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The Challenges of Class Balance In MMOGs

Karen Hertzberg writes "Balancing classes in MMOGs may be one of the most daunting challenges of the industry. Few games are immune, and no game has ever claimed complete, perfect balance. So how does a developing company deal with the ever-impending demand to keep their games fair in both PvE and PvP environments? Ten Ton Hammer spoke with four industry professionals about the issue in an effort to glean some answers. Age of Conan's Craig Morrison said, 'It is part science and part intuition and experience, I think. We do, of course, have all the ... "spreadsheet" work in the back-end and development tools that calculate as many of the parameters as possible. On top of that, though, you then have the knowledge and skill of the designers involved. Working with a system, you have the general overview of how things interact and how players tend to behave in your game. Sometimes nothing beats spending time in the game itself and actually seeing how the players have been using the skills and abilities you have provided for them. Players are nothing if not inventive, and they never cease to surprise designers with their ingenuity, so it is vital that the designers are also watching and learning themselves.' "

209 comments

  1. This may explain... by damburger · · Score: 2, Insightful

    ...why Blizzard completely abandoned the notion of difference between Horde and Alliance in WoW, in favour of focussing on class balance. Naturally, if you ask a lot of WoW players, it hasn't even helped them do that. In fact, I see there being more and more class overlap instead of class balance in WoW, especially amongst hybrid classes. You can balance the game by making hybrid classes able to do everything well, but it kind of sucks balls for non-hybrid classes.

    I hope that the backing away from balanced-but-distinct factions and classes doesn't represent a wider change of philosophy at Blizzard. It wouldn't bode well for Starcraft II.

    --
    If we can put a man on the moon, why can't we shoot people for Apollo-related non-sequiturs?
    1. Re:This may explain... by reverseclipse · · Score: 2, Interesting

      There are two sides to this and both are valid. On the one side everyone wants a unique experience with varied classes. On the other hand no one wants to play a class for months or years only to be underpowered in the endgame. Skills that are fun have nothing to do with survivability and damage output. Providing all players with the same chance to be great means that classes and races get more similar. This is not as important for parties where you can have varied pros and cons spread out between players, but for single player pve or pvp all the classes really need to be the same to allow for anyone to win based on skill and not racials/skills. ï It does seem strange for a game to lose so much "fun" and variety in order to provide everyone with a "fun" experience.

    2. Re:This may explain... by fractoid · · Score: 1

      Partly - and partly because, in trying to balance Shamans vs. Paladins, they found that they were essentially giving both classes the same tools. By giving both factions both classes, they were able to keep them distinct without giving one faction an advantage.

      Remember, your fears of them giving everyone everything in aid of balance isn't new. People complained with the inclusion of Lurkers and Dark Templar in Brood War. "Waaah, now Zerg have AoE like Protoss! Terrans can heal like Zerg!" I still agree that it's blurring the lines a little more than is really healthy. My shaman's Riptide ability functions almost identically to my paladin's talented Holy Shock. My Paladins' increased-crit-damage talent (when he's Ret spec) now rolls a deep-wounds style melee DoT rather than simply boosting damage. The gear consolidation with gear for all spec/class combos down to "spell dps / spell healing / melee dps / tanking" for each armor type. It added a dimension, for me, that say a warlock wanted spellpower and stamina whereas a mage wanted spell crit and stamina. There was a reason for every item to go to a particular class first.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:This may explain... by Tridus · · Score: 1

      That was primarily a PvE balance problem. Paladins had abilies that Shaman didn't that made a real difference (Blessing of Salvation being #1). In BC Paladins also became more viable tanks, which Shaman simply couldn't do without a drastic overhaul. It was the best decision for game balance they could make.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    4. Re:This may explain... by Jurily · · Score: 5, Insightful

      Actually, Blizzard has it bad. They have to balance for: 1v1, arenas, battlegounds, and to top it all off, raids. That's four very different requirements. Considering most classes have multiple roles and styles to begin with, the whole thing smells like spaghetti code: change one thing, and you have to change five others as well, which trigger more changes.

      Now, add in the players, who will always feel their class is underpowered, and every single change you make to their character will get you flamed, even from those whose particular build is way stronger than it should be according to 90% of the other players.

      Anyone still feel like tackling the problem? The players will also need gear...

    5. Re:This may explain... by plastbox · · Score: 3, Insightful

      And why should Shamans tank? Granted, I don't know a whole lot about Shamans but they aren't plate users so why would they be deserving of an overhaul that lets them tank as well as the proper tanking classes?

      The way I wish the classes were built is the way pokemon balance is built.
      Water > Fire > Grass > Electric > Water
      ..and so on. I don't know how well balanced those games are nor do I know the full details of the "classes" but the type of balance the devs tried to achieve is much more fun than that of WoW.

      In WoW, Rogues should be able to open a can of whoop-ass on clothies (Mages, Warlocks, Priests). After all, cloth is generally poor protection against a dagger to the kidneys. At the same time, they should fear plate users as their daggers would realistically go "PLINK" off of the armor of a Warrior or a Death Knight. Because of the clothie's non-existant armor they should have vastly superior damage output, unlike WoW where a tank-spec Warrior can take the beating of a lifetime AND do damage comparable to typical dps classes.

      While I applaud Blizzards apparent goal of giving every damn class a fair chance against any other class, I think it kind of ruins a bit of the pvp fun. If this was real world (yes, stupid comparison I know), a Warrior wearing all plate and carrying a huge freaggin' sword would make minced meat of a Rogue wearing leather no matter how sneaky he was. Just like a Rogue sneaking up behind a Warlock/Mage/Priest would mean the end of the targeted clothie. Subsequently, since the Warrior doesn't have the sneaking ability of the Rogue, the clothie would see him coming and have a chance of blasting him with crazy damage. A very simplified example that doesn't take into account healers, hybrids or different builds but it shows the general idea: Mage

      Demonology Warlock == Beast Mastery Hunter, send in the pet, do ranged damage.
      Destruction Warlock == Mage == Elemental Shaman, fire away with spells, run away.
      Protection Warrior == Frost Death Knight == Protection Paladin == Feral Druid, are all viable tanks and at least Warrior, DK and Pala put out an astounding damage while tanking.
      There is no class distinction. All the classes have different builds but generally you are either a Healer, a ranged DPS or a tank (who does as much damage as the damage guys) and nearly all classes can fill at least 2 roles.

      Stupid =/

    6. Re:This may explain... by plastbox · · Score: 1

      Stupid "less than" signs *mumble grumble*

      A very simplified example that doesn't take into account healers, hybrids or different builds but it shows the general idea: Mage > Warrior > Rogue > Mage

    7. Re:This may explain... by Anonymous Coward · · Score: 0

      But is it FUN to see class X and have to say "I lose" before the battle has even begun?

      That's just poor design, no matter how you slice it. Every ability should have at least one counter. Every class doesn't need a hard counter because of variances in player skill and gear level.

    8. Re:This may explain... by Anonymous Coward · · Score: 0

      Blizzard have explicitly said that they don't balance for 1v1. They balance for arenas (2v2, 3v3, and 5v5), battlegrounds (10-100 players a side), dungeons (5 players vs computer-controlled monsters) and raids (10 or 25 players vs computer-controlled monsters).

    9. Re:This may explain... by Anonymous Coward · · Score: 0

      The gear consolidation with gear for all spec/class combos down to "spell dps / spell healing / melee dps / tanking" for each armor type.

      There isn't even any tanking leather armour - Druid tanks are expected to use the same armour as Rogue and Druid melee dps...

      (And yes I play a druid tank).

    10. Re:This may explain... by Ogive17 · · Score: 1

      Except Blizzard has repeatedly said they don't balance PvP for anything less than 5v5. Certain classes dominate 1v1 or 2v2 or 3v3 and certain classes suck in those instances. But once you add a few more people into the mix there are many winning combinations.

      But they've never balanced the game well and it seemingly gets worse with each content patch. The best balance I remember was when the original game matured before burning crusades.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
    11. Re:This may explain... by Anonymous Coward · · Score: 2, Insightful

      Now, add in the players, who will always feel their class is underpowered, and every single change you make to their character will get you flamed, even from those whose particular build is way stronger than it should be according to 90% of the other players.

      Sometimes a class is woefully underpowered. Like warlocks originally were. Oh how things changed after warlocks got their first re-balancing. The whining from rogues was so delightful.

      "It's fine. Learn 2 play" had been the rogue's trademarked answer to every single complaint about the rogue class being overpowered against any given class and also their retort for other classes complaints of under-poweredness. "It's fine. Learn 2 play" was trotted out over and over until it died and then its carcass was beaten mercilessly.

      Sadly for the rogues, many of the warlocks had been doing just that. Learning 2 play. Learning to kill. Learning to escape. All while being underpowered.

      Then it suddenly changed. Warlocks were no longer underpowered. No longer a free honor kill. No longer something to laugh at. Now they were something which deserved caution, respect, and even fear.

      No more strolling up behind a warlock without a care in the world expecting to kill it without much effort. No. Now a rogue had to consider very carefully indeed how to attack and what to do if something went terribly, terribly wrong, because now attacking a warlock very often led to just that, something going terribly, terribly wrong.

    12. Re:This may explain... by Jurily · · Score: 1

      Except Blizzard has repeatedly said they don't balance PvP for anything less than 5v5. Certain classes dominate 1v1 or 2v2 or 3v3 and certain classes suck in those instances.

      I know, I had a Priest. However, they do have duels, world PvP and arenas smaller than 5v5, so they should balance that too, it's just that it's impossible.

      But they've never balanced the game well and it seemingly gets worse with each content patch.

      I quit playing right after WOTLK came out. Level 62, questing for some decent gear in Outland, then along comes a shitload of hostile Death Knights, with all their ridiculously overpowered Plates. It might not have been that frustrating if a) I had gear even remotely comparable to theirs, b) the people assisting me through dungeons before hadn't been busy with rushing to get as much Titanium into the AH as possible, or c) there was any other hope of finishing a fucking quest without dying 4-5 times with each.

    13. Re:This may explain... by NormalVisual · · Score: 1

      In WoW, Rogues should be able to open a can of whoop-ass on clothies (Mages, Warlocks, Priests)

      I'd agree, with one qualification - Cloak of Shadows is just silly. A rogue that gets the jump on a clothie will often stunlock him and kill him before the lock has an opportunity to get any damage at all off. On the other hand, it's quite common for a caster to surprise a rogue at range, load him up with enough spells to kill him outright, and then watch as the rogue pops CoS, then runs over and facerolls him anyway.

      --
      Please stand clear of the doors, por favor mantenganse alejado de las puertas
    14. Re:This may explain... by Anonymous Coward · · Score: 0
      Muahahahahaha!

      Also, nice writing technique!

    15. Re:This may explain... by BurzumNazgul · · Score: 1

      Demonology Warlock == Beast Mastery Hunter, send in the pet, do ranged damage.
      Destruction Warlock == Mage == Elemental Shaman, fire away with spells, run away.
      Protection Warrior == Frost Death Knight == Protection Paladin == Feral Druid, are all viable tanks and at least Warrior, DK and Pala put out an astounding damage while tanking.

      You forgot one...
      Affliction Warlock == cast DoTs, /afk brb getting coffee

      --
      I can say [REDACTED] anytime I want!
    16. Re:This may explain... by Anonymous Coward · · Score: 1, Insightful

      lol pvp happened on a pvp server.

      play casual on carebear, you will have a much funner time.

    17. Re:This may explain... by ukyoCE · · Score: 1

      Blizzard completely abandoned the notion of difference between Horde and Alliance in WoW, in favour of focussing on class balance.

      The reason Blizzard abandoned the difference was essentially because of player QQ, not because it was hard (or impossible) to balance.

      In the original WOW, alliance vastly outnumbered Horde on most servers. Thus you had 2 alliance saying Shaman were overpowered (cause they died to one once, of course) for every 1 horde saying they weren't. Add in the fact that the Shaman was a more offensive class than the Alliance Paladins, and was a class that was severely effected by RNG (windfury crits), and you had a huge storm of Alliance QQ.

      Fast forward to BC when Alliance got shaman, though. And now the LK expansion too. Shaman have been MASSIVELY buffed since the original WOW, and are still generally considered underpowered in PVP. If Alliance didn't get Shaman in BC, the devs could never have gotten away with buffing the (long underpowered) Shaman class.

    18. Re:This may explain... by Sobrique · · Score: 1

      It depends on what style of game you're playing. In WoW, I'd say not so much. In some games though, that's acceptable - something like EVE, you have a choice of ships and fits. Part of the battle is picking something out that suits what you're trying to achieve, and then finding the 'right fight' for it - it's a strategic 'pre fight' element, and I consider that entirely reasonable - there are some ship classes that are just useless against certain opposition, but when you can choose something else instead, then it's an intel/information/logistics battle, prior to the actual fight.

    19. Re:This may explain... by SilverJets · · Score: 1

      And that's why I quit playing WOW. Pretty soon Blizzard will have just one race and one class since it seems they are intent on heading in that direction by constantly nerfing abilities that actually make classes and races unique.

    20. Re:This may explain... by Maxo-Texas · · Score: 1

      A more direct approach would be to use meta data to balance PVP.

      I.e., if Alliance is winning, then "the powers that be" start lowering damage taken by Horde from Alliance. Start with 1% "handicap" and then increase it by 1% every day until the Alliance stops winning.

      "Winning" is probably most simply stated as "death rate comparison" but Wow also has event pvp (capture the flag?) I think- so for those it would be "Event winner".

      ---

      I've been running a custom FRP game since 1976. The same one continuously since 1988. At one point, I spread-sheeted out the damage done by all classes and determined that the base rules were fundamentally broken and set a metric "NPC Foe beats PC in 8 rounds, PC beats NPC in 7 rounds".

      Despite all this, I recently realized that PVP was broken. When fighting Player character types who have the same classes as players, it was getting hard for either side to hit each other. The NPC armor classes were different than the PC's so the attack modifiers for the PC's were lower. The NPC attack modifiers were high, so the PC's armor was high.

      ---

      The main way I nerf is to let the players "win" the content they are in, reduce XP slowly to zero and invalidate the "broken" content. Then I handle whatever the broken area was in the new content.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    21. Re:This may explain... by Maxo-Texas · · Score: 1

      FYI,
      the same approach can be used for classes.

      If class "A" is beating class "B" > 60% of the time, then apply a class damage reduction modifier in pvp.

      It wouldn't correct problems where one person is locked down-- for that, you need a developer to trail the losing class and see why they are losing so much and then create something t onegate / balance the problem.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    22. Re:This may explain... by kalirion · · Score: 1

      Warrior wearing all plate and carrying a huge freaggin' sword would make minced meat of a Rogue wearing leather no matter how sneaky he was.

      Even plate mail doesn't cover 100% of the body. In various books at least, a dirk to the armpit is often enough to bring the big bad warrior down.

    23. Re:This may explain... by Anonymous Coward · · Score: 0

      What you are describing is, and I'm sorry to say so, an INCREDIBLY stupid idea.

      Vanilla WoW had, to some degree, some of the elements of which you speak. The problem with this settup is that it simply isn't fun. AT ALL.
      In Pokemon, the "Water > Fire > Grass > Electric > Water" settup works because you are not limited to one pokemon, pokemons are just tools (like abilities in WoW) you use to win the match, and what pokemons you use is what essentially defines your strategy.
      In WoW, and 90% of all other MMOs, you cannot freely switch between different classes, and imense amount of work is often put into a character to improve it further. I played WoW from release up to a couple of weeks ago, and it took up to Wotlk for me to get another character above level 55 (primarily for professions), other then my main rogue. I didn't chose to be a rogue as a part of my strategy, I WAS a rogue, I fell in love with the rogue class and the playstyle that it offered.
      Your argument is flawed in so many ways because it doesn't give players any choice, and the only choice they have lies in rolling another character. Furthermore, to be successful in groups, in pvp, in arena, this would effectively FORCE someone to play with a particular class to be successful. Is that your idea of fun? Not being able to play with your friends because they are not the "right" class? Do you have to reroll, regear, and leave all your reputation you have achieved, the skills you have acquired, the achievements you have gotten, and perhaps your guilds acceptance of you in raids, just to be able to play with a friend? Frankly I started by taking your argument seriously, but now that I look through it I notice that you only speak about 1 vs 1 situations, not even considering what implication this has for anything else than this rare scenario.
      All of this doesn't sound like much fun to me, and I doubt it would be much fun, even for you, when taken out in practice. I could go on and on pointing out how your whole idea is flawed, but I will just leave it at correcting one of the falseties of your claims.

      There is no class distinction. All the classes have different builds but generally you are either a Healer, a ranged DPS or a tank (who does as much damage as the damage guys) and nearly all classes can fill at least 2 roles.

      Stupid =/

      That is you generalising, not the game.
      ALL the healers have a unique healing style, with no real overlapping in spells. All the DPS (and there are not only ranged dps for the record) have unique playstyles, spells, and abilities. Most of the time most of the focus revolves around doing dps, but all classes have their niche abilities that are usefull in certain situations. And no, tanks do not do as much dps as classes specced for doing dps. Also, if you find the fact that many classes (7/10) can fulfill multiple roles annoying, I find that kind of strange as that is the one feature that could have made it possible for a game to actually carry out the structure you mention without being very unfun, as you could switch between roles as a measure of steategy.

      However, in general, none of what you mention would in any way make the game more fun, and is currently impossible to implement as a design philosophy without ruining many other fun parts of the game.

      That, is my opinion at least.

    24. Re:This may explain... by emkyooess · · Score: 0

      A fix to that is helped by the advent of respec systems, as well as the slow move the world's making to letting you change class as the game progresses. Guild Wars does this rather well, and (sad to say) it's about the only thing Final Fantasy XI Online does right. Schemes such as allowing you to create a new character of a different class that starts higher than level zero are starting to be proposed more frequently. "So you leveled up your hunter to level 80? Eh, you're probably going to be okay starting a mage at level 40. There's no need to make you start at zero." type things.

    25. Re:This may explain... by babywhiz · · Score: 1

      Isn't that what tenacity is for (in WG?)

