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#121 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,951
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#122 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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If everyone is able to gain the exact same powers at the exact same level, then it calls comes down to a player's skill in situations such as PvP or even PvE, assuming that the players play the exact same amount, which never happens. As a developer, it could be potentially easier to balance a class system if everyone had the exact same powers simply because players would not be able to choose certain powers for min/maxing purposes. Specific builds would not be favored over others for pure powergaming purposes. Still, again, the ability to do something like this could easily be a design problem as KaVir has stated before. |
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#123 | |
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,951
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Now one might argue that by giving all the powers to everyone, you no longer need to worry about game balance - but I'd disagree with that, as well, unless you not only want everyone to have exactly the same abilities, but also to use exactly the same tactics. |
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#124 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Even if you give all the players the exact same powers, you have balance issues because you still have to balance player powers against the game itself. Given all that we've said, this is why I prefer a system where you DO NOT all have the same build. Even where everyone is able to have the exact same build, you're going to have balance issues. Since that was the biggest benefit I could see to having a same-skilled system (it being "easier" to balance), I think the benefit isn't enough to justify everyone having the same skill. Now, another reason some players might like a skill system that allows everyone a set path of powers could be simply because they like simpler games. When you have a lot of choices, you could potentinally "mess up" your character build, and for some, they really don't like to have to think about what they're going to train next or make that kind of choices for their character. This, however, could be remedied by having build guides and auto-training available in your game. |
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#125 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,951
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#126 | |||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,160
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Another reason may be cost: Developing many classes means you're developing content for a subset of players rather than the set of players, and is more expensive as a result. The budget (whether money or time) is an extremely important factor in the creation of any game. The point is that there are more potential designs than you, me, or everyone together on this forum will ever think of. To just blithely claim that designs that have never even occured to you are bad designs unless they conform to what you view as 'good' is odd. --matt |
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#127 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,951
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Bubba is a warrior, Boffo is a thief. Bubba has better armour, but Boffo has a nasty backstab. The two classes can be balanced out against each other, but there will be many situations in which one has the edge. So the classes are dropped, and Bubba and Boffo now both have good armour and a nasty backstab. The possibilities for strategic gameplay have been reduced in order to promote equality... But is there really equality? Bubba and Boffo now have the same abilities, but what about their stats? Bubba is stronger and tougher, while Boffo is faster and smarter. These attributes may have been mathmatically balanced against each other, but they will still result in situations where either Bubba or Boffo has the advantage. So we strip out stats, removing even more options for strategic gameplay. But we still don't have equality, because Bubba is wielding a two-handed sword and wearing platemail, while Boffo is using leather armour and a pair of daggers. Numerous tests have been run on the various weapons and armour in order to ensure that they are well-balanced against each other, but there will still be many situations in which one set of equipment has the advantage over the other. Do we strip out equipment as well? You cannot achieve true equality for all situations without literally making all characters carbon copies of each other - but the more you try, the fewer strategic options will be available to players. And for a game which focuses on competitive gameplay (which is also the type most likely to be worried about game balance) strategy is likely to play a very important role. This comes back to the point I made earlier - if every design decision is only ever judged relative to the goal, how will you recognise flaws with the goal? If attempting to design a PK mud, and the goal is to create a mud in which there is "perfect equality" between characters, the above scenarios should be flashing up big red warning lights that shouldn't be just blindly ignored. Instead, the designer should be reconsidering their goal to take into account the problem they've just overlooked, and deciding where the line should be drawn between 'equality' and 'strategy'. This is actually a very serious point, and once which I've seen many mud developers stumble over - so eager to create their cool new feature that they don't stop to consider whether it's really going to do what they thought it would. You'll hear things like "I'm going to add 1000 levels!", from people who obviously haven't stopped to consider what the players are going to do once they get past level 50. The end result is a lot of bored and frustrated level 50 characters who can't progress any further because there's no content for them, and (with such a huge increase in levels) there's unlikely to be sufficient content for many years to come. Quote:
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My views are therefore the result of over ten years mud development, and three completely separate muds. |
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#128 | |
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Member
Join Date: Mar 2003
Posts: 103
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I would define the process of balancing as minimizing the probability that class is a necessary precondition for victory and maximizing the probability that higher player skill is a sufficient precondition (with the caveat that you may want some randomness). Thus, optimal balance (factoring out randomness) would be achieved if a player with more skill would win regardless of class. Obviously, this is a) impossible, and b) most muds do want some randomness. However, as an asymptotic optimal, it's basically fine. In such a case, removing all classes does achieve balance - to an extent. However, you are still left to balance any game-relevant customization that players can perform. Equipment has to be balanced, for example. Unless no customization is possible, you've simply left yourself with a subset of the earlier problem. Further, it also means a system with functionally different classes can be balanced. Does that mean classless systems are stupid? Nah. Nor vice versa. Neither system is inherently superior from a technical balance standpoint, and thus the argument reduces to other issues and values and preference. |
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#129 |
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Moderator
Join Date: Jan 2006
Location: Seoul
Home MUD: Tears of Polaris
Posts: 218
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I think Spazmatic hit the nail on the head, neither way is more balanced than the other. I would say a class system is easier for the developers to balance than a classless system would be.
The mud we're developing is classless, we made the choice purely based on the decision that we wanted to allow our players to customize their characters as much as possible. The only time balance came into the discussion was me saying, this will be a bit harder to balance. |
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#130 | |||
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A classless system isn't supposed to be a single class system. The point of making a classless system is to increase flexibility, not decrease it. Reducing a game so that everyone's a fighter would probably be a bad thing. A classless system is saying 'we're not going to tell you what you can or cannot do, you have to decide that for yourself.' If you're going to make a classless system by reducing the player's choice to a single class, that's the fault of the designer. Poor design aside, let's look at what (potentially) a good implementation of a classless system would be like: New characters in the game are all identical, except for possibly racial modifiers. The player decides that they want to be a warrior kind of character. How do they do that? By grabbing a sword and shield and beating up some monsters. So, after a productive day of randomly attacking things in the forest, our protagonist gets injured, and wants to heal himself. A first level cleric could heal themselves no problem, so why shouldn't he? So he heads back, goes to the local church and after a bit of studying, learns how to cast some basic healing spells. Now, he goes back out and meets his nemesis at the edge of town, who, incidently, had created a character at the same time as him. His opponant, however, has been focusing solely on fighting. They attack each other, but the hero is outmatched in swordplay - although he can still hold his own against most opponants, the time spent learning how to heal himself was time lost practicing melee combat. However, in his advantage, he can heal himself and the antagonist cannot. So they fight. Who wins? If the hero doesn't use healing spells, more than likely his nemesis. If the hero plays his cards right though, and the system is well balanced, it should be a fairly even match. --- That's really it. A classless system isn't classless at all - it lets the player define their character as they go, and ideally creates a character for them that matches their playing style exactly. Obviously, there are problems (such as, how do you keep a character from maxing out all of their skills?) but like all problems, solutions can be created. |
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#131 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 1,951
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Quote:
I'm not arguing that UT should have character progression - I'm saying that my arguments are aimed at games which do, and thus it's an irrelevent comparison. Quote:
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