extent but you could go farther with it.

    So maybe you give that chest piece the trait, heavy armor and the trait illusion enchantment.
    So you can equip heavy armor defense abilities but also defensive illusion abilities, like making your character blurry and hard to hit.

    But players don't need that specific chest piece to achieve the same thing.
    Any other combination of heavy armor pieces and illusion enchantment could give you access to the same abilities.
    More than one way to skin a cat.

    Then your equipment matters in the sense that it determines what kinds of things your character can do.  And your character determines how strong or effective your abilities are.

    That could allow players a bunch of different customization options while also looking the part and not force players into a best in slot situation where everyone is a clone or the mismatched clown armor thing.

    Even if there is mathematically a best build, there are a ton of ways to achieve that build so players are never forced into using specific items.

    For random chance,
    I imagine the more competitive and serious you get about a game the less randomness you want in it, especially to make it a test of strategy and skill.
    A lot like turning off hazards and items in competitive Smash Bros.
    Good thoughts, and that's my thinking too. I like lots of options. In some cases, particular options would fit particular fighting styles in particular situations. A thief character might like that blur ability on armor in order to escape a bad situation, but he might have other options he favors more. Player choice. 
    Then too, there's other items, like rings, that can allow for more choices for the player. Strategic combinations can be developed by the player. 

    As far as randomness in your last point, yeah, you still can have strategy. Of course. 
    Strategy is my fav, and I think the most important thing to having exciting combat. 
    I like strategy to be wide in scope, so it doesn't bog down into the best strategy for any particular situation. And to have defender strategies modify types of attacks. 

    I still like randomness, too. Not in a huge form, but something that can have a small effect here or there in a combat, and really only matter if it happens at a critical point on somewhat rare occasions. 

    Once upon a time....

  • DammamDammam Member UncommonPosts: 143
    I have not had a chance to watch the video yet, but I thought I'd share my thoughts reading everyone's posts. I think this topic involves several elements like aesthetics, power and function, and world building and immersion that may or may not be related depending on the game's design. So it's really hard to say one way or another.

    I do, however, think that item aesthetics and customization is an opportunity for world building and systems can be better implemented to serve that. For example, different "cultures" in the world could have their own style that influences the variety of armor and weapons they craft, from aesthetics to special effects and stats. Maybe I take my damaged sword acquired from one part of the world to a smith in another part, who takes note of the craftsmanship (stats, bonus effects, etc) and reforges it in their own style. The process can result in a blend of the two "cultures". Maybe a smith skilled in only their region's style can only do so much, but a dedicated player who has mastered the style of two different regions could reforge the item in a way that boosts its potential by leveraging features of both styles. Again, all of this depends on the type of game, how items function in that game and so on.

    In sticking with the regional / cultural  styles theme, I think items do more than identify the class / power of another player. To me, the most meaningful part of my character in an RPG is the journey and experiences that character has been on, and items are a way of illustrating that. Most games do it in very obvious ways - a dungeon boss drops a known rare item so if you have that then it means you've completed that dungeon (many times). But it would be nice to see a character that is clearly at home in the woods or in a garrison, that has seen battle or read about them in the monastery. It would be nice to have your equipment reflect something about your journey.
    Amaranthar
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Dammam said:
    I have not had a chance to watch the video yet, but I thought I'd share my thoughts reading everyone's posts. I think this topic involves several elements like aesthetics, power and function, and world building and immersion that may or may not be related depending on the game's design. So it's really hard to say one way or another.

    I do, however, think that item aesthetics and customization is an opportunity for world building and systems can be better implemented to serve that. For example, different "cultures" in the world could have their own style that influences the variety of armor and weapons they craft, from aesthetics to special effects and stats. Maybe I take my damaged sword acquired from one part of the world to a smith in another part, who takes note of the craftsmanship (stats, bonus effects, etc) and reforges it in their own style. The process can result in a blend of the two "cultures". Maybe a smith skilled in only their region's style can only do so much, but a dedicated player who has mastered the style of two different regions could reforge the item in a way that boosts its potential by leveraging features of both styles. Again, all of this depends on the type of game, how items function in that game and so on.

