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This sounds interesting, but I wonder if it won't suffer from the same balancing and design issues that plagued the original CoH enhancement system. Everyone 6 slots dmg, everyone 6 slots flight speed, etc. There are no real decision points there, you're just grinding for the next dmg enhancement to fill every slot. E.D. gave CoH players more decision points with their builds.Yes, upgrades (rather than enhancements) will go into the slots. You'll be able to buy some, craft some, or acquire some as drops. These will have the effect of improving stats for your character. However, we do not intend to be bound by enhancement diversification, which we think was a mistake within COH, so we are going down a different path. Also, we don't think six is the best number -- some players would like to make a particular power really stellar, and are willing to live with less in other powers, to enable their playstyle? OK.
I'm agreeing with you.ED was implemented because the way enhancements scaled their effects was broken, not because enhancements were broken.
I know I sound like a broken record at this point, but if the maths behind the mechanics isn't absolutely rock-solid to start with, players will break it very quickly.
Hello ConsultantWe have math set in place now. The real question for any complex system like SoH is how does it play when the characters are actually fighting, so we have to wait and see. Also, as you guys noticed, just because we as devs play one way and do certain things, does not mean that someone won't be able to find an exploit, or do something broken. ED had positives. That's true, but it also had negatives. Would someone six slot damage if their accuracy only allows every third hit to land? I hope not. Would they six slot damage if they only have the energy to fire eleven times before becoming exhausted? I hope not.
There's a certain amount of trial and error that is required to settle this sort of stuff.
Hopefully everyone understands that we are committed to making a game that's fun to play, but it is also inevitable that some things that we think are going to work, well, they won't work the way we think they will. We just have to be transparent about it.
Another element we've considered is to have the game warn players when they are doing something that is considered sub-optimal in the design of a character (like six-slotting damage upgrades). We've discovered that this would be hard to do, particularly at start.
“Think of how stupid the average person is, and realize half of them are stupider than that.” - George CarlinWe have math set in place now. The real question for any complex system like SoH is how does it play when the characters are actually fighting, so we have to wait and see. Also, as you guys noticed, just because we as devs play one way and do certain things, does not mean that someone won't be able to find an exploit, or do something broken. ED had positives. That's true, but it also had negatives. Would someone six slot damage if their accuracy only allows every third hit to land? I hope not. Would they six slot damage if they only have the energy to fire eleven times before becoming exhausted? I hope not.
Transparency is all I'm asking forHopefully everyone understands that we are committed to making a game that's fun to play, but it is also inevitable that some things that we think are going to work, well, they won't work the way we think they will. We just have to be transparent about it.
Whether it's sub-optimal or not is for the player to decide. What the player needs to know is the average chance to hit, damage dealt, resistance pierced, crowd-control duration, etc. I know I denigrated the intelligence of at least half of the population above, but at the end of the day they need to be able to play the game how they want to play (within reason). If they're happy role-playing a big lunk that can barely hit the broadside of a Rikti dropship, but really really hurts on the times they do hit? *shrug* Sure, go ahead. As long as they know that's what they're creating, let 'em make it.Another element we've considered is to have the game warn players when they are doing something that is considered sub-optimal in the design of a character (like six-slotting damage upgrades). We've discovered that this would be hard to do, particularly at start.
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