    26. Re:This may explain... by babywhiz · · Score: 1

      But they've never balanced the game well and it seemingly gets worse with each content patch....

      Agreed. They nerfed innervate on druids (yes, it IS nerf, so what if the CD was reduced too...it's still not as powerful as it should be, think Iron Council hard mode), ONLY because of PVP complaints (which I try to avoid PVP...I AM on an RP server, afterall). There were several places where we had to do a whole different strat for Ulduar....because of that one change.

    27. Re:This may explain... by Anonymous Coward · · Score: 0

      Now, add in the players, who will always feel their class is underpowered, and every single change you make to their character will get you flamed, even from those whose particular build is way stronger than it should be according to 90% of the other players.

      Sometimes a class is woefully underpowered. Like warlocks originally were. Oh how things changed after warlocks got their first re-balancing. The whining from rogues was so delightful.

      "It's fine. Learn 2 play" had been the rogue's trademarked answer to every single complaint about the rogue class being overpowered against any given class and also their retort for other classes complaints of under-poweredness. "It's fine. Learn 2 play" was trotted out over and over until it died and then its carcass was beaten mercilessly.

      Sadly for the rogues, many of the warlocks had been doing just that. Learning 2 play. Learning to kill. Learning to escape. All while being underpowered.

      Then it suddenly changed. Warlocks were no longer underpowered. No longer a free honor kill. No longer something to laugh at. Now they were something which deserved caution, respect, and even fear.

      No more strolling up behind a warlock without a care in the world expecting to kill it without much effort. No. Now a rogue had to consider very carefully indeed how to attack and what to do if something went terribly, terribly wrong, because now attacking a warlock very often led to just that, something going terribly, terribly wrong.

      What the hell you say? Rogue "...rogue had to consider very carefully..."? To attack a warlock? No way. If a rogue die vs a lock, he/her need to learn to play his/her class.

    28. Re:This may explain... by Anonymous Coward · · Score: 0

      table based programming plus Rock, Paper, Scissors can work well. For a while. (It eventually does get obvious that any X is just X pwns A....M and gets pwnd by N....W and ignores YZ for varying description of pwn.) Blizzard does that style well.

      Don't know what table based programming is? Hand in your D&D Player's handbook, please. Also, stay the hell away from any of my games--I mean spreadsheets.

    29. Re:This may explain... by ildon · · Score: 1

      The only thing they have specifically said they don't balance for in PvP is 1v1. Just look at the patch notes for the past 2 years and you'll see plenty of balance changes that were obviously aimed at 2v2 and/or 3v3, and had little effect on 5v5. In fact, since most cash tournaments are 3v3, it's more likely they target 3v3 for the majority of balance effort than 5v5. It was only very recently (as in, a month or two) that Blizzard have started to purposefully diminish 2v2 by removing a lot of the absolute high-end incentives and rewards that 95% of people who play 2v2 won't ever get anyway, simply because they felt they *were* spending too much time working on balance issues for 2v2.

    30. Re:This may explain... by Anonymous Coward · · Score: 0

      I can't imagine a single fight in Ulduar whose strategy revolves around innervate. *Maybe* battle rezzing a prot paladin for Steelbreaker, but even that's dubious since rebirth and soulstone both provide a decent amount of mana and prot paladins aren't exactly mana starved when getting hit for 75%+ of their HP per swing.

      More likely you're just bad and don't understand you need to use innervate earlier in the fight (when you're at 50% mana instead of 0%, so it'll be up again earlier).

    31. Re:This may explain... by ildon · · Score: 1

      The way I wish the classes were built is the way pokemon balance is built.
      Water - Fire - Grass - Electric - Water ..and so on. I don't know how well balanced those games are nor do I know the full details of the "classes" but the type of balance the devs tried to achieve is much more fun than that of WoW.

      The reason this works for pokemon and not for WoW, is that in pokemon you are a single player with multiple characters are your disposal which you can swap at will (for a slight cost). In WoW, it'd be as if you were playing *as* one of those pokemon, with no ability to swap to another type. When playing by yourself, you would ALWAYS lose to your counter no matter how good you were or how good your gear was. That's the "pokemon balance", and while it might work well on paper, the fact is it is not *fun*.

      If WoW was about one player controlling a five man team of varied classes, then your idea might have merit.

    32. Re:This may explain... by Mozk · · Score: 1

      Also, stay the hell away from any of my games--I mean spreadsheets.

      What's the difference?

      --
      No existe.
    33. Re:This may explain... by plastbox · · Score: 1

      Thanks for the long reply! You make a few good points but you fail rather vigorously towards the end. I am not only talking about 1v1. In fact (as stated in a post I wrote further down) I am primarily talking about 3v3 or more. Of course 1v1 isn't any more fun in a R/P/S(L/Spock) system than being a lock meeting a hostile rogue. Also, I'm not saying one class should be so much more powerful than another that the other has no chance to survive, only that there should be some character difference.

      ALL the healers have a unique healing style, with no real overlapping in spells. All the DPS (and there are not only ranged dps for the record) have unique playstyles, spells, and abilities. Most of the time most of the focus revolves around doing dps, but all classes have their niche abilities that are usefull in certain situations. And no, tanks do not do as much dps as classes specced for doing dps.

      Wow.. seriously? Paladins and Priests have different spells? Now, I'm not 100% sure of the exact names and effects but I'm willing to bet that they aren't any more different as healers than a destro-lock and a mage are as ranged dps'ers. Yes, the spells that locks and mages can cast have different names. Still though.. it's a cast bar, an animation that streaks toward the enemy, and heavy damage. Sure, locks have immolate, incinerate and conflag and mages have their own somewhat different rotation but you can't really argue that the play is very different.

      Lastly, tanks don't do at least somewhat comparable damage to dps classes? What world are you livi..*err* gaming in? Prot-Warriors do 3000-4500 dps, my warlock (using optimal rotation) in hateful gladiator's gear only reaches that level when I can massively abuse SoC. Average is roughly 1800-2000. Yes, those numbers are with my pvp gear/build but still. I'd have to do double or tripple my dps to really outdo the tank ! The tank's role is to tank not to dps! Fair setup would be: tank tanking damage like the Juggernaut but hardly doing damage, while dps'ers (who die if the boss looks at us) do a ton of dps. If a god damned warrior can dps on par with clothies, then I should very damn well be able to tank Naxx!

      I'm not saying any game should adhere strictly to anything like R/P/S. What I do wish for though, is for some controlled unbalancing. I could live with having very little chance of beating a rogue if I had a similar advantage over someone else. Every class should have enough damage and survivability to quest and survive, but dps classes should top the dps charts, tanks should top the threat charts and healers the healing charts. Tanks dpsing like crazy makes as much sense as a rogue healing others or a mage tanking.

    34. Re:This may explain... by plastbox · · Score: 1

      I couldn't agree more, except that if I got all my dots on a rogue, I assume he'd be dead before long if he didn't have CoS. Instead of removing CoS, which would lessen class distinction even further, give Demonic Circle: Teleport the ability to break all movement imparing effects! I've been playing very, very casually for a couple of years and I don't even know what, spesifically, "snare effects" are.

    35. Re:This may explain... by plastbox · · Score: 1

      As I tried pointing out above, I don't want one class to die instantly at the sight of another. It would be nice though, to have real, clear disadvantages against certain classes and the corresponding advantages against others. Kinda like when a warlock meets a rogue. All things being equal, the warlock will die. Horribly. Shamefully. As far as I have experienced, seen and heard, this is not the case throughout WoW's classes. Mostly, Blizzard are very good in their public mission to make every class equal and balanced, and straight down bland. Well, except that Ãne class that always manages to sneak past the balancing spreadsheets (currently: paladin, previously: dk, one expansion ago: warlock)

    36. Re:This may explain... by babywhiz · · Score: 1
      Rebirth only gives 4700 mana. We don't have a lock in the group so no SS. I don't need innervate for me nearly as much as the other healers....I'm just saying that after getting a good rotation down of how I use the spells, they went and messed with it, ONLY BECAUSE OF PVP.

      I am curious, how many tanks do you use when Steelbreaker is the last to die?

    37. Re:This may explain... by fractoid · · Score: 1

      Nor tanking cloth, or spell-dps plate, either. :P

      Another thing that really annoys me is the uniform stat distribution for so many items. Like all 2h weapons from heroics being 186dps, for instance. It takes the gear from an individual piece with its own characteristics to a purely cosmetic item plus a stat token with distribution based on gear level. It's like all the gear in the game is made with the same geometrically scaled set of cookie cutters.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    38. Re:This may explain... by SupremoMan · · Score: 1

      They balance for arenas (2v2, 3v3, and 5v5)

      That's what they say, but there is plenty of evidence to the contrary. Flavor of the Month is not only synonymous with certain classes, but more often certain class combination.

    39. Re:This may explain... by Anonymous Coward · · Score: 0

      You forgot the Affliction Warlock, DoT and alt-tab.

    40. Re:This may explain... by Anonymous Coward · · Score: 0

      Then you used a very bad example (pokemon) because that's the entire basis of its balance system.

      The majority of WoW's class balance problems, and the perception of there always being a dominant class, is actually extremely overblown in the context of MMO games in general. Even very early, when warlocks were perceived to be weak by the playerbase, they had a 30 second fear that almost never broke on damage and had no diminishing returns, and had the ability to put players into the negative resist zone and thereby cause them to take massive damage randomly. A big part of the problem was at the time players as a whole were still learning to play the game.

      Anyway, taken as a whole, the incidents of one class being somewhat overpowered for a short time would be nothing in the face of a rock-paper-scissors balance system. At least in WoW's current system, when a class is overpowered, you know eventually they will be brought down, and it only affects you when you run into that specific class, not when you run into the other classes. In a from-the-ground-up RPS system, you know every single time you see a certain class, forever, you are going to die. Period. And that there's nothing you can do about it, and that it will never change. Also, I, and anyone else interested in a skill based game, take no pleasure in killing an opponent who has no chance of fighting back. It would not make up the difference for me, and likely many other players, to know "when I see these 2 classes, I always win", because that is not any more fun than "when I see these 2 classes, I always lose".

      And you still don't get past the existing balance problems WoW has, you simply add to them. When scissors meets another scissors of a different class, they have to be equal to one another, just like in WoW's system.

      It's simply not a fun system.

    41. Re:This may explain... by ildon · · Score: 1

      Oops, accidentally posted AC.

  2. The problem is casuals & the placebo of divers by TheRealRainFall · · Score: 2, Interesting

    It's easy to balance a few diff classes. I would way rather have 4 characters classes that were near perfectly balanced than 10 classes that were a mess. This is the problem of WoW and other MMOs. They keep trying to add more and more classes when they haven't balanced what they have. But what does your average fan want?? They scream for more! Give us new! I'd way rather WoW, Aion, etc fix what they have in an expansion and with their manpower than create the placebo of new classes. It can be done but since there is no money in it and bad/newer/casual players are using capitalism to vote for NEW things instead of a balanced games these companies are just going where the economic vote is and giving what they want. In short if you were going to play in an Adult rec sports league would you rather have a league of 4-6 teams where you were all equal or would you rather have 10-12 teams where 4-6 teams were equal and 2-3 teams you absolute crushed and 2-3 absolute crushed you? I don't know about you but i'd take the smaller league with a ton of parity any day and twice on any given sunday.

  3. Classes? Who needs em! by chonglibloodsport · · Score: 5, Insightful

    I don't see why we have to have classes in an MMO. I much prefer the Ultima Online system of choosing your own skills and in effect, creating your own "class". This type of system is far easier to balance since you can modify each skill "in a vacuum" without upsetting anything else.

    That, and the very old idea of the holy trinity (healer, tank, damage-per-second) needs to die, it is sucking all of the creativity out of game design. Real people are not specialists, they are capable of learning many different things.

    1. Re:Classes? Who needs em! by ZombieWomble · · Score: 4, Insightful
      The idea that you can modify each skill "in a vacuum" is patently false - unless there is absolutely no potential overlap between skills (which would be a rather dull system), you will need to take into account what happens with a player with skills X and Y now picks up skill Z because of a change which is made.

      In reality, such a system seems like it would be massively harder to balance, since balancing a single skill against others is a meaningless task (wood-chopping is balanced perfectly against magery! Wait, what?). Instead balancing skill sets becomes the key challenge. And since the number of skillsets is vastly larger than the number of skills, it is also likely much larger than the number of classes in most MMOs, making this a very complex job indeed.

    2. Re:Classes? Who needs em! by chonglibloodsport · · Score: 1

      You seem to be conflating differentiation/uniqueness with balance. Balance in a skill-based game like UO is purely about tweaking each skill and observing the mountain of data you are logging. Because each skill is singular and entirely optional, you don't need to worry about overpowering/nerfing an entire class.

      Differentiation/uniqueness is another issue entirely, an exercise for the game designer.

    3. Re:Classes? Who needs em! by muridae · · Score: 1

      That's where tabletop games and older MUDs offer a little extra help. There was a MUD based on the Rolemaster system, that started all skills with costs that were roughly comparable, and as you gained skills in, say a melee weapon, costs in other skills increased, say learning magic. If you wanted to play a hybrid, focusing on both spells and weapons each level, you would find that, while those two skill would increase slower than if you picked just one, other skills increased costs at an even faster rate. End game, if there was such a thing, you had a very specialized class of your own making that would have to spend an entire level to gain one point in any outside skill.

      This would never fly in a modern MMO, as it requires that player to plan ahead from the very beginning or to re-roll once they learned how the system worked. A 'spec' system, where those points could be re-spent late in the game to allow players to shift their skills to match their play style would be interesting, but could result in players being able to shift from a tank style class to a healer or magic dps depending on the day and the needs of their group/guild. Starting from a basic school system, melee/damage caster/healing caster with different starting skill costs would allow for varied classes for each player, and not much more lock in than any other MMO out right now.

    4. Re:Classes? Who needs em! by anarchyboy · · Score: 2, Informative

      wow already has a spec system that allows players to choose talents for a specific play style as they progress in the game, they are divded into 3 groups for each class, selecting talents from all 3 generally gives a weak end result while focusing on one or two gives a much stronger charchter. The only difference is that the available talents are different for each class so your choice of class still restricts you to some rolls and your choice of talents (which can be changed later) allow you to specialise and gain ability in one area.

    5. Re:Classes? Who needs em! by anarchyboy · · Score: 1

      If you do that and the each skill is ballanced with every other then choosing the skills becomes meaningless, so is my damage/healing/tanking ability going to be the same no matter what skills i choose? or will choosing some skills give me better damage? in which case all your doing is forcing people to select a particular skill set to cause the most damage which may as well just be a class.

    6. Re:Classes? Who needs em! by farker+haiku · · Score: 1

      This would never fly in a modern MMO, as it requires that player to plan ahead from the very beginning or to re-roll once they learned how the system worked. A 'spec' system, where those points could be re-spent late in the game to allow players to shift their skills to match their play style would be interesting, but could result in players being able to shift from a tank style class to a healer or magic dps depending on the day and the needs of their group/guild. Starting from a basic school system, melee/damage caster/healing caster with different starting skill costs would allow for varied classes for each player, and not much more lock in than any other MMO out right now.

      Not only does WoW have that, but it has it for two specs at a time. I respec once or twice a week to min-max specific encounters. It's pretty obvious you haven't played a modern MMO in some time.

      --
      Your sig(k) has been stolen. There is a puff of smoke!
    7. Re:Classes? Who needs em! by infalliable · · Score: 1

      Actually, that sort of system is MUCH harder to balance. The combinations of skills/abilities are almost endless, so you have to account for so many more options. The more rigid the structure, the easier it is to balance because you have more control over it as a designer. The problem is most players dont' want a very rigid structure, they want some skill choices and ability to shape their character development.

      The other huge issue is that there is such a huge difference between PvP and PvE. In PvP, you're fighting someone who is roughly your equal. You can also get large group on group action. In PvE, you always seem to be fighting something that has 10x your hp or more, and can hit so much harder (at least at endgame) and has pathetically predictable tactics. The two are so distinctly different that you can't balance out them both, they're essentially two separate combat designs within a game.

    8. Re:Classes? Who needs em! by ZorbaTHut · · Score: 2, Insightful

      Didn't virtually every serious player in UO end up being a magician wearing platemail?

      The problem with a "skill system" is that, inevitably, there's going to be a small handful of "skill choices" that are just flat-out better than the alternatives. More damage, more survivability. It's only easier to balance if there's absolutely no skill synergy - and good luck making a fun game that has no synergy whatsoever between skills.

      On top of that it's hard to give flavor to a fully skill-based system. A large amount of WoW's appeal is that you have a pile of interesting abilities. Your class behaves fundamentally differently to every other class in the game, and the talents you pick make it behave even more differently. With a skill-based system it's hard to figure out where "abilities" come from - do you buy them with skill points? Do you get them automatically with certain levels of skill? Those approaches both have serious issues, both of which make the whole "skill balancing" thing even more difficult.

      Skill based systems can be a lot of fun, I'm not saying they're eternally bad. However, I'd love to see a skill-based system that - assuming everyone is trying to play for maximum effectiveness - creates anything even remotely like the flavor and differences between WoW's ten classes and over 30 major specs.

      I do agree that the Holy Trinity is stale, though I believe that's not because each player should be a polyglot, able to take on any role - it's just because I think that particular standard role combination is getting a bit dull. Move on, people, find something new.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    9. Re:Classes? Who needs em! by Chris+Mattern · · Score: 1

      I don't see why we have to have classes in an MMO. I much prefer the Ultima Online system of choosing your own skills and in effect, creating your own "class". This type of system is far easier to balance since you can modify each skill "in a vacuum" without upsetting anything else.

      That is so, so, SO wrong. Skills are much *harder* to balance than classes, because while you can modify them "in a vacuum", you don't use them that way. Each skill in use interacts with all the others, creating a nightmare of cross-connections. That's why you don't see many skill-based MMORPGs.

    10. Re:Classes? Who needs em! by Jeian · · Score: 1

      And nobody would play it. I wouldn't, anyway.

      One of the reasons I liked WoW when I started playing was because I *didn't* have to figure out what spells/attributes I wanted when I was levelling up (a la KOTOR/NWN.)