    In sticking with the regional / cultural  styles theme, I think items do more than identify the class / power of another player. To me, the most meaningful part of my character in an RPG is the journey and experiences that character has been on, and items are a way of illustrating that. Most games do it in very obvious ways - a dungeon boss drops a known rare item so if you have that then it means you've completed that dungeon (many times). But it would be nice to see a character that is clearly at home in the woods or in a garrison, that has seen battle or read about them in the monastery. It would be nice to have your equipment reflect something about your journey.
    I like this quite a bit. I've always felt that, for example, Elven gear should be best used by Elves and have their own features. Same for any race, as well as cultures.
    I saw a great BBC mini-series years ago about Richard the Lionheart in the Middle East. They had a scene where he met, in a large tent, with a leader from that region, along with their top assistants, and each were curious about the weapons of the other. 
    So King Richard takes one of their shields and places it on a table, and pulls out his two-handed sword, and cleaves the shield in two. The Middle Easterners are impressed, and their leader shows what their weapons can do. He takes a scarf of silk and tossed it into the air, and as it floats slowly down he swipes his curved scimitar through it, cutting it in half. (Impossible with any other kind of weapon in RL.) 
    That great scene highlighted the differences in regional, cultural weaponry and warfare. 

    Your post reminded me of that scene, and I can see some real possibilities in games. 
    I'm sure it's all been done before, but that sort of thing could add a lot of "flavor" to a game, and make its world feel more "real", more fantastical, and more interesting. 

    Then do what you suggest, and allow players to become highly skilled in multiples, and combine their special effects, but in a balanced way. 
    The results really wouldn't be anything new, but it would add that "flavor" as well as add skill and economic/trade additions to the game. 

    Once upon a time....

  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    Being one who wants a "worldly" game, where I feel like I'm "living in a world", I don't like this kind of stuff at all. 
    I agree with the guy in the video when he said that you could garner info just by looking at an opponent. 
    I also don't like, at all, the huge power gaps that divide the players and the content into small fractions of what they would be in a worldly simulation. 

    Maybe I shouldn't even post in this thread, others want this stuff and they have their rights to decide on their own. 
    But you did ask.  ;)
    Depends what kind of world you are talking about, and what kind of style of gameplay is implied by it.

    I think their points make the assumption that you exist in a universe that has a clear hierarchy of gear, where one sword is significantly more powerful than another one.
    Or one plate chest is significantly more powerful than another.
    It also implies that players can spot the difference in the first place.

    This is a gear centric approach, where gear makes the character more powerful. Or the character is just a blank slate for gear.
    Most MMOs work like this, especially post Diablo/WoW.

    Maybe it comes from growing up with anime, where the power of believing yourself trumps all.
    But I tend to prefer a character centric approach, the power comes from the character,  gear is just a tool.
    This also implies that weapons and armor are more on equal footing and it is the wielder that makes the difference.
    I agree, yes. 
    To "it is the wielder that makes the difference", I'd like to see that difference based on more than just the power of numbers. Where a player's choices and strategies are a part of it, beyond just the numbers. Not entirely, though. I do think there's value in gaining more powerful gear, just not in such dominating form. But magic armor that can make you look blurry and reduce the chances of being hit for a few seconds sounds pretty cool to me. 

    And speaking of that, games have mostly removed "chance." Power gamers seem to want specific numbers to count on (so they can tally up everything in detail). Swings always hit and always do x amount of damage, minus the predictable x value of defense. 
    Where's the fun in that? "The thrill of victory and the agony of defeat" has value too, in my opinion. 

    (BTW, I recognize that that predictability is part of that style of game play. Again, as you said, "the kind of world and game play" different players want. 
    It's all one-sided at the moment, and pretty damn boring if you're not a numbers cruncher.) 
    Making items important while retaining player choice.
    The chest piece that makes your character hard to hit is neat but you don't want a single best in slot item because people figured out some best combination.

