PlanetSide Universe - View Single Post - Meaningful Customization & Balance via Tradeoff Decisions
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Old 2011-08-03, 06:08 PM   [Ignore Me] #28
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Re: Meaningful Customization & Balance via Tradeoff Decisions

Originally Posted by Malorn View Post
For low values of t (time) I'm sure their design and their statements are consistent. It is not true as t increases. So the argument will go away when their design is consistent with their statement.

More importantly I'm concerned with how the game scales. Think release + 1 year and they have a content expansion. Many players have converged and have most of the same skillsets providing the same passive power bonuses. There is no longer differentiation between players. What will they do? Well they already started down the path of power over time so they'll very likely continue down that path and expand and add more power bonuses. Just like EVE started with "not that big of a difference" it becomes a big difference and discourages new players.

The immediate feedback I got from my outfit mates on the skill system was the "never catch up" problem EVE has with new players. It is not a good system. Player specialization and customization decreases over time as everyone obtains the same set of bonuses, and it only widens the gap between new players and veterans. 2-3 years down the line you have new players who would need to invest an enormous amount of real-world time to just get to where the vets are, and by the time they do the game will have new certs and things exposed. It never stops, and the longer it goes on the worse it gets for new players. Now is the time to change that course and pick a system that scales with additional content without upsetting power balance. I propose one based on other games with similar systems (including PS1 and EVE - use their ship customization model instead of their skill gain model).
So, when the devs say that PS2 will still be a skill based shooter and that a brand new player can compete with a long time player, you just think they are either full of shit, or don't know what they are talking about. If your posts weren't so well written, I'd say that point of view is just being a troll.

I'm giving the devs the benefit of doubt that they actually want to achieve their stated goals, and they arn't just blowing sunshine up my ass. Frankly, I think your argument of "I totally know how this is going to play out" is premature. The conclusions you are making are leaps in logic based on the assumption that the devs are either lying or incompetent.

Alot of what you've been saying has been based on your experience with EVE, and I've never played the game, so I concede that my knowledge of its mechanics are extremely limited. However, I'm sure that the combat between EVE and PS2 are completely different, so making an apples to apples comparison of balance is going to be inherantly flawed and therefore not worth as much stock as you seem to be putting into it. Basically, lets see what it will look like for PS2 before we start advocating for throwing the baby out with the bathwater.

Then, to extrapolate that out several years and say, "well it might be good for year 1, but by year 5 the game will be forever broken" you have to ignore the fact that the game will be supported (much better than PS1 it seems) and problems can be addressed and fixed. I'm not going to redesign the automobile because I know the radiator will leak someday. I'll fix the radiator if and when it becomes a problem.

Look, you are obviously a very intelligent guy, and make well thought out points. I just think it's early to be concerned about issues 5 years from now that the devs are already aware of.
"Before you say anything, prepare to stfu." -Kenny F-ing Powers

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