      Simple = good.

    11. Re:Classes? Who needs em! by argStyopa · · Score: 4, Insightful

      That would be conventional wisdom, but I had a very illustrative talk with Jack Emmert (creator of City of Heroes) before that game was released.
      Apparently well into beta they had followed that idea, that classes were bad and restrictive, and 'unrealistic'. Ironically, what they discovered (with a good, aggressive set of beta testers) is that within hours of releasing a newly-balanced client, the most intense theorycrafters would have parsed out the formulaic details (increasing skill x meant y more hp or z more dps) and posted this as a 'best spec' and (aside from some dissention between theorycrafters) the bulk of other players uninterested in crunching numbers would simply copycat those builds.

      So you ended up with a 'skill based, classless' game system, where ironically everyone was nearly identical in powers, skills, and capabilities. After butting heads against this trend for much (most?) of beta, it was a relatively late-design decision to go back to ground zero and implement a class-based structure, ironically to promote in-game diversity among players.

      I've thought about this for a LONG time, personally being a devotee of skill-based RPGs (Runequest, etc.) compared to level-based RPGs (D&D, etc.). It's really counterintuitive.

      What I've realized is that where the "that's unrealistic" criticism breaks down is the fundamentals: what's REALITY is that you DON'T get to choose ANYTHING fundamental about yourself, not really. You're born with a skin color, a set of genetics that predisposes you to a host of characteristics (appearance, height, build, even sexual orientation*), and you get to "play" real life with the good, mediocre, or shitty hand you're dealt. (I have gamer friends with severe birth defects that have said they would love to get a t-shirt saying "yeah, I'd reroll if I could, but for now I'm stuck with this character".) Sure, you can work out (+1 STR), get plastic surgery (+1 CHA), or sit at a computer all day (+1 INT, -1 CON, -1 STR, -1 CHA), but your life skills are really just tweaking the basics you started with.

      * I don't know whether the current politically correct thought is that it is or isn't genetically based, I don't really care, it's just another example of a possible predisposition.

      So my point is, the minute you allow the players free will in the creation of their toons, you've already sorely broken any connection with realism. Think about it in real life, if we had that capability we'd all probably be a monochromatic bland sea of beautiful, smart, strong, healthy people. too.

      Writing this, it's occurred to me the irony of the original D&D system - where you rolled 3d6 per stat in order, and 'lived with' the result of your rolls, meaning some characters were simply better than others - probably needed 'classes' the least, and would have worked with a skill-based system even better. But CRPGs and MMOs, which start out with a fundamental predisposition toward equivalence, it's almost inevitable that you have to channel the players early into very DISTINCT courses, lest they all choose the same 'best option' path identically.

      --
      -Styopa
    12. Re:Classes? Who needs em! by chonglibloodsport · · Score: 1

      WoW's system is one of the ugliest hacks I've ever seen. It is not a game for roleplayers, it is a game for min-maxing, loot-craving metagamers.

    13. Re:Classes? Who needs em! by MobileMrX · · Score: 1

      This is a shameless plug, but if you played UO during T2A (98,99) and loved it you should try this FREE server:

      http://www.uosecondage.com/

    14. Re:Classes? Who needs em! by muridae · · Score: 1

      Obvious from the fact that I even mentioned the spec system? UO, AO, AC for a little bit, EQ1 and 2, WoW. . . what else. . . Skipped Eve, waiting for Jumpgate.

      WoW is not a classless game. The talent system is not even comparable, as a rogue in WoW could never choose from a warrior's talent tree. You may say 'Why would they want to' but that is completely missing the point. As you said yourself, you respec to 'min-max specific encounters' and that is what results in all of the difficulty in balancing classes. You know, in WoW, that if you are fighting a priest PVP or a fire mob PVE there are probably a few certain specs that will be the most useful. PVP balance could be fixed with a skill-based system because you would never know what skill the opponent may have. Priest who happens to have blade skills matching a warrior, wizard who knows a few potent heal spells?

      Yes, you can min-max a classless system. In tabletop games, it happened all the time. One creative encounter tuned to target specific min-max combos was enough to discourage that. Same would work in an MMO; watch the popular combinations of skills and tune new events to decimate them.

    15. Re:Classes? Who needs em! by ShakaUVM · · Score: 1

      >>So you ended up with a 'skill based, classless' game system, where ironically everyone was nearly identical in powers, skills, and capabilities.

      Then, no offense, they weren't doing it right. Even though there's always going to be global minima and maxima that you have to take a look at, there should be enough variety in the encounters the players are exposed to to make players select from as wide a variety of local maxima instead. You used DPS as an example, so consider the following:
      Build A: 100DPS melee, 0DPS ranged
      Build B: 0DPS melee, 200DPS ranged
      Builc C: 50DPS melee, 50DPS ranged

      Build B dominates, because (unless you have a minimum range on your DPS), they will be able to completely outclass the other possible builds, in all situations. It does more damage, and can do so without having to move to get close to the target.

      This is a completely dominant scenario, and so is against Shaka's Principle of Game Balance: All choices should be interesting, but none should be must-have or so weak people will be mocked for taking it. In other words, no choice should completely dominate another, in either direction. (In magic the gathering terms, there's no excuse for a grey ogre when there's uthden trolls available).

      So a smart designer would do the following:
      Keep Build A as our baseline: 100DPS melee, 0 DPS ranged
      Lower Build B's DPS below that of melee to compensate for the fact it can kill at range: 0DPS melee, 85DPS ranged
      Boost Build C's DPS so that it doesn't completely suck: 75DPS melee, 70DPS ranged ...and then add in enough uncertainty that players don't know if they'll always be in melee or in ranged during certain encounters.

      That's the brilliance of D&D as opposed to existing MMORPGS: when you do an MMORPG raid (Onyxia, let's say), the players sit down and analyze the encounter like a choreographed ballet: ok, phase 1 is melee, followed by an AOE encounter with some whelps. Phase 2 is all ranged DPS, phase 3 is melee again, with a few more needs for AOE damage. They then can sit down and plot out exactly how many of each class they need, and can even assign certain builds to certain characters so that they are optimal.

      In D&D, you have to build your character (and semi-permanently, too) against an *unknown* set of threats. You don't know when you go to some competitive D&D event (like the Gencon Delve) exactly what sorts of threats you'll be facing. Maybe there'll be traps. Maybe there'll be a dragon. Hmm, from the blurb, it sounds like maybe undead or were-creatures, so let's perhaps take several sources of radiant damage, and have a couple silvered weapons in reserve. Etc. My group got together over the course of several bull sessions and worked out a strong team that could deal with most threats - but it was impossible to have an "Optimal" team simply because we didn't know what we'd be dealing with. Sure, we had high DPS characters, but we had to balance that with all our other needs as well.

      It would probably cause the WoW designers heads to explode to have monsters that behaved differently (at most, they sort of roll a die to see what combat you'll fight during a raid), but for games like City of Heroes or Champions Online, I think they'd be a lot more fun if you didn't know what you were getting yourself into before a fight.

    16. Re:Classes? Who needs em! by plastbox · · Score: 1

      A large amount of WoW's appeal is that you have a pile of interesting abilities. Your class behaves fundamentally differently to every other class in the game, and the talents you pick make it behave even more differently.

      Woah... One must ask, have you ever played WoW? Ever? You used to have a pile of interesting abilities. Different weapons had different effects (mace-stun, etc.), and every class was at a distinct disadvantage against certain other classes (or at least they tried).

      Now, you are either a pet-class (demo-lock, bm hunter), a healer (holy pala/priest, resto druid, resto shaman), ranged dps (mage, destro-lock, hunter, elemental shaman) or tank (dk, warrior, prot/ret-pala, feral druid). Most of the tanks can also dps on a level with all but the very best geared dps classes.

      Rogues have sap+stuns, mages have polymorph and blast wave/ice-stuff, warlocks have fear and seduction, dk's have chains of ice and deathgrip, warriors have hamstring, hunters have freezing trap, priests have shackle undead and mind control, druids have root, palas have repentance, the list goes on but they are all essentially the same damn skill.

      Arguing that all WoW classes present an unique playing experience is like arguing that 10 different computers running the same OS present unique experiences because one has an AMD cpu, another has Intel, one has Crucial ram, another has Kingston, etc. The names and details vary but the experience is pretty much exactly the same.

    17. Re:Classes? Who needs em! by Anonymous Coward · · Score: 0

      > That, and the very old idea of the holy trinity (healer, tank, damage-per-second) needs to die,
      > it is sucking all of the creativity out of game design. Real people are not specialists, they
      > are capable of learning many different things.

      1) The "holy trinity" is "healer, tank, crowd control". "Modern" MMOs don't even hold this philosophy, crowd control is gone. (One could argue that it took more 'skill' than was required for the average player to do full time crowd control, and going for larger markets meant the playerbase had to become more average.)

      2) Yeah. Real people aren't specialists. You frequently see Manny Ramirez on the mound. Terrel Owens racking up sacks. Mark Knopfler bangin' on the bongos like a chimpanzee while Sting plays the bass line. Eddie Murphy playing the dramatic lead? If you're thinking sports and rock bands have nothing to do with MMOs, you're spacing... people want the most competent people in each spot in any pseudo-competitive or collaborative event. "Good" players may rotate between roles during different encounters, but during the majority of encounters, they stick with one role for the duration, because its most efficient.

    18. Re:Classes? Who needs em! by rocket+rancher · · Score: 1

      Skill based systems can be a lot of fun, I'm not saying they're eternally bad. However, I'd love to see a skill-based system that - assuming everyone is trying to play for maximum effectiveness - creates anything even remotely like the flavor and differences between WoW's ten classes and over 30 major specs.

      I agree with your post in general, but I don't think that is a safe assumption at all. It is probably true for hard-core raiders and arena teams in WoW, but I don't believe they make up a representative sample of the WoW player base. More generally, a skills-based system would probably not attract many adherents because people don't want to have to think too hard or deeply about something that is supposed to be entertaining. I've been in two WoW guilds where people hung out in Dalaran/Undercity/IF/SW/Silvermoon, did dailies, and flirted with each other. Period. Becoming a more effective player was not why they were paying Blizz $15/month. I guess people are attracted to what makes them feel attractive, or secure, or popular. I'm certainly that way -- during a raid, I love being at the top of the recount meters with my 'lock, so I work at maximizing my dps. I'm fortunate enough to have found a guild where the majority of members share a similar need to compete. The competition is fierce, and we thrive on it. If Blizz introduced a skills-based system to WoW , we would adapt and master it. But I doubt people who are in the game to socialize would care, if they even noticed it at all.

    19. Re:Classes? Who needs em! by ZorbaTHut · · Score: 1

      I disagree pretty strongly. Yes, the end effect of each class is pretty similar, but the actual play mechanics are vastly different. Even within a "ranged magic dps class", all three specs play differently and feel different.

      In a skill-based system you'd have, at most, two or three viable damage specs. In the entire game. At least with WoW there's some variation if you get tired of dotting or nuking or burning cooldowns or using reaction abilities.

      A better analogy is ten different computers, all running Linux with different window managers and themes. The underlying code is the same - but the interface is different.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    20. Re:Classes? Who needs em! by Anonymous Coward · · Score: 0

      I have gamer friends with severe birth defects that have said they would love to get a t-shirt saying "yeah, I'd reroll if I could, but for now I'm stuck with this character".)

      As opposed to "Sure I'm a min/max. Let me take you up to my room and show you my max, baby."

    21. Re:Classes? Who needs em! by eudaemon · · Score: 1

      Sadly,

      You are 100% correct but forgot to include one thing -- each class jealously TRYING to get some
      advantage over their identical rivals. See the recent nerfing of priests and buffing of
      other healing classes to address a bunch of QQ + whining. Sadly Blizzard is playing nerf whack-a-mole
      these days forcing balance where there shouldn't be any; if priests are the top healers in one
      situation (say using AOE heals) it doesn't mean they are or should be in all situations.
      But you have Blizzard trying to nerf and buff like it is that way.

    22. Re:Classes? Who needs em! by ZombieWomble · · Score: 1
      I think we must be using the term "balance" in different ways, as I'm struggling to make sense of your post, based on my interpretation.

      In my interpretation, 'balance' would mean that no (class/skillset) has a clear competitive advantage over all others*, such that all options were equally valid.

      There is nothing about skills-based games that would stop a particular skill/skillset dominating over the alternatives (swords do 1 million damage per hit, maces do 1 damage per hit with no other differences: clearly swords and maces aren't 'balanced', in this admittedly ludicrous situation).

      Is your argument that this interpretation of balance doesn't matter, because, in the above example, anyone who used to use maces can just switch to swords and redress the balance? If so, I suppose I have to agree in principle, but it doesn't feel like a system which I would describe as "balanced" - while the players may in principle be balanced, skills and classes are not, and this leads to uninteresting gameplay.

      * - Obviously class differentiation may lead to some classes being better at some things than others and so forth, but taken as a whole classes should have roughly as many good points as bad points. Exact counting of good and bad points may vary, but this should be the general goal.

    23. Re:Classes? Who needs em! by brkello · · Score: 1

      I really don't think you have thought about this very hard. With classes, you balance the specific abilities of a class against another. When there is no class, you have to balance every possible skill configuration with every other possible skill configuration. The concept of tanks, dps, and healers is not going to go away. Particularly with fantasy MMOs. It makes a lot of sense that you don't want your mage wearing his soft roles to be up front getting beat on. It's like saying resource gathering in RTS's is killing creativity. Or guns in FPS's is ruining creativity. The "holy trinity" is part of what defines a fantasy MMO.

      --
      Support a great indie game: http://www.abaddon360.com
    24. Re:Classes? Who needs em! by Reapy · · Score: 1

      Right, that is why I think a lot of people don't understand class balance. A lot of class balance comes from practical application of the skill in the game.

      One thing I liked about skill based systems in PVP was the contribution factor. Vs mob's, well, you can just tweak the mob and dungeon layout to work, vs people, you really need to have a way to contribute. In a skill system I can max my sword out to 100 and kill a high level player. The high level player though, might have his shield block to 100, and might have fire magic to 100, and sword magic to 100, so this higher level guy has a lot more options at his disposal, but oh boy, if I can catch him with my 100 sword, hes gone. That makes for a fun gaming experience, more so then, oh well, he is level 100, so maybe if he is asleep at the keyboard I can win.

      Again, levels work great for PVE, you can craft the gameplay to the current power level, but with humans at the helm, you need something different.

      Also, in terms of what you said, in the skill based system, you are 100% right, that each skill must have a compelling reason to take it, esp in a computer game, where roleplaying reaons barely exist.

      In d&d though, it is easy for the DM to take a look and say, well, I know Zoblar is a chef in his spare time, why don't I have a cooking based event take place here, the party sneaks in and replaces the kitchen staff at a banquet, and has to prepare a meal of sufficient quality in order to avoid being discovered.

      For a game to come up with this on the fly, is next to impossible. Another problem is, as you said the magic problem, which I don't know personally, but I assume it's like two things cost the same amount, serve the same function, but one is fundamentally stronger then the other. That is a big no no.

      Skill design is HAAARD in a game. In a pvp computer game, it is really hard to get player to give up doing more damage for versatility. Older MMO's had the problem in PVP with range dominating, so you see now a days they add in stealth, things like the warrior charge, and stuns/mezes to counter someone running away shooting.

      My brain hurts from trying to balance the classic RPG skill sets (warriors, archers, mages, healers) against one another. They just work fundamentally different from one another, and the format of an MMO style game has to be generic enough to fit most odd combination of these things, that either the world is generic, or the class lines start blurring where there is a lot of overlap.

      I think wow is taking the rout of blurring the class lines in order to have more interesting environments to play in, while at the same time allowing you to play more with your friends then class combos. I think for an MMO this is the right direction, but really, I'd like to see more games where this is not the case and are more specialized.

    25. Re:Classes? Who needs em! by Anonymous Coward · · Score: 0

      Actually, no. There were a number of different builds in UO. There were mages, dexxers, bards, tradeskillers, and those are just the few that I remember.
      A few skills were pretty common, like resistance to magic and at least a bit of magery, but if you weren't playing a mage, you didn't need to get magery all the way to 100.

    26. Re:Classes? Who needs em! by w1 · · Score: 0

      I've thought about doing a game (not anything complex like an MMO) with something like a "skill economy" that would address the problem of everybody picking the same stats; you have a skill "budget" and the cost of each stat goes up with the overall demand for that stat. In theory that seems like it could address the issue of copycat builds (of course it comes with its own set of issues).

    27. Re:Classes? Who needs em! by Greyfox · · Score: 1
      You ended up with the same thing after a couple of years anyway. There ended up being just a few min/maxed builds and if you wanted to be competitive (Especially in PvP) you went with one of those. They also started modifying the skills so that "secondary" skills (Lumberjacking etc) would give main skills a bit of a boost. This presumably to avoid the plate-wearing spell-casting swordsmen that had become common in the game. Nevermind that players invented the paladin class in the game using the original UO skill system...

      UO also let you customize to a much larger extent how your character looked, which I think was a big advantage over more recent MMOs. It was pretty rare to see two characters that looked exactly alike in UO, even after EA (I'm pretty sure it was EA) introduced the neon-orange "firey" cloth (and HORSES) into the game.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    28. Re:Classes? Who needs em! by mugs_oh · · Score: 1

      The problem is you are assuming Builds A, B, and C all have the same skill point cost AND what the defensive strengths and weaknesses there are with those builds. Build B is clearly the choice, unless they take damage at 3x the rate of build A or cost 3x the skill points. If you devote so much skill to a high damage skill, you rob your defensive ability. Balance then becomes a system of balancing the costs of different advantages. That makes balancing easier overall than trying to balance entire sets of skills over the course of an entire range of levels.

    29. Re:Classes? Who needs em! by agrounds · · Score: 1

      Priests are an excellent demonstration of what they are talking about.

      I have been playing a priest since the game was released back in '04.

      Vanilla:
      -- My priest was a Night Elf on the PVP server Laughing Skull. It was my main and only character for almost all of Vanilla. --

      Priests were the undisputed champions of healing. Tank heals, raid heals, party healing were all easy and accessible to a priest with moderate skill and half-decent gear. Druids were great for topping off tanks and keeping HoTs stacked, but mostly they were brought along for Battle Res and Innervating the priests. Paladins were healing monsters for the few that knew how to play it, but they were best confined to tanks and offtanks.