    I would figure give items types or traits and let players equip active and passive abilities based on the traits of the item.
    Albion Online and ESO kind of do this to an extent but you could go farther with it.

    So maybe you give that chest piece the trait, heavy armor and the trait illusion enchantment.
    So you can equip heavy armor defense abilities but also defensive illusion abilities, like making your character blurry and hard to hit.

    But players don't need that specific chest piece to achieve the same thing.
    Any other combination of heavy armor pieces and illusion enchantment could give you access to the same abilities.
    More than one way to skin a cat.

    Then your equipment matters in the sense that it determines what kinds of things your character can do.  And your character determines how strong or effective your abilities are.

    That could allow players a bunch of different customization options while also looking the part and not force players into a best in slot situation where everyone is a clone or the mismatched clown armor thing.

    Even if there is mathematically a best build, there are a ton of ways to achieve that build so players are never forced into using specific items.

    For random chance,
    I imagine the more competitive and serious you get about a game the less randomness you want in it, especially to make it a test of strategy and skill.
    A lot like turning off hazards and items in competitive Smash Bros.
    Good thoughts, and that's my thinking too. I like lots of options. In some cases, particular options would fit particular fighting styles in particular situations. A thief character might like that blur ability on armor in order to escape a bad situation, but he might have other options he favors more. Player choice. 
    Then too, there's other items, like rings, that can allow for more choices for the player. Strategic combinations can be developed by the player. 

    As far as randomness in your last point, yeah, you still can have strategy. Of course. 
    Strategy is my fav, and I think the most important thing to having exciting combat. 
    I like strategy to be wide in scope, so it doesn't bog down into the best strategy for any particular situation. And to have defender strategies modify types of attacks. 

    I still like randomness, too. Not in a huge form, but something that can have a small effect here or there in a combat, and really only matter if it happens at a critical point on somewhat rare occasions. 
    I think you have to divide randomness between positive and negative randomness.

    Positive being things like critical hits and proc chances.

    Negative being like missing an attack or failing to cast something.

    In general regardless of combat system players like to feel in control of what is happening.
    Positive randomness can add a nice surprise that makes player actions more effective.
    Negative randomness however really let's you know you are not in control.

    Even in games like Xcom where you have a percent to hit, they fudge the actual chance to hit to be more in the players favor and work similarly to player intuition.

    Eg, 95% chance to hit is basically  100% chance to hit in players' minds
    Where the reality is you would miss 1/20 shots.
    But they bump up your actual hit chance closer to 99% chance to make it work like people think it should.

    But in Xcom you can make the choice how much risk you take in a shot.
    In MMOs not so much.

    So a lot of it has to do with people being bad at statistics, and also disliking when they fail due to factors outside of their control.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited September 2023
    (snip for space)
    (snip for space)
    (snip for space)
    Making items important while retaining player choice.
    The chest piece that makes your character hard to hit is neat but you don't want a single best in slot item because people figured out some best combination.

    I would figure give items types or traits and let players equip active and passive abilities based on the traits of the item.
    Albion Online and ESO kind of do this to an extent but you could go farther with it.

    So maybe you give that chest piece the trait, heavy armor and the trait illusion enchantment.
    So you can equip heavy armor defense abilities but also defensive illusion abilities, like making your character blurry and hard to hit.

    But players don't need that specific chest piece to achieve the same thing.
    Any other combination of heavy armor pieces and illusion enchantment could give you access to the same abilities.
    More than one way to skin a cat.

    Then your equipment matters in the sense that it determines what kinds of things your character can do.  And your character determines how strong or effective your abilities are.

    That could allow players a bunch of different customization options while also looking the part and not force players into a best in slot situation where everyone is a clone or the mismatched clown armor thing.

    Even if there is mathematically a best build, there are a ton of ways to achieve that build so players are never forced into using specific items.

