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Click here to go to the next VIP post in this thread.   Old 2011-08-02, 08:45 PM   [Ignore Me] #16
Malorn
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Re: Meaningful Customization & Balance via Tradeoff Decisions


Originally Posted by CutterJohn View Post
Not everyone agrees there is a disaster that is impending. Your interpretation is not the only one. If, years down the line, everyone has access to everything, my opinion will be Great! Finally!
We've already seen what happens years down the line, both with the time-based power progression and with when "everyone has everything."

EVE Online shows how time-based power progression turns out - with many alts and a lot of missed opportunities from players who wanted to feel competitive but know they can't possibly catch up to vets with many years of skill points. They're effectivley operating at a handicap which they can never overcome. This is bad.

When everyone has everything we get the behavior we are seeing in PS now where cert points become meaningless. There is no specialization, there is only the universal soldier. Even with classes you will still see a lack of specialization as every player has access to the same things at hte same time as every other player. Therefore your "customization" only goes as far as what class you choose to play. I do not believe that is what they are going for when they want a rich customization model.


You say my interpretation is not the only one, yet you have not provided counter-examples and reasons where my logic is flawed. Please provide these.


I also don't need to wait to see what will happen. Like the mathematical concept of limits, I don't need to actually count to infinity to see what value it is approaching.

For low values of t differentiation is possible with a pure time-based power progression, but as t -> infinity, all players will have the same set of skills. Thus purely skill-based differentiation fails because as time goes on differentiation and specialization decreases. The trend with a time based system is that player skill trees converge. This convergence is bad. You actually want the opposite with divergence so the possibilities and specializations available among the playerbase increase over time, not converge.

If options increase with t but total active options stays constant, then you have the opposite effect. Differentiation increases over time and specialization becomes more refined and meaningful.

What I understand of the current system is the former. What I am proposing is the latter. I dont' need to wait 6 years to see that the first system fails to achieve customization.


And I agree on personal taste in FPS games. I like that. I want that. I want a world where specialization is meaningful and valuable thoughout the lifetime of PS. Thus, this thread.
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Last edited by Malorn; 2011-08-02 at 08:47 PM.
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