      Burning Crusade:
      -- I rerolled my priest to Human just over halfway through BC and re-levelled it up to take advantage of the 15% Spirit boost from the human racial. Fear Ward was globally available by now. --

      The introduction of shamans and buffing of healing paladins to obscene levels stole the crown from priests as the definitive healing class. Druids had always been decent enough in their own right for basic purposes, but Burning Crusade gave them Lifebloom, and that is all they needed to stack with Rejuvenation to heal pretty much anyone. To balance this growing disparity of priests being relegated to raid-healing (meaning non-tanks) only, they were given Circle of Healing. Circle of Healing turned out to be a phenomenal spell. By stacking tons of spellpower and Spirit, a priest could effectively spam CoH across a raid and dominate the meters and keep everyone alive. Tank healing was left to Druids and Pallies. Shamans did both tank and raid healing pretty darn well. By the advent of widescale Tier-5 and Tier-6, priests were second-rate healers. We were brought along for CoH spam, and skill was no longer required. A good priest still used the arsenal of heals available to them, but let's be honest here... You really could just smash CoH to get through SSC and TK if you wanted to. Zul'Aman was probably the only raid instance that still required priests to do more than spam

      Wrath Of The Lich King:
      -- My priest was levelled to 80, did a few raids, then I took a few months away from the game. I came back to it after 3 months or so and still play it. --

      Wrath introduced not only the scourge of the entire game, Death Knights, it also gave all of the priest toys away to other classes while giving none of theirs back to us. Druids got a Circle of Healing-type spell that expanded on their already ridiculous HoTs. Pallies were rocking the healing with Beacon of Light and glyphs that provide a basic group heal component to Holy Light. Shamans have had the resto tree buffed pretty much non-stop since Wrath release. Priests got... well... nothing. Guardian Spirit is really neat, but a 51 point talent that has no direct healing effect other than an "Oh shit" button that lasts for 10 seconds every three minutes? No. This does not compare at all. Still, priests were effective healers for parties and raids. Circle of Healing now had a cooldown, but Prayer of Healing was putting out great numbers if you stacked regen to support it.

      Then came the mana regeneration nerf. Priests relied on stacked Spirit for killer mana regeneration and even to boost healing output. Druids did to, but they had innervate to help offset the nerf. Pallies regenerate mana through their own tools and through crits. Shammies never used Spirit for much of anything anyways. Mail gear is heavy in mana per 5, and they have very effective water shields for boosting mana pools. Suddenly... my priest had less than half of the regeneration it had back at level 70. Yet my spell costs are double in some cases. Spirit became a joke. Mana issues plagued priests until the other casters helped us out with replenishment. Prayer of Healing became our staple raid healing spell. It could be alternated in a loose cycle with Circle of Healing while Prayer of Mending made the rounds.

    30. Re:Classes? Who needs em! by Elwood+P+Dowd · · Score: 1

      Sure, you can work out (+1 STR), get plastic surgery (+1 CHA), or sit at a computer all day (+1 INT, -1 CON, -1 STR, -1 CHA), but your life skills are really just tweaking the basics you started with.

      This is patent bullshit. There are certainly very important predispositions to skill learning, but the Prime Requisite for skill learning in real life is time spent.

      --

      There are no trails. There are no trees out here.
    31. Re:Classes? Who needs em! by rob10405 · · Score: 1

      btw..you forgot boomkins in your ranged dps list /dance

    32. Re:Classes? Who needs em! by ArsonSmith · · Score: 1

      raw dps is one thing, combat then can be based on opportunity. this is why most melee dps is instant cast and most range dps has cast time. Melee is required to get in close so loses opportunity there, while ranged can stay back. But with randomly spaced AOE or interrupts then ranged loses opportunity for dps where melee may not.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    33. Re:Classes? Who needs em! by argStyopa · · Score: 1

      Absolutely, I agree with you.

      Of course, the *ROOT* of the problem (that has no ETA on being solved) is that MMO's use a single equation to solve every problem:

      If (Player Hitpoints)+(Player healing) - (Monster Damage) > (Monster Hitpoints)+(monster healing) - (Player Damage), then Victory = 1, else Ignominious Defeat

      That's it.

      Every problem is ultimately about killing stuff.
      (Aside from the occasional red key - red door quest)

      Your point about D&D is apt. The possible threats are infinite. A warrior is built precisely along MMO lines, and may be quite survivable in those terms, but gives up flexibility. What if you need to climb walls to get out of danger? Whups, fighter's dead. But the thief (who is sub-optimal for fighting) has an alternative that WOULD allow him to survive.

      As long as MMO's measure performance along a 1-dimensional scale, they shouldn't be surprised that players work out 1d-optimal builds. It's once you get to 2d, 3d, or (in the case of PnP RPGs) Nd problems where there IS no best-in-all-circumstances (and in fact the circumstances themselves are not finite) option that it will actually feel like a roleplaying (and not video) game.

      --
      -Styopa
    34. Re:Classes? Who needs em! by Anonymous Coward · · Score: 0

      Sure, you can work out (+1 STR), get plastic surgery (+1 CHA), or sit at a computer all day (+1 INT, -1 CON, -1 STR, -1 CHA), but your life skills are really just tweaking the basics you started with.

      You can only tweak the stats that you're born with, but you can outright choose your skills. Want to advance penmanship? Take a calligraphy course.

    35. Re:Classes? Who needs em! by LandDolphin · · Score: 1

      With a skill-based system it's hard to figure out where "abilities" come from - do you buy them with skill points? Do you get them automatically with certain levels of skill? Those approaches both have serious issues, both of which make the whole "skill balancing" thing even more difficult.

      In UO they did not have levels. To advance with a skill, Say The ability to use a sword, you had to use the sword. The more you used the sword, the better your skill with the sword became. A much more "natural" system than "leveling up" in my opinion.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    36. Re:Classes? Who needs em! by LandDolphin · · Score: 2, Insightful

      In a skill based system you would be limited only by the number of skills that were placed in the game. So it would be possible to have more cobinations that a set system like WoW.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    37. Re:Classes? Who needs em! by LandDolphin · · Score: 1

      Except for the when Black Dye was "introduced" and everyone was running around in black.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    38. Re:Classes? Who needs em! by ZorbaTHut · · Score: 1

      Right, but in UO you also didn't have melee special attacks - you basically walked up to someone and thwacked him repeatedly. As a guy who plays a Warrior in WoW, I can honestly say that the game would be *incredibly boring* if thwacking was all you could do.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    39. Re:Classes? Who needs em! by ZorbaTHut · · Score: 1

      "More combinations" does not necessarily imply "better gameplay".

      --
      Breaking Into the Industry - A development log about starting a game studio.
    40. Re:Classes? Who needs em! by Anonymous Coward · · Score: 0

      So if you broke your leg you'd rather have a part-time carpenter, part-time salesman, part-time doctor look after you, rather than someone who spend their life learning the human body?

    41. Re:Classes? Who needs em! by Sobrique · · Score: 1

      Crowd control makes the PvP experience frustrating, therefore any MMO with a PvP element needs to think hard about it. There is nothing more annoying than getting locked down and ganked, even if on a 'battlefield' level, that ends up balanced (be it through equal amounts on both sides, or just the opportunity cost of fielding the crowd control in the first place)

  4. Individual differences vs class balance by freddled · · Score: 0

    Unless you have your class one hundred percent nailed, the differences are cancelled out by differences in individual skill, approach and work-ethic in most games. Personally, I prefer to pick a class which is inferior in some respects and work against that. It's more of a challenge. I would say that the imbalances only really show up at the uber-hardcore level and of course those folks are often the most vocal.

    1. Re:Individual differences vs class balance by Fex303 · · Score: 4, Insightful

      Unless you have your class one hundred percent nailed, the differences are cancelled out by differences in individual skill, approach and work-ethic in most games.

      It sounds like you're saying that class balance doesn't matter. The situation you're describing only happens if the classes are balanced.

      If classes aren't balanced, then one class will almost always beat another in a fight, no matter how good or bad the classes are. Differences in skill determining outcomes is a sign that the game is balanced.

      The complex metagames that spring up around MMOs are very difficult to keep on track, but at least game designers can change things. If you want to see a metagame that can be completely broken, look at a collectible card game like Magic. Once the cards are out, you can't change them, and so some horribly broken decks can dominate the metagame.

    2. Re:Individual differences vs class balance by sadness203 · · Score: 2, Interesting

      Not necessarily.
      I play blood bowl, the board game, not the new pc game. Some day ago, with a plain vanilla halfling team, I beat the shit out of a team necromancer. Yet halfling is one of the worse rated club. The creator of the blood bowl game even said they made it so they could be squashed.

      Yet, I lost not even a squishy halfling, he lost 5-6 of his team of eleven. half of them dead, the other half injuried.

      Even if you have odds against you, with skill, luck, and knowledge, you still can win.

    3. Re:Individual differences vs class balance by loufoque · · Score: 3, Interesting

      If classes aren't balanced, then one class will almost always beat another in a fight, no matter how good or bad the classes are. Differences in skill determining outcomes is a sign that the game is balanced.

      And that's just boring. I don't want my micro-management skill to determine the outcome of a fight, I want my strategic skill to do so.
      That means I want the skill I put into building and setting up the character determine the outcome.

      If you want to see a metagame that can be completely broken, look at a collectible card game like Magic. Once the cards are out, you can't change them, and so some horribly broken decks can dominate the metagame.

      MTG is arguably the only game with an interesting metagame.
      Yes, there is a lot of creativity and players come up with smart combinations that are very effective against certain other decks, but that's kind of the point. If you're a serious player, you're supposed to keep yourself updated about that and construct your deck to face known strong decks accordingly. That's what makes the whole thing so interesting.
      The thing is, there are so many cards, effects, and ways of playing that there is never a single deck at the top. At worse, all major decks contain the overpowered card, but that's not a problem.

    4. Re:Individual differences vs class balance by Fex303 · · Score: 1

      Yes, there is a lot of creativity and players come up with smart combinations that are very effective against certain other decks, but that's kind of the point. If you're a serious player, you're supposed to keep yourself updated about that and construct your deck to face known strong decks accordingly. That's what makes the whole thing so interesting. The thing is, there are so many cards, effects, and ways of playing that there is never a single deck at the top. At worse, all major decks contain the overpowered card, but that's not a problem.

      Once again, you seem to be missing that this is what game balance does. MTG's remarkable balance is why the there is never a single deck at the top. If you want to see what happens when the game isn't balanced, look at this article, when your only options are Necropotence deck, or deck that is tuned specifically to beat Necropotence decks, then it's a less healthy metagame.

      The fact that, as you say, 'there are so many cards, effects, and ways of playing' and not one of those is flat out best is a testament to how good Wizards are. Although, I bet they wish they hadn't printed a couple of Faeries (Mistbind Clique, I'm looking at you.)

    5. Re:Individual differences vs class balance by sapphire+wyvern · · Score: 1

      The fact that, as you say, 'there are so many cards, effects, and ways of playing' and not one of those is flat out best is a testament to how good Wizards are.

      Well, that and a reasonably aggressive card retirement policy that applies to most organised play. That certainly helps keep things fresh too.

    6. Re:Individual differences vs class balance by ukyoCE · · Score: 1

      Just because it's feasible to occasionally win while playing a severely underpowered class does not in any way imply the game should not be balanced.

      It implies that you played against someone who was terribad, or perhaps the game is overly influenced by Random Number Generation (RNG).

    7. Re:Individual differences vs class balance by Anonymous Coward · · Score: 0

      work-ethic in most games

      Any game that requires a 'work-ethic' fails to qualify as fun.

    8. Re:Individual differences vs class balance by Fractal+Dice · · Score: 1

      Actually, I'd use Magic:the Gathering as an example of game balance done right.

      Classes are themselves the problem with class balance - you're forcing devs (or more likely large dev teams) to imagine and understand every situation a character can find it in, every tactic they could use and create lists of abilities for each class that give the same total output. The more that's added to the game, the more complex and intractable the problem becomes.

      MtG on the other hand, pitches the whole problem over to the players, making it part of the game. Players themselves decide what the classes (decks) are by mixing and matching abilities within a structure of resources that makes some cards/abilities combo well and some combo poorly.

      The other thing MtG does well that MMORPGs are loath to do is that they create new formats (zones) where only a subset of abilities can be used.

    9. Re:Individual differences vs class balance by brkello · · Score: 1

      So, in other words, your twitch skills suck and you want a game that favors (what you believe) are your strong points.

      Magic is a completely different genre. Cards are not made to be balanced. They are made to get you to buy more packs in hope of getting the best cards. There is LESS strategy involved since not everyone has access to every card. But, if every one had access to every card, that would be equivalent to having classes being balanced in an MMO. But beyond that, you then need to know how to use your skills and also need to know how to move. It is still strategy, but it is in real time. Not only do you have to think strategically, you have to adapt to different situations. The fact that you aren't good at that isn't a problem with the game. It just means you like or are better at a different type of game.

      --
      Support a great indie game: http://www.abaddon360.com
    10. Re:Individual differences vs class balance by sadness203 · · Score: 1

      Well, I have 3 win, 1 draw and 1 lost match. the first 3 wins were against
      *Vampire (another one of the worst team)
      *Necromancer (Average team)
      *Chaos Dwarf. (Good team, even more against halfling)
      The draw was against nurgle team (Not so good team, less worse than vampire or halfling) And the lost was against Skaven (good team)

      The RNG might play a part, as it play a part in any MMORPG, each skill used, dmg done or magic cast have some random element.

      I'm sure some F1 grand prix winner had not so good car, yet had some great pilot skill. (So much for the car analogy)

    11. Re:Individual differences vs class balance by loufoque · · Score: 1

      So, in other words, your twitch skills suck and you want a game that favors (what you believe) are your strong points.

      RPGs should be about playing a role, be it that of a generic adventurer that hunts random wild animals for money, not a micro-management fuckfest with macros and UI you need to configure optimally to be competitive.
      Be careful of your ping, too, and make sure your FPS doesn't ever get below 60; otherwise, you're at a disadvantage.

      Magic is a completely different genre. Cards are not made to be balanced. They are made to get you to buy more packs in hope of getting the best cards. There is LESS strategy involved since not everyone has access to every card. But, if every one had access to every card, that would be equivalent to having classes being balanced in an MMO.

      That's being naive. The hard part is constructing an optimized deck and understanding how to play it, not acquiring the cards.
      In the most popular form of tournaments, people are even given random packs to build their deck, so it's more of an exercise in combining what you've got to build a competitive strategy than a collectible game.

      It is still strategy, but it is in real time.

      MMORPGs aren't real-time strategy. They're not even tactics. You just have a lonely warrior who is hard to control and order around effectively for fighting.

    12. Re:Individual differences vs class balance by LurkerXD · · Score: 1

      Ironically though, even Magic has its holy trinity: Aggro, Combo, Control. Pretty much EVERY and I repeat EVERY deck that has won a high-level tournament can be placed into one of these 3 categories, or on rare occasions a combination of two.

      Never a single deck on top is also blatantly false; there's several occasions where Wizards has point blank admitted that to be so, and banhammered cards because of it. One particularly memorable example was the days of Mirrodin Block and Ravaffinity, in which half the decklist in question literally got banned in one go.

      You are correct in that Magic tends to stay balanced, but that is solely because its so damn old. Try playing a game with only cards from when it initially came out(Alpha, Beta, would probably would have to use proxies to test this one), you'll find its so horribly fucked up broken that its beyond obscene. The balance of Magic comes from the experience of its current design team, not because "there are so many cards".

    13. Re:Individual differences vs class balance by LurkerXD · · Score: 1

      I would disagree about Magic's balance being because of player choice. The idea of players arranging options is no different then a "skill-based" system that several RPGs sport. It is not impossible for such a system to break. It has done so in Magic, and in RPGs, usually by someone finding some "perfect" combo of options which everyone else automatically copies. Some examples include Necropotence decks way back when, and Ravager Affinity in the Mirrodin block.

      Its also still entirely possible for a single option to be overpowered. In the case of Magic, this can be loosely defined as cards that change the game into a question of which player pulls it first (and yes both players will have it because its so damn awesome). Examples include Necropotence and Yawgmoth's Will. There are even less extreme cases like Black Lotus and Ancestral Recall which are not game-winners, but cross the line by being such good enablers.

    14. Re:Individual differences vs class balance by Sobrique · · Score: 1
      Most MMORPGS aren't. EVE is. It's a very strategic game, it's just not often recognised as such because of the viewpoint of each pilot - you're controlling 'your' ship, not 'an army'.
      But what's actually happening is you're getting:

      Resource management - both in 'raw finances' - making isks, buying stuff with them wisely (There's very definite diminishing returns on price vs. performance - a 5bn isk fit will lose to 2 100mil isk ships).

      Logistics - getting spare ships in place, spare fittings to allow you tactical/strategic flexibility.

      Intelligence - scouting your opponent, know what their fielding and flying. Hiding your strength, watching for traps whilst preparing your own.

      Unit variance - most pilots can fly a variety of ships - picking what to fly, and how to fit it. That gives a wide range of potential gang configurations.

      Unit veterancy - experienced pilots do better than inexperienced ones. Some pilots handle different combat scenarios better or worse.

      Unit Morale - related to veterancy, but you can break the morale of an opponent in a strategic or tactical context.

      Command and control - a fleet/squad commander will give directives, and units may do what they're asked. A good leader does well at this, a bad leader, badly.

      Propaganda - after winning your battle, how do you represent it to everyone else? Chestbeat for a big win, or be magnanimous about it? Get the knife in and 'crush' them, or leave them to withdraw? Same with a loss...

      Territorial control - beat them down, take their stuff, and use their 'turf' to finance your next campaign. Just don't expect the 'next guy' to leave you alone whilst you do.

      Politics - friends and enemies in the personal, corporate or alliance scale, which alter greatly the viability of a strategic situation.