    For random chance,
    I imagine the more competitive and serious you get about a game the less randomness you want in it, especially to make it a test of strategy and skill.
    A lot like turning off hazards and items in competitive Smash Bros.
    Good thoughts, and that's my thinking too. I like lots of options. In some cases, particular options would fit particular fighting styles in particular situations. A thief character might like that blur ability on armor in order to escape a bad situation, but he might have other options he favors more. Player choice. 
    Then too, there's other items, like rings, that can allow for more choices for the player. Strategic combinations can be developed by the player. 

    As far as randomness in your last point, yeah, you still can have strategy. Of course. 
    Strategy is my fav, and I think the most important thing to having exciting combat. 
    I like strategy to be wide in scope, so it doesn't bog down into the best strategy for any particular situation. And to have defender strategies modify types of attacks. 

    I still like randomness, too. Not in a huge form, but something that can have a small effect here or there in a combat, and really only matter if it happens at a critical point on somewhat rare occasions. 
    I think you have to divide randomness between positive and negative randomness.

    Positive being things like critical hits and proc chances.

    Negative being like missing an attack or failing to cast something.

    In general regardless of combat system players like to feel in control of what is happening.
    Positive randomness can add a nice surprise that makes player actions more effective.
    Negative randomness however really let's you know you are not in control.

    Even in games like Xcom where you have a percent to hit, they fudge the actual chance to hit to be more in the players favor and work similarly to player intuition.

    Eg, 95% chance to hit is basically  100% chance to hit in players' minds
    Where the reality is you would miss 1/20 shots.
    But they bump up your actual hit chance closer to 99% chance to make it work like people think it should.

    But in Xcom you can make the choice how much risk you take in a shot.
    In MMOs not so much.

    So a lot of it has to do with people being bad at statistics, and also disliking when they fail due to factors outside of their control.
    (To note, most MMORPGs don't have any randomness at all (with any meaning), or am I wrong?)  

    Yes, but my take is that being in total, infallible control is boring. And that's what most games have to offer. 
    Yes, >the knowing< of said control opportunities (by the numbers) is the game that power gamers enjoy. 

    Is it just coincidence that people who are good with numbers and have a good memory are also good with programming? "We're making the game that we want to play" takes on new meaning. But what about the rest of us gamers? (And many are like me, good at that also, but just get bored with it.) 

    Is that numbers game what we might call strategy? Even many power gamers enjoy some strategy, and thus the "end game" quests. But again, those are fixed, and once strategized they become meaningless, and "end game" becomes real. 

    Excitement in game play comes from the unexpected. Then it's a new game (briefly) as players figure out what to do about it. 
    That's much more enjoyable than knowing the numbers, as well as knowing the fixed content. 

    Once upon a time....

  • Cactus_LFRezCactus_LFRez Member UncommonPosts: 206
    (snip for space)
    (snip for space)
    (snip for space)
    Making items important while retaining player choice.
    The chest piece that makes your character hard to hit is neat but you don't want a single best in slot item because people figured out some best combination.

    I would figure give items types or traits and let players equip active and passive abilities based on the traits of the item.
    Albion Online and ESO kind of do this to an extent but you could go farther with it.

    So maybe you give that chest piece the trait, heavy armor and the trait illusion enchantment.
    So you can equip heavy armor defense abilities but also defensive illusion abilities, like making your character blurry and hard to hit.

    But players don't need that specific chest piece to achieve the same thing.
    Any other combination of heavy armor pieces and illusion enchantment could give you access to the same abilities.
    More than one way to skin a cat.

    Then your equipment matters in the sense that it determines what kinds of things your character can do.  And your character determines how strong or effective your abilities are.

    That could allow players a bunch of different customization options while also looking the part and not force players into a best in slot situation where everyone is a clone or the mismatched clown armor thing.

    Even if there is mathematically a best build, there are a ton of ways to achieve that build so players are never forced into using specific items.

    For random chance,
    I imagine the more competitive and serious you get about a game the less randomness you want in it, especially to make it a test of strategy and skill.
    A lot like turning off hazards and items in competitive Smash Bros.
    Good thoughts, and that's my thinking too. I like lots of options. In some cases, particular options would fit particular fighting styles in particular situations. A thief character might like that blur ability on armor in order to escape a bad situation, but he might have other options he favors more. Player choice. 
    Then too, there's other items, like rings, that can allow for more choices for the player. Strategic combinations can be developed by the player. 