      Corruption, spying, betrayal - no where has a spying or corruption mechanic like EVE does - simply because 'fighting dirty' is a good way to win. But that can back fire on you - be it politically or propaganda, when no one is prepared to trust you in future.

      I really love it for that very reason - skill advancement is real time, not grindy, and the combat system is very strategic in nature - the 'tactical' bits, each of the pilots controls what he's doing in line with a general strategy from the fleet commander. (Or not, as the case may be.

  5. Balance is boring by Anonymous Coward · · Score: 0

    Balance is probably not even achievable, I think the joy of playing within a class system is the constantly shifting class balance. Good players deal with the shifts well, other players go between classes depending on what's stronger this month/patch.
    True balance would probably be really boring, unless the game itself is completely actionpacked (think Quake). I don;t think it can even be the intention to balance a plate wearing behemeoth with a 2handed sword with a wand wielding dude in a robe.

    1. Re:Balance is boring by fractoid · · Score: 1

      More than that, balance is meaningless without talking about the skill level of the players involved. For instance, towards the end of vanilla WoW, warriors had access to very strong gear that made them hit incredibly hard. Mages gained less from gear, and so warriors started getting an edge, but they still had huge trouble actually getting close enough to hit mages, so unless the warrior was skilled, the mage would win, making mages overpowered vs. warriors at low skill levels. At higher skill levels, warriors were seen as overpowered vs. mages because if they got in range, they could kill them in two hits. But a very skilled mage could kill a warrior without taking a single hit, no matter what gear they were wearing or how well the warrior played, due to game mechanics. So at the top skill level, a warrior could not beat a mage 1v1.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  6. Roshambo by tygerstripes · · Score: 3, Interesting

    Rock/paper/scissors, anyone?

    The requirement to have a range of significantly distinct classes in raids, with their own strengths and weaknesses, opens up the possibility of having a rock/paper/scissors arrangement of class superiority in PvP. I'm amazed it wasn't implemented in the first place - it makes much more sense than trying to balance all classes to have the same chance in any given duel.

    That way, a player of greater skill will not necessarily beat a player of lower skill if they are "out-classed", as it were. It means that players have to pick their fights wisely, be more opportunistic, be more alert, and maybe go around in pairs or impromptu groups to increase their chance of survival. That would greatly enhance the experience, in my opinion - it would prevent the loss of that feeling of threat and danger when you hit the level/gear cap, and would enhance the in-group/out-group, us & them relationship between the two factions as a result.

    --
    Meta will eat itself
    1. Re:Roshambo by Rockoon · · Score: 1

      The Rock/Paper/Scissors is working fine in Eve Online.

      At its simplest example is that of the balance in the strategy game Homeworld, which had space craft of different sizes:

      Fighters, Corvettes, Frigates, and Capital Ships.

      Corvettes beat Fighters
      Frigates beat Corvettes
      Capital Ships beat Frigates
      Fighters beat Capital Ships

      other matchups were more or less even (Fighters vs Frigates and Corvettes vs Capital Ships)

      But keep in mind that games like Eve Online do not have "arranged pvp" .. Few people will jump into an arranged PvP if they know that their paper will be facing a pair of scissors.

      That leads to requiring PvP as part of normal game play.

      In Diablo II in hardcore PvP games, I wouldn't take the short end of the stick because I had the choice not to.

      --
      "His name was James Damore."
    2. Re:Roshambo by zwei2stein · · Score: 1

      Since when is it requirement to have bunch of distinct classes with unique functions?

      After all, when content is created in mind with fact that class X will be required for encounter Y, you have problems because you force group composition. That is not ideal because unless you design to take advantage of each class, someone ends outside portal desperate for group and with groups which grudgingly take class that is useless for whole run except one specific part.

      There is no need to do that. You can have as little variety and each class being damage oriented and just using different mechanics to achieve it. It can work enormously well, and untank'n'spankable fights are more fun and challenging anyway because they can not be tunel-visioned by players.

      So there is just no point for pve making class too distinct in functionality.

      Besides, tank'n'spank does not exactly translate well to pvp r/p/s scenario.

      Anyhow, PvP where result is decided long before fight begins is going to be sucky and just gankfest because if match is decided before it starts thanks to r/p/s, there is no point in playing it. you can as well just give rock which is targeted by paper 'you lost, noob [ok to respawn]' message and be done with it.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    3. Re:Roshambo by tygerstripes · · Score: 1

      What?? What did you just say? Apologies if English isn't your first language, but you really need to work on using pronouns & conjunctions. Or consider switching to an ISP that doesn't charge per-word.

      --
      Meta will eat itself
    4. Re:Roshambo by plastbox · · Score: 1

      Or what about Rock/Paper/Scissors/Lizard/Spock? If that isn't pretty much the perfect basic balance of any PvP type game, I don't know what is.

    5. Re:Roshambo by plastbox · · Score: 1

      See my previous comment about Rock/Paper/Scissors/Lizard/Spock

      Imagine having a game with 5 classes, each very strong against 2 other classes and similarly weak against the 2 other. Yes, in 1v1 PvP that would be complete trash but 3v3, 4v4 or 5v5 would without a doubt be fairly interesting.

      Add to that the ability to have 2 skill threes for each class so you could build a character that was a little Rock and a little Scissor, making it less weak against Paper and Spock than Rock alone, but at the same time making it somewhat weaker against Scissors and Lizard. Get a three man team going consisting of a Spock, a Lizard and a Scissor and have a strategic teamskill-fest in battlegrounds!

    6. Re:Roshambo by skorch · · Score: 1

      Rock/paper/scissors, anyone?

      The requirement to have a range of significantly distinct classes in raids, with their own strengths and weaknesses, opens up the possibility of having a rock/paper/scissors arrangement of class superiority in PvP. I'm amazed it wasn't implemented in the first place - it makes much more sense than trying to balance all classes to have the same chance in any given duel.

      That way, a player of greater skill will not necessarily beat a player of lower skill if they are "out-classed", as it were. It means that players have to pick their fights wisely, be more opportunistic, be more alert, and maybe go around in pairs or impromptu groups to increase their chance of survival. That would greatly enhance the experience, in my opinion - it would prevent the loss of that feeling of threat and danger when you hit the level/gear cap, and would enhance the in-group/out-group, us & them relationship between the two factions as a result.

      That's fine when you only have to deal with party raids, and full party pvp, but when you also have 1v1 pvp, a rocks, paper, scissors design to classes breaks horribly. The only way to balance this is instead of having rocks, paper, and scissor classes, you give each class a set of rocks, papers, and scissor abilities that they then have to use strategically against other classes and their rocks, papers, and scissors. But then, if each of these abilities has to be unique and interesting, and you have a half dozen or more classes with a number of optional skills each, you end up with the same problem of balancing your hundreds of rocks with your papers and scissors.

    7. Re:Roshambo by tygerstripes · · Score: 1

      Why does "balanced" have to mean "equal"? It makes perfect sense to me (for example) that a Priest would have to run from a fight with a Warrior, but would kick a Death Knight's arse.

      If all the classes have to be "equal", then why bother having classes at all?

      --
      Meta will eat itself
  7. "BALANCE" by Anonymous Coward · · Score: 1, Insightful

    balance is all illusion, created by corporate shills to distract gamers from what they actually want. The fact is that no game is unbalanced. each player has the equal opportunity to research which characters are powerful. if i said x is unbalanaced, it could mean i thought it was too weak or too powerful. to determine which of those i meant depends on context. we should no longer use a word that relies on context to have any meaning. BAN THIS WORD

    1. Re:"BALANCE" by tygerstripes · · Score: 3, Insightful

      You're talking about meta-gaming though - power playing, min/maxing, essentially finding and exploiting all the weak-points of the system.

      That's what you enjoy; fine. However, there are many players out there who just want to build a character that they like, for whatever reason, and to enjoy the game as it was intended - a massively interactive RPG. They're in it for the experience, not for out & out victory.

      The term "balance" is about balancing classes, not players. If everybody had your perspective, then everybody would play Death Knights or Paladins or whichever class is currently considered slightly overpowered, and it would be a very boring world indeed. It's important that the game mechanics allow for variety of play, or it gets very stale, very quickly. Class balancing is a crucial part of that.

      --
      Meta will eat itself
    2. Re:"BALANCE" by fractoid · · Score: 1

      Ur so rong. Sure, if you think World of Roguecraft or World of Deathknightcraft would actually be as fun as the sorta-balanced game we have now, then go for it. Pong is -------------> thataway. Balance is about making many different options equally strong, or as close to as possible, so that people have a choice how to play instead of being pidgeonholed into a single configuration.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:"BALANCE" by GargamelSpaceman · · Score: 1

      Holy shit. I can hear your voice in your comment. YOU are the comic book geek from The Simpsons.

      How about instead of banning words, you learn to do that thing that differentiates humans from computer and learn to understand english with all it's vageries and complexities. Or is that too advanced for a simpleton like you?

      --
      ...
  8. You Have Described Eve by RobotRunAmok · · Score: 1

    It means that players have to pick their fights wisely, be more opportunistic, be more alert, and maybe go around in pairs or impromptu groups to increase their chance of survival.

    That's the PvP in Eve. And there are no classes, just skills that take a fixed and finite time to acquire (i.e., no such thing as "power leveling"). A group of small ships, with skilled pilots, can bring down a battleship. DPS, range, speed, tank, evasion, cloaking, resistance to specific types of damage, capacity to make money, and a hundred et ceteras all exist on a highly granular scale, and all affect play immensely. I can't imagine that there are two players in the game with the same sets of skills.

    But you'd be amazed at the whiners, who don't fight wisely, aren't opportunistic, aren't alert, fly around by themselves, lose their ships, then cry that the game is too hard or that the players are "mean." Others join the game and ask, "What's the best ship?" and are baffled when told "There is none." WoW and EQ have bred a "sprint for the Uber" that takes a while to get out of the system...

  9. The short version: it's nearly impossible by Tridus · · Score: 1

    PvP and PvE are so fundamentally different that balancing all the classes for both at the same time, with the same skills, is nearly impossible. The best way to deal with it is to have two different sets of rules, with some skills working differently depending on what you're doing.

    A one system fits all solution just results in either serious PvP imbalance, or seriously nerfed PvE.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:The short version: it's nearly impossible by Megane · · Score: 1

      You could allow "two different sets of rules" by simply allowing players to switch class in town. This is the way that FFXI works. There's not much PvP in FFXI (just a 1-v-1 and a group-v-group instance which aren't used much these days, depending on your server), but this means you're not stuck in a "wimp" class for a particular event, and can change as needed.

      FFXI is actually more complicated than that, because you have a secondary class at half level to switch, too. Some classes are more useful as a secondary than as a primary, and some combinations work very well together. Some combinations are even very good for solo play at high levels.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    2. Re:The short version: it's nearly impossible by tjonnyc999 · · Score: 1

      Why not take it even further, and allow a complete reset of the skill points / abilities / etc? Not only will this get rid of situations where a highly specialized class who's been kicking butt suddenly runs into enemies with perfectly opposite defenses (*cough* Diablo II *cough* sorceress *cough* fire/cold/lightning immunes), leaving the player with little choice but to either quit the quest or be forced to find other party members, but it will also bring an unparalleled degree of flexibility and replay value to the game. Take Gemcraft Zero's approach to skills as an example: sure, you can invest points into particular skills that grant you lower spell cost or higher damage or more defense - but you can reconfigure your skills at any time, or even reset the whole skill tree & start from scratch. This setup allows players to avoid getting frustrated due to being unable to beat a particular stage/battletype because of a mismatch between their skillset and the current situation. Sure, GCZero is a simplistic example (being a Flash tower-defense game), but the point is, giving players true freedom of choice - and the ability to reconsider those choices - in regard to character development results in near-infinite replay value. Too many MMORPG's channel players into a few specific paths by making certain classes/builds more attractive than others - then turn around and punish them for their choices with a sudden change in game mechanics. I can't speak for WoW (having decided to avoid being drawn into the life-consuming madness), but I used to play Diablo II, and I bet if Blizzard allowed D II players to reconfig the skillsets, there wouldn't be quite so much butthurt after each patch, when highly-specialized characters became totally useless due to a formula change. How many players were upset when their CE necros or GA zons were suddenly rendered pointless, making all the hours invested in the character a waste of time? Of course, character-class balancing is necessary, but I think it's only fair to allow players to change their skills in response to a change in calculation formulas - or a changing game environment.

    3. Re:The short version: it's nearly impossible by fractoid · · Score: 1

      A one system fits all solution just results in either serious PvP imbalance, or seriously nerfed PvE.

      Depends. I believe that if you build a system around PvP, then build a PvE world around that system once it's relatively balanced, then it's possible to have both. Of course some abilities won't work on bosses - for instance bosses are generally immune to stuns, incapacitate and slowing effects and roots, otherwise a bunch of rogues could stunlock anything to death given time, or a bunch of mages could kite it round in a circle until it dies.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    4. Re:The short version: it's nearly impossible by bckrispi · · Score: 1

      As someone who plays WoW, you can do just that. At any time, you can go to a trainer to pay gold to have all of your talent points reset. And since 3.1, you can buy dual-specialization, which allows you to switch at will between two talent point and glyph configurations.

      --
      Xenon, where's my money? -Borno
  10. Age of Empires by br00tus · · Score: 1
    I've played lots of games such as WoW, but Age of Empires is probably the one I dedicated most time to.

    in AoE, there were 12 choices, but the Assyrians and the Yamato had an initial speed advantage, to the point where they became the only teams played, particularly the Assyrians. A 3v3 match usually had both sides with 2 Assyrians and 1 Yamato. The Assyrians were so favored, sometimes all 3 would be Assyrians. For Deathmatch, the Choson and Hittites were the favored choices. Usual 3v3 teams would be 2 Choson and 1 Hittite.

    In MMOG's you have larger parties, so more of a mix is OK. I am usually a mage, but mages want to be with a tank (like a warrior) at lower levels...and even higher levels. But having a priest to heal people is helpful to.

    I think its natural in these games to have two main classes, a third class which is somewhat popular, and then a bunch of more minor classes for people who like to try different things. I think there's probably some mental thing where people can't handle more than three types of warriors. Look at the armed forces - army, navy, and due to technology, air force. Before the airplane, there were two divisions of service. Then within these were sub-divisions - infantry, cavalry, artillery. This just seems to be the way these things go.

  11. Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 5, Interesting

    The problem with balancing classes is that all classes are essentially expected to fulfill the same basic role - namely, that they are adventurers (well, in sword&sorcery/fantasy MMOs) out to kill monsters for xp/lewt. Can you please explain to me how a wizard's training would be furthered by killing hordes of monsters? Or a thief's? Or a cleric's? For some kind of a warrior or gladiator or what have you, I can see it making sense, at least to a point.

    Sure, some MMOs feature class-specific advancement quests, but nobody's really tried taking an EQ clone with advancement radically different for different classes. Imagine being a wizard with four times the dps potential and more survivability than any melee class while being completely unable to advance by killing monsters or doing conventional errand-boy quests. You would think that everyone would want to be wizard on that basis alone, but the shake-out would be pretty fast when the wizard would have no "noob zone" or "bat yard" in which to squish little monsters and do pointless little n00b quests because, to get to level 2, they'd have to find some rare reagents and solve a complex puzzle. Combat with creatures might be an occasional nuisance and little more. If some sword n' board type wanted the wizard in his party, he'd have to give the wizard a damn good reason, such as serving as a meat shield for the wizard while in pursuit of said rare reagents, making for a party that might resemble one from real fantasy literature rather than from a standard MMO. The fighter might complain as the wizard out-dpsed him like mad for awhile until after the adventure was over, whereupon the fighter might realize that he just gained two levels whacking all the monsters the poor wizard had to wade through to get to the ancient ruins where his rare reagents were supposed to be, only for the poor wizard to miss one reagent or screw up the puzzle and not advance at all. Wah wahhh.

    1. Re:Class balance masks a larger problem in MMOs by Anonymous Coward · · Score: 0

      You poor thing, let us hope you never design a MMO.

      Stick to designing 4 player, or better yet single player RPG's.

      You have some good ideas

    2. Re:Class balance masks a larger problem in MMOs by Shihar · · Score: 3, Interesting

      There are alternatives to class balance, MMORPGs just are not capable of them. Look at a game like Armageddon MUD. It has zero balance. A n00b Templar will mop the floor against pretty much everything else in its home city. Being a Templar in that game is like being a level 50 in WoW mage when no one else can ever get past level 20. How do you balance such absurd power? Social pressure and enforced role play. You might be the high and mighty Templar, but you have certain responsibilities, everyone wants to kill you, you are never allowed to actually use your full power, and if you ever abuse it you simply die. The entire game is built like that. Magic users are epically powerful, but show that your a magic user in public, and you die. Oh, and death is permanent. It isn't for everyone, but it certainly takes rock, paper, scissors and flips it on its ass.

      Personally, I think that the next "MMORPG" revolution will be a devolution. Server space, bandwidth, and general computational power is now cheap as hell. There isn't a reason in the world why a few individuals can't host a Not So Massivily Multiplayer Online RPG. (NSMMORPG?). Open it up for heavy modding, build it such that someone who wants to spend the money for a server can host a couple hundred people, and let the MMORPG ecology get some new blood. WoW is a lowest common denominator game. That is great for most people, but imagine the other possabilities. Imagine a WoW that was 100% PK all the time and super guild based. Imagine a WoW with permanent death, no levels, heavy into RP, and an iron fisted adminstrative staff that enforced it. Imagine a purely RvR game, or a game that is nothing but epic dungeon crawls.

      WoW is most mediocre of games. They have to be to appeal to a wide audience. The result is that few people are truly happy with it. Most want it to be a little more of this or a little more of that. Never Winter Nights 2 came closer to this concept of a pint sized MMO, it just wasn't robust enough to really let people tear into it. You wait. MUDs are going to make a come back. The MMORPGs will always be there, but for people who want an extreme experience graphical MUDs will be the name of the game.

    3. Re:Class balance masks a larger problem in MMOs by srmalloy · · Score: 1

      The problem with balancing classes is that all classes are essentially expected to fulfill the same basic role - namely, that they are adventurers (well, in sword&sorcery/fantasy MMOs) out to kill monsters for xp/lewt. Can you please explain to me how a wizard's training would be furthered by killing hordes of monsters? Or a thief's? Or a cleric's? For some kind of a warrior or gladiator or what have you, I can see it making sense, at least to a point.

      It would depend on the circumstances. True, the classic 'scholar of abstruse lore in a tower' mage wouldn't be going out zapgunning monsters for kicks, but if you tweak the world background a bit so that combat mages are the 'artillery' of armies, then you would have mages who need to learn how to handle throwing spells around while someone's trying to beat on them; you could take the other kind and make them the ones who provide a good chunk of the training for the PC mages, making them go out after the relics and materials they needed for their spells in exchange for teaching them. For a thief, it's a lot harder to justify; aside from looting the field after the battle is over, I don't see a reason why a thief would want to get within _miles_ of a battle, or go adventuring. Clerics can swing in a number of different ways; you have militant orders that would be trained for combat, but then you need to work into the game a reason why they would be running around doing the random quests, rather than training for the battles to defend the faith.

    4. Re:Class balance masks a larger problem in MMOs by gad_zuki! · · Score: 1

      You have proposed this solution to class balance:

      ( ) hidden/earned powerful class
      (x) difficult to play powerful class
      ( ) no class
      ( ) no balance
      ( ) randomization

      It wont work because

      ( ) tough to implement
      (x) people dont like playing difficult classes
      (x) people want to essentially play arcade games
      ( ) changes game dymanics too much
      ( ) will chase off old timers
      ( ) will cause a riot on the message boards

      Ive seen something similiar in the MUDs I used to play, byt MUD players were a bit more serious and sophisticed than your typical MMO players. Face it, these MMOs are the mcdonalds of role playing games. Its just kids whining about ganks, balance, and equipment. They dont really want to play a wizard like this, although I would love to. They just want an RPG that plays as much as an arcade game as possible. Perhaps someone will release a more challenging MMO that can do oddball things like this.

    5. Re:Class balance masks a larger problem in MMOs by brkello · · Score: 1

      Umm, no. What you made something that is fun for one person and sucks for someone else. In any case, even if it sucks, people will all play that class because who wants to be limited to being 4 times weaker than something else. I think fighting still makes sense. To become powerful, you have to practice. To practice, you go and fight things. You aren't born a mage ready to kill a dragon. You probably have to zap a few vicious rats first to be ready to take on a bear.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:Class balance masks a larger problem in MMOs by Reapy · · Score: 1

      Man every time someone brings up a mud system on slashdot it really really interests me. MMO's like you said are kinda the lowest common denominator, and you sort of have to make it that way, since you just can't be as flexible as a mud due to text being easy, and size. When things get big, you can't maintain those really cool cultures that develop in small communities. Your example with a templar is something that just wouldn't work in an mainstream MMO, which is unfortunate.

      Regardless of this, I always like reading up on the different systems that popular muds have. Is there a site that kinda breaks down how things work, or unique muds out there? One of the ones that interested me a ton was achaea mud, enough so that I acutally tried to play it for a bit. Can't play muds though, takes too much attention to keep up with scrolling text then to be able to look up and talk to people randomly like in another style of game.

      But anyway, the joy of exploring achaea for me was looking at the classes and the skills they had set up, very different from many systems out there. In the same light, I'm going to google up on armageddon and explore the classes there now. Are there any other mud's you know of that have varied systems like this?

      Also, I too share your dream of the "small" mmo community. The best times to be had online in games are when you roll yourself into a small community, then interact with a large community together. When I played warcraft 2 on kali, I would have a group of people I'd hang out with on one server, then when it was game time, I would grab a friend or two, then hop over to the 'over populated' kali central server, create a game with my friends, then own noobs all night. That was fun.

      As kali got larger, and bliz games took place on battle.net, the community just sort of breaks down. Larger amounts of people yield more potential to meet, but it also multiplies the amount of people you DONT want to meet. On top of that, you just never see the same person twice in large communities when randomly playing, which also robs some of the experience.

      In mmo games, we create guilds, and play and talk almost exclusively with these people. In FPS games we have servers we frequent. In most we create leagues and rankings and 'groups', or whatever, all in an attempt to narrow down the scope of a large body of people playing a game.

      So yeah, RPGs especially, NWN and NWN2 were ALMOST on the way to giving us the MUD experience with graphics. I think that is what we are really looking for, and the company that'll be able to that 'correctly' will really find a niche in the market.

    7. Re:Class balance masks a larger problem in MMOs by Anonymous Coward · · Score: 0

      You have no concept of the amount of work that just goes into building one set of armor in wow. It's easy in a MUD to roll your own. It would take months for a small staff working in their spare time to even build an encounter that even approaches the complexity/balance/polish of a single boss fight in WoW. Just look at how those online d&d clients work: completely tile based and GM driven, no scripting whatsoever. Even still, it takes a long time to make a single adventure.

    8. Re:Class balance masks a larger problem in MMOs by thesandtiger · · Score: 2, Interesting

      The people complaining that the ideas discussed above won't appeal to everyone are missing the point - the OP is talking about being able to have smaller, niche "biggish but not massively" multiplayer games that will be able to give the people who like whatever kind of idea a place to play.

      Having lots of smaller MMOs out there with a smaller investment of effort to set up means that designers can take risks and experiment. I really loved the age of MUDs when you could try out dozens of different games and find some that had interesting mechanics. Granted, there are a lot of clones or stock models, but there were some real gems.

      I'm monkeying around with some OSS MMO engines & clients right now and they're really quite a pain in the ass to make work. However, once they've become more stable and usable, I imagine there will be a burst of creativity just like we saw with MUDs, where people can make games that cater to many, many playstyles.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    9. Re:Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 1

      I figure that if I ever do get to design an MMO, it would either be wildly popular within a small niche or just tank horribly. But who knows. I still like single-player CRPGs well enough that I would jump at the chance to design one (or a small squad-based CRPG ala Icewind Dale), even though the market for them is not as large as is the MMO market. You can make more money producing a "free" MMO than you can a single-player CRPG these days unless you really hit it out of the park (Fallout 3).

    10. Re:Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 1

      Interesting that you should bring up a system such as that used in Armageddon MUD. I think that is but one of many ways that you could deal with engineered class imbalance. OF course I have my own crazy ideas about death/permadeath but that's another issue. There are a great many things you can do to make the imbalanced class situation more interesting besides putting restrictions on what the player can or can not do. I think one of the main things that must be kept in mind is that you have to put the prospective MMO player into the driver's seat of one of these characters and ask yourself what they're going to do with it. A great many MMO players would want to use a powerful character to grief people in PvP or twink their buddies in PvE. Not everyone will think like that, but typical MMO play descends to that level after they're bored with whatever static or pseudo-random content the game throws at them. I can think of maybe a half-dozen things to address the obvious problems associated with a deliberately-imbalanced class, but maybe that would be better delineated elsewhere. Case in point though, take a look at Feral Druid dps in World of Warcraft. As of at least 3.1 (if not 3.2), Feral Druids had the potential to be top-tier PvE dps IF you could figure out the rotation and pull it off consistently. Refer to this for more information. But, to return to what I was trying to get at in my original post, I think you can provide a "vanilla" MMO experience to some people with conventional classes while offering people who are a bit bored with that the opportunity to do something different, and if you make the goals fundamental to those "alternative" classes sufficiently different from what is common to MMOs, you can at least partially resolve twink/grief problems common whenever one class winds up being more powerful than the other. Of course the manner in which players interact could be wildly altered to address twinking and griefing but that's a whole 'nother ball of wax. And while I think you are on to something with the idea of small-server community-based MMOs, please keep in mind that the NWN PW community started that kind of thing up on a small scale years ago.

    11. Re:Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 2, Interesting

      You can RP your way into providing excuses for different classes to have a mutual interest in slaughtering things, but in doing so, you've eliminated the player's ability to RP as a class that is not primarily (or even solely) motivated by acts of violence. Take a look at what has happened to the old thief class from AD&D (AD&D/D&D hs been deeply and irrevocably affected by MMO design theory): the thief became the rogue and is now more focused on the ability to stab things in the back or use any number of other funky combat maneuvers related to stealth and/or dexterity and/or dual-wielding or whatever convention your rogue-of-choice chooses to abuse. I'm thinking more of the 3E/3.5E Rogue but you get the idea. It's not like 4E has added more depth to the class overall.

      MMOs should have one or more classes dedicated to running around and whacking things to appeal to those who want to do such things, but there should also be room in the game for classes motivated by other goals, and those classes need not conform to the same balance equations. If you want to escape the balance grind, which I think a great many designers/developers do on some level, you have to change the goals of the class entirely, just as you have to change the way that class interacts with the rest of the world. In the end, the point is for the player to have fun, and if you have a small niche of players that a). don't have fun killing monsters over and over and b). can really shake up the server environment in a way that is fun and interesting for other players when given a fundamentally different class that both can and must do things that other classes can't (or wouldn't want to) do, then it behooves the designer to give that small niche a set of tool different from what your average MMO guy has.

      Anyone remember Dark Sun Online on the Total Entertainment Network? At the close of one phase of beta, a powerful Preserver named Crom (well, mage, everyone was assumed to be a Preserver in that game if they were a magic user . . . no Defilers, boo) exploited various bugs and balance problems in the game to murder people repeatedly in the game's main city. Chaos ensued, NPCs died left and right, etc. The admins put a stop to the chaos (I think) eventually, though it lasted for hours. On the following day, they held an in-game execution of Crom with Crom's willing participation. He was probably one of the best villains I had seen in an MMO environment. The developers had to stop that from happening in the future, so they changed Tyr (the main city) to be an anti-magic zone for the most part, so future attempts by players to become arch-villains sort of devolved into your usual pointless griefing. Crom was the greatest villain in beta, and arguably the greatest villain the game ever saw, period.

      If you gave the average player the power Crom had (and, realistically speaking, anyone in DSO beta could have done what he did . . . they just didn't figure out how to do it as well as he did), you get griefing or other nonsense. Give that kind of power to a player like Crom and you get something special. Similar events from my MMO past were the time that Rainz murdered Lord British (played by Richard Garriot) during a UO event with a scroll of firewall because someone forgot to set LB's invulnerability flag, or the time I essentially blacked out the res shrine in the first UO pre-alpha by spamming darkness spells on the shrine so often that nobody could see anything and got stuck in darkness after they ressed post-death (took a QA purging the darkness to get people out of there, but I had several dozen people trapped, ha ha). Griefing is dull, but epic events that significantly change the way people play can make a game a lot more fun to play, especially if it's a player that serves as a catalyst to that sort of event.

      Then there was the time when a guy on a production UO server figured out how to create a mob of green slimes so large that it conquered all of Britannia and crashed the server (he trapped slimes in his house, purple potioned them to make them reproduce on one tile, and then unleashed them. They ate everything). Slimes were recoded to not split after that.

    12. Re:Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 1

      MMOs don't have to be fast food, or at least, not exclusively. I think there should at least be the option to have more challenging gameplay, more compelling storylines, and so forth and so on.

      One idea I had was to create a game with plenty of non-standard, "anti-grind" classes but have one area of the game called something like "The Pit" that would be a Nethack-style multi-level dungeon that would be near-instant death to anyone other than a subset of classes (Pit Fighters) that had skills/talents/abilities that only worked well within "The Pit" but outclassed most of what anyone on the outside could do. If anyone needed something from "The Pit" or needed to go through "The Pit" to reach some remote underground area or what have you, they'd have to turn to the guild of Pit Fighters to get it done. Gameplay within "The Pit" would be hack-and-slash so anyone looking to just beat stuff up would have something they could jump into, they would have a feeling of importance, and they would mostly be restricted to their own little sandbox.

      As with any "hole in the ground" dungeon, levels could be added to "The Pit" whenever the devs felt like it.

      Of course that's just one idea. You could have classes like soldiers or mercenaries or bounty hunters in the normal game world (as well as subclasses based on the above but with different methods of pursuing the same goal) whose main objective would be to whack specific targets or broad ranges of targets while getting lewtz to make the job easier. It would still be fairly simple, straightforward gameplay without the restrictive sandbox element.

      Just because you had straightforward clases in the game (either in or out of a sandbox) doesn't mean you couldn't have a few oddball classes that did different things and, incidentally, wound up being fundamentally more powerful or less powreful than your standard MMO classes.

      One of the main problems that other MMOs have had when trying to introduce character imblance, such as in the original EQ or SWG, is that the "more powerful" classes had superficial restrictions while pursuing goals fundamentally identical to those of weaker classes. This lead to problems since it was easy enough for "weaker" classes to observe that the stronger classes could perform the same tasks with greater ease because a). they could and b). the frequently did. Jedi from SWG pretty much had to grind xp the same way anyone else did, and the "more powerful" classes with nasty XP curves in EQ had to kill the same monsters and hunt for pretty-much the same loot. The fact that all the "hard mode" classes mentioned above (SWG Jedi, EQ Troll SKs, etc) didn't stop people from playing them or maxing them out. Once maxed out, the "hard mode" classes had virtually no drawbacks but plenty of advantages (unless you really counted the whole bounty hunter thing in SWG, but most Jedi did not seem to mind that).

      People didn't mind playing the "hard mode" classes at all; it was everyone playing an "easy mode" class that bitched.

    13. Re:Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 1

      Fighting only makes sense in an environment that is based solely on fighting. What if you have some other gameplay element? And why would someone want to play a class four times more powerful than anything else if they couldn't accomplish the things they set out to accomplish in doing so?

      I would rather play the "weaker" class if it gave me the chance to do something I wanted to do, as opposed to the "stronger" class that forced me to do things that were too difficult or too different from what I had set out to do. Address griefing issues and the "powerful" class would be less of an idiot magnet.

    14. Re:Class balance masks a larger problem in MMOs by SL+Baur · · Score: 1

      Imagine a WoW that was 100% PK all the time and super guild based. Imagine a WoW with permanent death, no levels, heavy into RP, and an iron fisted adminstrative staff that enforced it. Imagine a purely RvR game, or a game that is nothing but epic dungeon crawls.

      Doesn't sound like a game I would be interested in playing, so I'll just stick with WoW. Thanks.

      And what does Pakistan have to do with gaming?

    15. Re:Class balance masks a larger problem in MMOs by Shihar · · Score: 1

      I don't believe that has to be true. A lot of work can be co-opted. If I want to make the ultimate role play MUD, do I really care if I just snag some stock armor? Why bother building my own? In fact, done right you wouldn't HAVE to build anything. You could 'open source' it. You go out and grab a few balanced areas other people made, toss in a neat balanced class set someone built, and snag dozens of weapon models that countless people have made.

      Granted, your world won't be the most original, but that isn't the point. The point is that you only have to 'build' what someone else hasn't. Most places would certainly want to build their own stuff, but they will likely focus on what matters for their game.

      A perm death RP enforced game likely would skimp on balance, areas, and other such features. They would likely want sophisticated monitoring features, a stellar crafting system, and a brutal and utterly unbalanced combat system. This means they could focus on custom building just a few areas and spend the rest of their time developing 'realistic systems' and putting staffing power into encouraging and monitoring RP.

      A PvP heavy game might up for mostly stock areas for NPC killing, but put all of their efforts into tweaking someone else's siege code and getting class balance just right.

      A hack and slash fest might grab all the best stock areas it can from others and work on balancing those NPC fights to be awesome.

      Sure, no place will beat WoW in everything, but you better believe that some would beat the living piss out of WoW when it comes to providing a satisfying PvP, RP, or GM lead adventure experience. Yeah, the RP world might have crappy NPC encounters, the PvP world might have dull NPC encounters, and the adventure world might not even allow PvP... but if it serves your niche, who cares? You don't need a million people to have your taste... just a couple hundred.

  12. Real World vs. MMO by bencollier · · Score: 2, Interesting

    Seeing as we haven't managed this in the real world, I'm not holding my breath. It should be easier in a game, but the more complex the world, the harder it's going to be, and I'm guessing they're getting more complex.

  13. class balance is stupid by Lord+Bitman · · Score: 4, Interesting

    The idea of "Why should I bother being a monk, when a soldier can blow up mountains by sneezing?" being a bad thing is utterly stupid. If you want to blow up mountains by sneezing, you won't be a monk. If you don't want to, you'll be a monk. If you don't want to, and still want a sword, you'll play a different game.

    It all comes down to the stupid enshrinement of a statistic: People want it so that "when these two numbers are near eachother, they should be able to do similar things", ie: a "level 80 shit-stormer" should be able to contribute as much to defeating a Monstrous Foo as a "level 80 shit-shoveler". This is ridiculous, and helps no one. Some things are more effective than other things, no matter how experienced you are with either of them. Some people want to run around pretending to be gods all day long, other people don't, and both of those styles of play are cast aside in game developers' endless quest to make everyone feel "just a little better than mediocre" at all times.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
    1. Re:class balance is stupid by Anonymous Coward · · Score: 0

      More powerful means more content available. If more of the game is open to class A than to class B, you have a recipe for discontent.

      Even if you consider playing the underclass a valuable personal challenge, in games that require grouping you may be denied access to content because other people don't want to pick up the slack for someone in an underclass.

    2. Re:class balance is stupid by ukyoCE · · Score: 1

      Making classes identical and balancing classes are NOT the same thing.

      The WOW designers, for instance, constantly bring up the fact that they want to avoid homogenization as much as possible. People always want ability X that some other class has that's awesome. But if their class needs improvement, it should be in a unique way that works with that specific class.

      Although your post is really more about wanting to play a game that's not there. If you want to roll a class in Warhammer Online that let's you mortgage a house and pay it off by running errands for cute fuzzy animals, you should play Animal Crossing not Warhammer.

      The game of Warhammer Online is about doing damage to enemies, and thus all classes need to be able to damage to enemies equally but in different ways.

      Even if you DO want to play a monk who stares at blades of grass all day, having the monk class balanced so it can also do damage equal to the other classes does not hinder your ability to sit around staring at grass.