    As far as randomness in your last point, yeah, you still can have strategy. Of course. 
    Strategy is my fav, and I think the most important thing to having exciting combat. 
    I like strategy to be wide in scope, so it doesn't bog down into the best strategy for any particular situation. And to have defender strategies modify types of attacks. 

    I still like randomness, too. Not in a huge form, but something that can have a small effect here or there in a combat, and really only matter if it happens at a critical point on somewhat rare occasions. 
    I think you have to divide randomness between positive and negative randomness.

    Positive being things like critical hits and proc chances.

    Negative being like missing an attack or failing to cast something.

    In general regardless of combat system players like to feel in control of what is happening.
    Positive randomness can add a nice surprise that makes player actions more effective.
    Negative randomness however really let's you know you are not in control.

    Even in games like Xcom where you have a percent to hit, they fudge the actual chance to hit to be more in the players favor and work similarly to player intuition.

    Eg, 95% chance to hit is basically  100% chance to hit in players' minds
    Where the reality is you would miss 1/20 shots.
    But they bump up your actual hit chance closer to 99% chance to make it work like people think it should.

    But in Xcom you can make the choice how much risk you take in a shot.
    In MMOs not so much.

    So a lot of it has to do with people being bad at statistics, and also disliking when they fail due to factors outside of their control.
    (To note, most MMORPGs don't have any randomness at all (with any meaning), or am I wrong?)  

    Yes, but my take is that being in total, infallible control is boring. And that's what most games have to offer. 
    Yes, >the knowing< of said control opportunities (by the numbers) is the game that power gamers enjoy. 

    Is it just coincidence that people who are good with numbers and have a good memory are also good with programming? "We're making the game that we want to play" takes on new meaning. But what about the rest of us gamers? (And many are like me, good at that also, but just get bored with it.) 

    Is that numbers game what we might call strategy? Even many power gamers enjoy some strategy, and thus the "end game" quests. But again, those are fixed, and once strategized they become meaningless, and "end game" becomes real. 

    Excitement in game play comes from the unexpected. Then it's a new game (briefly) as players figure out what to do about it. 
    That's much more enjoyable than knowing the numbers, as well as knowing the fixed content. 

    Depends where the randomness comes from,
    Input or output randomness,

    Input randomness would be things like random opponents, dungeon layouts, procedural generation, or just the actions of the human or CPU enemies being unpredictable.
    This can mix well with strategy so long as there is no output randomness.

    Output randomness is where you don't know the exact effect of your actions.
    In general I would say output randomness and strategy don't mix very well.

    Games like chess or Into the Breach have virtually no output randomness and as a result you are able to create strategies for any given situation because you know what you can do and know you can execute it.

    Adding output randomness would inherently mean any strategy could become more or less effective but in a way the player can't control.
    The more randomness of the outcome of the players choice, the less meaningful the choice becomes.
    That necessitates a more casual style of play.

    Casual play isn't a bad thing though, games like Hearthstone are played more casually than MTG, because it has a lot of cards that have random effects, targets etc.  And it can be a lot of fun.

    But this is counter to the idea of tests of skill where players need control over their actions not dependent on chance.

    Each choice has its merits and works better with different types of gameplay.
  • TillerTiller Member LegendaryPosts: 11,485
    edited September 2023
    I like being able to wear swim trunks and flip flops to fight in games like FFXIV, GW2 ect. 


    In SWG while we  didn't have a transmog system we had clothing skill mods and armor and clothing attachments; so a melee character could essentially wear shorts to fight in, which in a way was practical due to armor encumbrances.  Compounded with the buff system and you were pretty much untouchable when it came to most pve, and pvp fights could drag out forever if both players had decent builds. You could also wear any title you obtained so beyond looking at someones player info you had no real idea what they had mastered and rarely any insight into their current build.