    3. Re:class balance is stupid by brkello · · Score: 1

      Reading all these comments make it pretty obvious that I don't want anyone on Slashdot making games. Actually, it really doesn't matter because no one would play your game. If one class is a whole lot better than another class at dealing damage and that is there major role, no one is going to play that other class. The idea that if you play your class well, you should be contributing a reasonable amount to downing a mob. If you get rid of the balance, you have everyone playing the same class and people quitting your game because you have no idea how to balance.

      The problem with your question is...how many people want to be the guy who is weaker than everyone else? Pretty much no one. It is a dumb idea.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:class balance is stupid by jmerlin · · Score: 1

      In games with two or more factions of classes which aren't direct mirrors, "balance" has a whole different meaning. While nobody argues that a class designated for DPS should be able to do more damage to monsters than a class designated for healing, and a class designated as a hybrid of the two should neither out-dps the pure DPS class nor out-heal the pure healing class (ahem, WARHAMMER fails at this.. as most of you who play it do know), but when so-called "mirror classes," or classes meant to do the exact same role with very similar skill sets are drastically different with one side's version being dramatically better for some given reasons, real balance issues happen. One faction entirely becomes far better than the other, regardless of skill level, simply because ONE SINGLE CLASS is imbalanced (primarily because everyone rolls this overpowered class). Similarly, one class which underperforms its designated duty either wholly (as intra-faction, it is worthless compared to other classes with the same role) or just isn't nearly as good as the other faction's mirror, it tends to get underplayed, exacerbating the issue.

      So we're left with a side with a better class X, while it's mirror on the other side, we'll say X2, there are an abundance of X's but almost no X2s, furthering the imbalance of the game.

      Class balance IS important. If you have 3 classes in a faction designated as ranged-dps and one of them is so far above and beyond the other two, why would anyone ever play them? If out of three healers one of them is tank-like and out-heals the other two EVERY TIME, why would you play anything but the over-powered one? So in effect, either balance it and keep a diversity of classes, or cut the class count down to a minimum.

      . So far as balancing goes, no company who has internalized the process has ever succeeded. Ever. We have a living example of this with Warhammer Online as we speak. The company takes very little external criticism and suggestion towards balancing requests and what we have now is one of the most imbalanced popular MMORPGs of its time. To appropriately balance, you MUST take those people who spend almost all of their free time at the top levels of gameplay and create panels for them to discuss balancing issues and take their suggestions seriously. Most people don't want to 1-button "LOLWTFPWN" the entire other faction, instead they want a FAIR and BALANCED fight which leads to fun for everyone, and proves skill matters.

      Additionally, unused skills should be culled and replaced with useful skills. Overused skills (ie, 1-2 button wonder classes) should be nerfed or made to have less utility. They're abused for a reason-- they're better than everything else and only require clicking 1 button to win. And when "nerfing", or making drastic changes, changes should not be made wholesale across the board and nerfs should not be double, triple, or quad nerfs (such as nerfing AoE damage AND AoE radius, that's a double-nerf). Additionally, changes made to affect end-game level characters (think.. max level.. max gear.. highly highly skilled players).. should only affect skill scalability from gear and towards end-game, it should not nerf similarly low level equivalents of the skills. Think of nerfing the damage output of a skill by 30% because at max level, completely geared out, it does WAY too much damage, but that 30% nerf to a mid-level character with the available gear makes it almost unplayable. These kinds of things are usually unconsidered by companies when balancing. Usually only players who are completely maxed out are considered for balancing, the impact of such changes have MASSIVE impacts to other aspects of the game, and almost always these changes have a negative impact on gameplay. Who wants to play a class that can barely survive at mid-level gameplay because people who have played for 10+ months and have THE VERY BEST GEAR in the game with max levels are doing insane amounts of damage. An exponential scaling curve comes into mind, why a

    5. Re:class balance is stupid by GrayNimic · · Score: 2, Insightful

      Then you'll wind up with a population of sneezing soldiers, with very few monks. So how do you design content for that game? If you design content to need a strong mix of soldiers and monks, it will be railed against as too hard (since there aren't monks to fill the monk aspects of the encounter) or it will be ignored. If you design content to be doable by a mostly- or all-soldier force, then you're just reenforcing the bias against monks, and so why bother including monks at all?

      It comes down to questions of diversity, complexity, and time. Diversity in an MMO is usually seen as a good thing - a variety of classes or skills, a variety of roles, etc. Diversity also gives you more ways to do the same thing, adding potential for more variety and complexity to content. And arguably most importantly, there is the finite amount of development time - in a perfect world, there would be content designed for every concievable playstyle and group/raid makeup, but in the real world you can only design for a tiny fraction of that space. By (attempting to) create content that, in general, requires that diversity of skills/classes, you hit the broadest swath of players and encourage players to take advantage of the diversity.

      But all these things require balance to be meaningful - if soldiers are superior to monks in most or all ways that most players find significant, then the player population will probably be heavily biased towards soldiers instead of monks, and there will be real trouble trying to create content that works for your population without destroying what little diversity you have.

    6. Re:class balance is stupid by lennier · · Score: 1

      "If you want to roll a class in Warhammer Online that let's you mortgage a house and pay it off by running errands for cute fuzzy animals, you should play Animal Crossing not Warhammer."

      In the grim future of Animal Hammer 40,000 there is only squirrels.

      CHAOS SQUIRRELS.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    7. Re:class balance is stupid by Anonymous Coward · · Score: 0

      I think you were really on to something with the question but maybe didn't provide the most interesting answer.

      "Why should I bother being a monk, when a soldier can blow up mountains by sneezing?"

      The answer as to why no one wants to be a monk is that 90% of most game's 'content' is blowing up mountains (i.e. killing things). Even the un-soldier classes end up being forms of help someone kill things easier/quicker/more efficiently.

      So the problem is not that people suck -- it's that content is insufficiently diverse in goal. Hopefully the more procedurally-geared upcoming games will take advantage of the opportunity (since no longer will it take k^n development hours, where n is your number of alternate classes).

    8. Re:class balance is stupid by drsquare · · Score: 1

      The main problem is that not a single MMO designer has any imagination. Every one that comes out is basically diku with better graphics. The whole reason people are whining about how balanced classes are at killing monsters, is that these games have nothing to do other than kill monsters for xp/loot.

      Maybe if other classes had different things to do, balance wouldn't be an issue. An assassin wouldn't need to be as good as a warrior at killing dragons, as he wouldn't be killing dragons, he'd be sneaking into a fortress to stab a duke or something.

      But that would take more work and imagination than re-making Everquest with a better graphics engine, changing all the names, and maybe adding some voice acting, which is where 99% of MMO development is headed.

  14. Again: Eve by RobotRunAmok · · Score: 1

    This would never fly in a modern MMO, as it requires that player to plan ahead from the very beginning or to re-roll once they learned how the system worked.

    A number of third party software tools exist for Eve which allow a player to plan his character skills out across years, if he so desires. And the player can have a "neural re-mapping" once a year to change his attribute numbers -- the stuff like Charisma, Intelligence, Willpower, etc. -- which affect how fast he learns new skills, so if he made a choice early on to be a combat pilot and wants to change to an industrialist, the transition is not so dire.

    1. Re:Again: Eve by ZorbaTHut · · Score: 1

      On the other hand, in Eve, your decisions never permanently screw a character - even before neural re-mapping, all it meant was that you trained up slower than your friends did. You're never limited to a certain number of skill points - given enough years spent playing Eve, you'll eventually get all skills maxed out.

      (I mean, you would if they didn't keep adding more, obviously.)

      --
      Breaking Into the Industry - A development log about starting a game studio.
    2. Re:Again: Eve by muridae · · Score: 1

      I admit I haven't played Eve, sounds like they hit pretty close to what I remember from p&p games. My only complaint, the one that kept me from trying the game, was that all skills were time based to develop. Someone with a year's head start and a 24hour bot (or did I hear they even allowed skill gains while offline now?) would always have better skills that a new player could never catch.

      That, and if I am in a cockpit I expect more flight-sim type controls. Like X3 or hopefully Jumpgate. Personal preference for twitch-based combat for that style of gaming. Still sounds like they nail the details I was mentioning.

    3. Re:Again: Eve by Sobrique · · Score: 1

      Where by 'enough years' you're talking somewhere in the region of 25 :).

    4. Re:Again: Eve by Sobrique · · Score: 1

      Skill gains have always been offline as well as online. It's one of the things I've liked best about EVE since day one - the fact that I am 'levelling up' regardless of actual hours in game, and thus don't fall behind massively the people who don't have a day job.
      But the 'won't ever catch up' isn't as much a problem as you might imagine - I mean, you'll never have the same skillpoint total as a really old character. But at the same time, it takes a relatively short amount of time to be competitive with them - each ship only has a subset of skills that apply to it, and the last 80% of training time, provides 20% of the benefit. So what happens in practice, is that 'veteran' players are the ones that can fly a lot of different shipclasses with high effective skillpoints (not necessarily well - I've seen many 'veterans' getting slaughtered by newbies who have a better idea of game mechanics) but not actually any better than anyone else.
      Similarly, EVE is heavy on 'strategic thought' - maxed skills give an advantage in a straight fight, but in EVE you don't really get straight fights - in practice, higher skills are offset by the fact that you brought a knife to a nuke fight. There's still a correlation where older playerse know what they're doing more, and thus do better at it, but ... that's not actually related to skillpoints, as much as having more 'combat time' - something available to anyone.
      And then you add in how EVE is much more often a game about gang combat, and the differences go out the window - it matters much less your hard sps, and much more how good a team player you are - be that supporting member, fleet commander, scout, light tackler, heavy tackler, firepower role... well, of these it's only a firepower role that really increases significantly with character age, and even then it's by only by about a factor of 2. (Which is a lot, but it's not so much that it cannot be overcome)
      I'm an 'old player' (5 years or so) with a lot of SPs. I can fly ships from 3 races at a skill level I consider to be 'good' but in any given ship, I'm no better at flying it (sp wise at least) than a 6 month old character. I'm basically 10 separate '6 month old' characters stuck together (ok, one of them might be a year old).

    5. Re:Again: Eve by Opportunist · · Score: 1

      In theory, you're right. In practice, it's not as dire as it look at the first glance. You have to detach yourself from the idea of standard MMOs that level means anything.

      A player with 5 years under his belt will have more Skill Points accumulated than you. But there are two things that work in your, the new player's, favor: Diminishing returns in training and diverse, different skills for different areas of the game.

      Skills in EvE are divided into 5 "levels". Every level of a skill gives you the same bonus. Level 1 $skillname gives you $amount percent of $bonus. Level 2 gives you 2*$amount. Level 5 gives you 5*$amount. You get the idea. Training from 0 to 1 goes fast. Training from 4-5 takes a lot longer (about 300 times what it takes from 0 to 1). Yet you only get another $amount of bonus for that much, much longer time. Careful planning here can put you close to an old player while investing a fraction of the time he invested.

      Also, you needn't have all skills to be productive or competitive. An old player's advantage over you is mostly that his choices of weapons are more versatile, not that he can use the gun he is currently using much better. He may be able to fly T2 Cruisers of all fractions and use projectiles as well as hybrids, lasers and missiles at maximum efficiency, while you can only use T2 Gallente Cruisers and the hybrid guns it uses. When you're face to face in T2 Gallente Cruisers, you're equal. His only advantage is that he may notice that it would give him a statistically better chance to succeed, based on what your group is made of, to use his Amarr T2 cruiser instead, an option you won't have. Which means essentially jack when the battle already started, he only knows he should come in something else next time. His advantage is a strategic one, not a tactical one. He can plan the battles better, he can prepare better, but when it comes down to the fight, his advantage is minimal. Not to mention that BIG battles are a matter of luck (not its outcome, but whether or not your ship will survive) more than anything.

      Also, he can adapt to changes in the system more quickly. If peace suddenly breaks out, he can quickly switch his fighting ship with a miner and go hack some rocks for money, something you can't do unless you chose to become a miner first and fighter later (the choice is yours, it's feasible and until the recent price drop in Tritanium probably also the more profitable course of action). He can hop from production to research, having all the skills necessary for them. He will have more things to choose from, he probably won't be much better than you in your choice of trade.

      Since I'm mostly a miner, I have most of the roughly 40 million SP of mine in industrial skills. I am about as maxed out in mining as a miner can come. Yet you can come within 5% of my output in half a year of playing. Sure, you won't refine at my level, you will not have the free choice of rocks to mine as I do, but you need neither if you concentrate on a certain type of rock (which is quite doable, there's plenty of that kind of rock in this kind of system, you just can't move somewhere else to mine that instead, a choice that's open to me). The market is also stable and big enough that you mining exclusively this kind of rock will not make the price plummet. Hell, my hoovering rocks and tossing them into the market didn't make the price move!

      Unfortunately you won't get to see the richness of EvE in the 3 weeks of trial you get, else I'd really recommend you give it a twirl. But either try it for half a year or don't, you won't see jack in 3 weeks.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Again: Eve by RobotRunAmok · · Score: 1

      skills that a new player could never catch

      It's not a race, number one. And the Varsity is always better than the Junior Varsity, because, well, they're older.

      That said, it still does not play out as you would think. From a PvP perspective, you may have a player that focuses on getting into a battleship as soon as possible, and does so, with a minimal number of the skills to pilot a battleship *well*. Meanwhile, his PvP opponent, a month behind in skills (let's say), is in an assault frigate and is properly and thoroughly skilled. The "newer" player wins. But what does he win? After a half-hour of stalking and fighting his prey, the victor claims a worthless husk of a battleship filled with crappy gear barely worth selling. While in that same time period, the peaceful miner, "younger" even than the Assault Frigate pilot, makes millions of ISK (revenue) and literally laughs all the way to the bank. Battleship boy had the bigger ship, the frigate guy kicked his butt but doesn't have enough money to pay for his own ammunition, and the miner cleans up while playing the videogame equivalent of watching grass grow. Who's the better/smarter player?

      There's no right answer. Part of what makes the game so intriguing.

  15. Rock, Paper, Scissors by whisper_jeff · · Score: 2, Insightful

    To me, the ideal approach to class balance is rock, paper, scissors. Using WoW as a frame for my post (since most people will be familiar with it), I liked the days when rogues were cloth killers but hunters were rogue killers but most mages were able to dismantle hunters. It was a perfect rock - paper - scissors balance. Sure, all the mages felt that rogues were over powered and rogues constantly complained that they couldn't get away from hunters and hunters bitched and moaned that mages 'sploited but, in the larger sense of the game, things were balanced. One-on-one, there were fights that you relished and fights that you had to run from and hope one of your teammates could pick up. It created an over-all balance.

    The benefit to this approach is designers can overlook one class beating the crap out of another the majority of the time so long as the first class gets its ass handed to them by a third, and so on. It allows the game designers to not struggle with ensuring that every class is balanced against every other class which is an impossible, moving target. It simply cannot be done and any attempt to do so will only end in gamers complaining. If WoW (for instance) had come out and said "we balance PvP around rock - paper - scissors and hunters are the rock to your scissors, dear rogues - deal with it" I think the game would be in a better place.

    Unfortunately, it is a very rare approach to class balance in an MMO because all those rogues are going to spend all their time on the forums complaining about hunters and demanding nerfs while the mages will complain about the rogues and the hunters will complain about the mages and nobody will realize the instances where they shine and instead focus only on the situations where they get their asses handed to them. Thus, game designers attempt to appease people and balance everyone against everyone else... Unfortunately...

    1. Re:Rock, Paper, Scissors by illumin8 · · Score: 1

      I liked the days when rogues were cloth killers but hunters were rogue killers but most mages were able to dismantle hunters. It was a perfect rock - paper - scissors balance.

      Unfortunately, WoW has always had terribly unbalanced PvP. The developers just use this as a crutch, saying that not every class can be viable 1v1.

      I much prefer the PvP balance of Guild Wars. Guild Wars has very unique and diverse classes, but is very balanced. I think one thing that makes it more balanced is that you have a secondary class. You can be just a pure Monk (healer, or priest equivelant in WoW), and if you decide you're getting wrecked by melee too much, become a Monk/Warrior and put some defense skills on your bar and carry a shield. Next time that assassin (rogue in WoW) shadow steps to you and starts wailing away, press a skill button and get 50% evade chance for a few seconds.

      Also, another balancing factor in Guild Wars is that you can learn hundreds of skills, but you can only have 8 on your bar at once, and only 1 of those can be an "elite" skill (the best in the game). This makes things incredibly balanced because you don't end up with classes like Paladins/Hunters/Warlocks that have a million buttons/cooldowns and they can just faceroll their way to victory. Here's an example: Pally bubble. Well, besides the fact that there is no true invulnerability in Guild Wars (it would be terribly unbalanced, and is in WoW), if a Pally wanted to bring bubble on his bar, it would have to be 1 of 8 skills. So, the Pally has to make a choice: Does he bring some more offensive skill, or does he bring a defensive skill like bubble and sacrifice some offensive ability?

      This constant trade-off of having only 8 skills on your bar and secondary classes means that you can come up with some really interesting and unique class builds, without being unbalanced. You can load up your bar with pure offensive abilities, and be totally destroyed because you have no defense or heals. Or you can go with a hybrid approach and bring a couple self heals and defense (works better in solo situations).

      I truly think Guild Wars should be looked at as a model for class balance.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    2. Re:Rock, Paper, Scissors by Entropius · · Score: 1

      So why is GW better?

      It's because all the classes are actually, truly different. In WoW, too many of the classes are reasonable substitutes for one another, since most skills are so vanilla: "this does damage", "this does damage + DoT", "this just does a DoT", etc. In Guild Wars there is no vanillaness, since most skills have more subtle effects not related to moving the health bars up and down. These sorts of utility effects -- buffs and debuffs of all sorts -- are much stronger than in WoW, and their interplay is where all the strategic richness comes from.

      Here's a smattering of skills that you might see run in an organized Guild vs. Guild match, for instance. Numbers are approximate.