    Sensai
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • AmarantharAmaranthar Member EpicPosts: 5,852
    edited September 2023
    (snip for space)
    (snip for space)
    (snip for space)
    (snip for space)
    Good thoughts, and that's my thinking too. I like lots of options. In some cases, particular options would fit particular fighting styles in particular situations. A thief character might like that blur ability on armor in order to escape a bad situation, but he might have other options he favors more. Player choice. 
    Then too, there's other items, like rings, that can allow for more choices for the player. Strategic combinations can be developed by the player. 

    As far as randomness in your last point, yeah, you still can have strategy. Of course. 
    Strategy is my fav, and I think the most important thing to having exciting combat. 
    I like strategy to be wide in scope, so it doesn't bog down into the best strategy for any particular situation. And to have defender strategies modify types of attacks. 

    I still like randomness, too. Not in a huge form, but something that can have a small effect here or there in a combat, and really only matter if it happens at a critical point on somewhat rare occasions. 
    I think you have to divide randomness between positive and negative randomness.

    Positive being things like critical hits and proc chances.

    Negative being like missing an attack or failing to cast something.

    In general regardless of combat system players like to feel in control of what is happening.
    Positive randomness can add a nice surprise that makes player actions more effective.
    Negative randomness however really let's you know you are not in control.

    Even in games like Xcom where you have a percent to hit, they fudge the actual chance to hit to be more in the players favor and work similarly to player intuition.

    Eg, 95% chance to hit is basically  100% chance to hit in players' minds
    Where the reality is you would miss 1/20 shots.
    But they bump up your actual hit chance closer to 99% chance to make it work like people think it should.

    But in Xcom you can make the choice how much risk you take in a shot.
    In MMOs not so much.

    So a lot of it has to do with people being bad at statistics, and also disliking when they fail due to factors outside of their control.
    (To note, most MMORPGs don't have any randomness at all (with any meaning), or am I wrong?)  

    Yes, but my take is that being in total, infallible control is boring. And that's what most games have to offer. 
    Yes, >the knowing< of said control opportunities (by the numbers) is the game that power gamers enjoy. 

    Is it just coincidence that people who are good with numbers and have a good memory are also good with programming? "We're making the game that we want to play" takes on new meaning. But what about the rest of us gamers? (And many are like me, good at that also, but just get bored with it.) 

    Is that numbers game what we might call strategy? Even many power gamers enjoy some strategy, and thus the "end game" quests. But again, those are fixed, and once strategized they become meaningless, and "end game" becomes real. 

    Excitement in game play comes from the unexpected. Then it's a new game (briefly) as players figure out what to do about it. 
    That's much more enjoyable than knowing the numbers, as well as knowing the fixed content. 

    Depends where the randomness comes from,
    Input or output randomness,

    Input randomness would be things like random opponents, dungeon layouts, procedural generation, or just the actions of the human or CPU enemies being unpredictable.
    This can mix well with strategy so long as there is no output randomness.

    Output randomness is where you don't know the exact effect of your actions.
    In general I would say output randomness and strategy don't mix very well.

    Games like chess or Into the Breach have virtually no output randomness and as a result you are able to create strategies for any given situation because you know what you can do and know you can execute it.

    Adding output randomness would inherently mean any strategy could become more or less effective but in a way the player can't control.
    The more randomness of the outcome of the players choice, the less meaningful the choice becomes.
    That necessitates a more casual style of play.

    Casual play isn't a bad thing though, games like Hearthstone are played more casually than MTG, because it has a lot of cards that have random effects, targets etc.  And it can be a lot of fun.

    But this is counter to the idea of tests of skill where players need control over their actions not dependent on chance.

    Each choice has its merits and works better with different types of gameplay.
    I'm not sure that exact control over the player's actions is a test of skill or anything but "casual." What with fixed content and cheat sites and all. 
    The exceptions being the very very few gamers who do it first, without directions to follow. 
    I guess the illusion of accomplishing something is good enough for most. That probably does have entertainment value. 

    I'm not against that, to each their own. 
    It would just be nice if the MMORPG industry also offered that "something more" that many of us seek. 

    Once upon a time....

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