      Diversion: for 6 seconds, the next skill an enemy uses takes 60 extra seconds to recycle
      Energy Surge: An enemy loses 9 energy, and then that enemy and anyone near him take 10 damage per point lost
      Blinding Surge: deal 50 damage to an enemy, and that enemy and anyone next to him is blind for 6 seconds
      Ward vs Foes: Make a region on the ground that lasts for 18 seconds and makes enemies move at half speed.
      Draw Conditions: Effects like blind/bleed/cripple are moved from another ally to you. Used to pull Blind off of warriors.
      Protective Spirit: For 20 seconds, damage to target ally is capped at 10% of their max health.
      Reversal of Fortune: For 8 seconds, the next time an ally gets hit, up to 80 of that damage is converted into healing.
      Bull's Strike: Make a melee swing that knocks down the target if it is moving.
      Faintheartedness: Apply a hex that does a long-lasting DoT and reduces target's attack rate by half.

      Very few of these are generic, and the skills offered by one class are so radically different than those offered by another that you can't really do direct comparisons.

      There are still balance problems in GW, but they're far more subtle, and only really show up in a few circumstances. As an example for the non-players, there's a PvP environment called Heroes' Ascent, which generally turns into a giant clusterfuck. As such AoE is strong, and balanced teams have to watch positioning very closely lest they get blown out by Elementalists' AoE spells. But one class -- rangers -- has as a class feature very high armor against elemental damage. So teams run ranger primaries built to duplicate other melee classes, and shrug off all the AoE.

      These problems really have only gotten bad after the decline of sanity among the devteam, but throughout much of the history of GW all of the classes (and even most specs from each class) sees play in organized PvP.

    3. Re:Rock, Paper, Scissors by brkello · · Score: 1

      WoW is designed around PvE first. Guild Wars is designed around PvP first. That's fundamentally the difference.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:Rock, Paper, Scissors by Anonymous Coward · · Score: 0

      Actually, the RPS model is horrible in an MMO. As with all game design issues, you need to step back and think "how can this go horribly, horribly, wrong?"

      That's easy to do with the RPS model: all else being equal, it means no matter what I do, 1/3 of the players can murder me in PvP, I can always murder a different 1/3, and the final 1/3 we have to actually both try hard to win. In other others, 1/3 of all encounters are a horrifying moment of absolute helplessness and I can't get back to doing whatever I was doing until that guy leaves the area instead of killing me repeatedly; another 1/3 of encounters are only fun if I'm a sick bastard; and only 1/3 of all encounters are like what people are constantly saying PvP should be like (requiring some combination of skill and effort and chance).

      That alone is horrible, but to continue beating the horse, it turns out that in larger numbers the RPS system still doesn't work. All else being equal, if we're all sick of getting butchered 1/3 of the time and therefore every player teams up with another player of a different type... it's still bad. Now the odds are that in 2/3 of encounters, the other team has a player that can butcher me! And it's guaranteed that he'll go after me first, because to do otherwise would be stupid.

      Increase the teams to three, and pretty much all but one of the six dies every time. We have now reached the peak of un-fun. (And even if you're the guy who lives, good luck getting jumped in a 3-on-1 that is guaranteed to have your nemesis in it).

    5. Re:Rock, Paper, Scissors by Anonymous Coward · · Score: 0

      What leads you to believe that a system that you admit leaves most players complaining is a good balance system?

  16. I Want *Un-balanced* Classes by MogNuts · · Score: 2, Interesting

    Am I the only one who *doesn't* want balanced classes. Part of the fun of an RPG is to make a character who is totally badass, and the best part is to find the things & select the right class which make you badass--then working and grinding for it. Prime examples:

    Final Fantasy 1. The black belt was the best character, by far. Level to 50 (I think the max was 50 in that game) and do a whopping 2000 damage, even on Chaos! This was important, as the highest any other class could do was maybe like 700 IIRC (the Knight with the sword Ragnarok I think).

    Final Fantasy 3. Terra, Celes, and the other two (can't remember) who could use the Atma weapon. The others couldn't even come close. Atma weapon, with 9999 health, would hit for an insane 80,0000 damage! 9999 damage each and would hit 8 times with the item that gave you double hits. A party of four and you could destroy even all the ending bosses in one shot!

    Balanced? No. Fun as hell? Hell yes.

    1. Re:I Want *Un-balanced* Classes by spyrochaete · · Score: 1

      Your examples are really fun for single player RPGs, but in an MMO the balance is very important in PVE and in PVP. My wife and I played Age of Conan for several months with her playing a ranger and me playing a melee guy. This was a great combo for about 2 months until our guys were pretty high level, at which point the ranger became unbelievably powerful and my melee guy couldn't even get a hit in. I'd spent months on my character and it gradually became less and less fun. If I were controlling all characters in my party it wouldn't matter if one was overpowered, but when you're stuck with a dud it's pretty tedious.

    2. Re:I Want *Un-balanced* Classes by nedlohs · · Score: 1

      single player RPGs are unrelated to MMO games.

    3. Re:I Want *Un-balanced* Classes by CrimsonAvenger · · Score: 1

      Am I the only one who *doesn't* want balanced classes. Part of the fun of an RPG is to make a character who is totally badass, and the best part is to find the things & select the right class which make you badass--then working and grinding for it.

      That can be a lot of fun. Until everyone else in the game does the same thing for the same reason.

      Dark Age of Camelot (yes, some people still play it) has this sort of issue.

      They do not "balance classes", they "balance realms". Problem is that when they tweak some minor class into an overpowered class (because noone much plays it, so it won't affect the realm much if we just tweak it a little bit, we need to give it a solid boost), everyone and his brother switches to that class, and the realm balance goes to shit until they nerf it back into line.

      Of course, they also don't "balance for 1v1" (except when they do - there have been classes changed specifically to make them better 1v1, or worse 1v1).

      All in all, the only valid balance path is to make all classes about equally capable of functioning in 1v1, and let the groups and zergs sort themselves out.

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    4. Re:I Want *Un-balanced* Classes by Anonymous Coward · · Score: 0

      yup. Single player RPGs can actually be fun.

    5. Re:I Want *Un-balanced* Classes by Entropius · · Score: 1

      All in all, the only valid balance path is to make all classes about equally capable of functioning in 1v1, and let the groups and zergs sort themselves out.

      Guild Wars, the MMO with the best PvP balance, doesn't do this -- the balance is fundamentally about group (at least 4v4) combat, and nobody even cares about 1v1 balance except for characters built to "split" off from the main group in Guild vs. Guild fights. And cripshot rangers are the best at that, but nobody cares since that's not as important.

      This is helped by the fact that there is no PvP other than environments of 4v4 or 8v8.

    6. Re:I Want *Un-balanced* Classes by CrimsonAvenger · · Score: 1

      This is helped by the fact that there is no PvP other than environments of 4v4 or 8v8.

      In DAoC, you have basically anything goes PvP. 1v1, 8v8, 100v100, NvM (where N is some positive integer, and M is some positive integer, limited only by the number of people online). For that matter, you can have 1v1v1, 8v8v8, 100v100v100 - there are three sides in DAoC....

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
  17. Balance is easy by ShakaUVM · · Score: 1

    >>The term "balance" is about balancing classes, not players. If everybody had your perspective, then everybody would play Death Knights or Paladins or whichever class is currently considered slightly overpowered, and it would be a very boring world indeed.

    Funny. I'm leveling mining on my Death Knight (created at launch, of course, when it was quite overpowered - but since then they've fucked it sidewise about a thousand times) and all the new characters I see running around in the old zones are paladins, currently the overpowered class of choice. The last battleground I played in had two paladins at the top of the charts, with 4 times the kills of the third place character (a warlock), with the second place paladin having 0 deaths. They weren't in a premade either, just doing random battleground running-around-asshattery.

    I also don't play WoW very much, since the game designers (as revealed through an enlightening series of "community interviews") have revealed they don't have the slightest idea of what they're doing. However, as long as the other MMORPGs fuck up more (and I'm looking at you, Warhammer, and you, Age of Conan) and can keep their momentum going without pissing off too many people, they'll do fine, doing what they do best: bumblefucking around.

    There's a reason I don't play WoW much any more - about 40 hours since April. Well shy of the thousands of hours I have on /played on my mage, from back in the day. I enjoy the occasional BG, but most of the time playing the game feels like the developers are stabbing me in the eyeballs with a sharp stick.

    >>That's what you enjoy; fine. However, there are many players out there who just want to build a character that they like, for whatever reason, and to enjoy the game as it was intended - a massively interactive RPG.

    Not really. If WoW was an actual "roleplaying" game, where people, you know, roleplayed, then this statement would be true. Certainly in D&D there are groups of people who will give their character a high charisma even though it has no game mechanic benefit, but in WoW people want to make their character the best at whatever their goal is. No Death Knight will wear cloth +spirit and +mana gear for "roleplaying" reasons. People might go about optimizing their characters in different ways, and some might be quite stupid at it, and some might just copy builds they find online, but the game essentially forces you into it by picking talents in a certain order: oh, okay, you're now a "Frost Mage", the game says. You can't just pick willy-nilly from the menu of options available.

    When I heard about Warhammer Online, I really had this insane hope that it would be like the Warhammer pen and paper roleplaying game. Essentially, the RPG has a web of classes to pick from. Some are starting classes, and then others that connect to that class unlock as you level them up. So if you are (just making up terms here), say, a "warrior", when you hit level 5 in it, you then unlock the ability to start levelling a new class, which takes you into different directions, such as "Holy warrior" or "Guerilla", with some levels in holy warrior taking you deeper into Priest territory, and guerilla taking you deeper into roguish territory. So the best classes, like Witch Hunter, or Paladin, or whatever, could be reached via multiple paths (Witch Hunters, for example, could be started as rogues and work their way over through the web of classes that way). It's been ages since I played the game, and so the names are probably all wrong, but I think that would be an awesome design for an MMORPG. Instead of being completely freeform, like in UO or EVE, or completely class-based, like in WAR or WoW, you could sort of build your own class, with the individual smaller classes being given related abilities and balanced against each other that way. You can have good options (even very good options), as long as these principles are followed.

    In short, though, I think TFA makes class balance sound harder than it i

  18. Balance THIS! by jaggeh · · Score: 1

    Through all the games i have played balancing or 'nerfing' has come along in one form or another. Rather than get along with the game and try to figure out how to use the new balance to your advantage most people decry it without thinking of the larger picture. In UO pre-casting and tank maging was effectively destroying the game outside of towns (pre carebear sharding) so changes were brought in to even out the odds. UO allowed you to unlearn skills overtime so you could change proffessions, that was handy. Starwars galaxies allowed you to unlearn proffessions and had a lot of freedom for character development (pre-nge) Neocron had a LOM pill (loss of memory) that allowed you to re-assign skillpoints and re-spec. the likes of everquest, age of conan, war, wow, city of heroes which have pre-determined classes with subskills, rather than a blank characters that you can develop, requiring you to use respec points or pay for the privilege with real money to alter your end character to suit the current flavor of the month spec. these games are where you see the most whining about balancing despite them being the easiest to reconfigure. some games even un-assign all your points for free when they do a major change. In eve-online they threw the whole book out the window and left most of the balancing up to the player via ship and module selection (gear) this has led to very few elemental changes to the available ships (excluding the speed patch) Long rambling diatribe summarised in 10 words Learn to roll with the punches and come out swinging

    --
    I would give everything i own for a little bit more.
  19. I just want to be special like everyone else by BurzumNazgul · · Score: 1
    When you play a class for the first time you start thinking about how totally awesome it's going to be and how special you are. You run around for the first 20 levels eager to show everyone else how super cool your new class is.

    If you're a warrior you jump in and save that priest from the mob of 3 striders...and she runs away instead of healing you.

    If you're a druid you start to heal that protection pally who's pulled 5 to many bristlebacks...then you lose agro, he heals himself and finishes off the 2 that killed you.

    Eventually you ding 31 and start to realize that your class isn't all that special...but that shaman that just owned your face is!
    ...and you re-roll.

    By the time you hit end game all you really want is a class that can heal, kill or survive...just like everyone else.

    --
    I can say [REDACTED] anytime I want!
  20. Tyler Durden... Balance is for wimps. by neo · · Score: 1

    âoeI say never be complete, I say stop being perfect, I say let... lets evolve, let the chips fall where they may.â

    Why are people so obsessed with balancing these classes. It's stupid and impossible in the long run to create this kind of balance. Rather, classes should be considered "easier" or "harder" to play. If the Rouge class is under-powered then it just makes a high level Rouge player that much more impressive. If a Fighter is easy to level, then you might go that route when you start playing. Instead of wasting time trying to balance the classes, the designers need to focus on making each class fun to play, which is infinitely more important than supposed game balance.

    Besides, all this nerfing and buffing of classes just annoys people. Get back to making the game fun.

    1. Re:Tyler Durden... Balance is for wimps. by Sobrique · · Score: 1

      You're quite correct - if it's fun to play, who cares? Left 4 Dead sort of enshrines this somewhat - infected are not 'balanced' compared to 'survivors' but they're both fun to play.
      Problem is, in most games 'fun to play' also correlates to 'not getting whupped, every single time you fight'. Being mediocre at everything, no matter how awesome your are a player, really isn't as much fun as being an awesome player with an awesome character, and killing everything that moves.

    2. Re:Tyler Durden... Balance is for wimps. by Yunzil · · Score: 2, Funny

      If the Rouge class is under-powered then it just makes a high level Rouge player that much more impressive.

      My 20th level Mascara would totally pwn your Rouge.

  21. MMO's other than Shadowbane are stupid. by Anonymous Coward · · Score: 0

    That is all

  22. Re:The problem is casuals & the placebo of div by Opportunist · · Score: 1

    And how do you want to sell that expansion? With new content alone? C'mon... After a while, your players will notice that your new content is just the old content in a new dress, the game itself does not change at all.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  23. Class Balance in WOW by ukyoCE · · Score: 2, Informative

    If you enjoy reading about class balance, you can see a lot of insight from the WOW game designers (especially Ghostcrawler, lately) at the following sites:

    http://www.mmo-champion.com/

    http://blue.mmo-champion.com/

    The latter is a compilation of every Blizzard post in the WOW forums, while the former is just the highlights of meaningful class changes and discussion.

    The Blizzard devs used to be much quieter, but coming into the latest expansion Ghostcrawler started exposing a lot of detailed reasons behind their design and balance decision. Of course everyone still QQs massively when their class gets nerfed.

    But anyone willing to take a step back and think about game balance has all the design reasons there in the forums to explain why they make the changes they do. Blizzard even had a "Class Q&A" recently that covered a lot of questions about the design goals and directions for each class.

    Unfortunately the blizzard devs get a ton of trolls and QQ in response to anything they do (no matter how kind or innocent). So be sure to watch this peephole into the design process while you can, before the whiners get Blizzard to revert to silence about their design reasons and goals.

    1. Re:Class Balance in WOW by Anonymous Coward · · Score: 0

      For the uninitiated, "QQ" is supposed to look like two eyes crying (blame Koreans for that one) and basically means unjustified or overly dramatic whining.

  24. classes by Tom · · Score: 1

    Sometimes, when you have a problem that bugs and bugs you, and won't go away, you take a step back and realize that it was your initial assumptions that are the problem.

    Classes are a dumb shortcut to simplify game mechanics. They were invented for pen-and-paper RPGs, where you need to juggle things in your head so gameplay can continue smoothly, and where you need graspable concepts or you're busy looking things up all the time.

    With computers, you don't have to look things up, or crunch numbers, the machine does that for you. Classes are unnecessary.

    Fortunately, there's a number of classless (usually skill-based) MMORPGs coming out. They'll probably prove the point, namely that you don't need classes in an MMO. It would certainly help if you have things like professions, just so you can communicate to others what your role in a team is. But humans can do that pretty well. If I think I'm a warrior, then I can say so, whether or not the numbers justify it.

    Me, I've always enjoyed breaking class boundaries. I've played tanking magicians and healing warriors. If the class system doesn't limit you too much, it's fun. When it does, the fun is in seing how much you can bend it before it breaks. :-)

    --
    Assorted stuff I do sometimes: Lemuria.org
  25. Simple and yet never done (that I've seen). by The+Living+Fractal · · Score: 1

    It's pretty simple really. You DON'T. What you do is you create a mechanic that is closely tied to the story which will lead to certain classes or even entire factions being stronger in certain situations. Then you balance to the number of situations. And then you develop a method that rotates those different situations through the various content of the game. This way everyone gets their piece of the pie and the rotation ensures the pieces are equal. At this point the player can enjoy their class because they are playing the style of character they want to play, not just playing the character that the Developers seem to love the most at the time.

    An example might be if you had a "Vampire" class in a game. Obviously the Vampires are stronger at night, so during a battle situation when nightfall comes the Vampires would reign.. Or the Werewolves.

    Then when daylight comes, they would fall behind the classes based on the power of the sun, say like some kind of Mayan Shaman.

    In the above example, the trick would be the length of the day/night cycle so that when a casual players jumps in the game they don't have to wait too long for their cycle and their time "in the sun" (or out of it!).

    It is inherent game mechanics like these that can keep a game interesting.

    But look at WAR for example for a BAD way to balance. Every single class in that game feels like it has the same skills just with different artwork. It's incredibly annoying if you like PvP, because it's just the same old thing over and over again.

    --
    I do not respond to cowards. Especially anonymous ones.
  26. Street Fighter IV by emanem · · Score: 1

    In this game you have 25 different char to chose.
    Sure, is no MMOG, but is very well balanced.
    In SSFIV you never lose at the seleciton screen, but still all the 25 chars are very different. As example, take 2 similar, like Ryu and Ken. You'll be amazed discovering how the playstyle has to be different between them. If you don't believe me, here there's a link to one of the most comprehensive guides. Take a look to see that even the basic attack moves are different between 25 of them.
    This is balance.
    This is why I left WoW.
    Cheers,

  27. classless by jaggeh · · Score: 1

    what we need is true classless games like eve to take the fight to the consumer. no game should be won or lost at character creation, but through the choices you make in advancing your character as you play.

    black and white is boring, grey is where its at.

    --
    I would give everything i own for a little bit more.
  28. Not a Fan of Class-Based Systems by KermodeBear · · Score: 1

    I have never understood the fascination with classes. A person is capable of learning a lot of different things - so should a character in a same. Sure, you may start with a certain set of skills and characteristics that may make you better at one thing over another, but ultimately, nothing should stop a character from learning anything in a game.

    This is why I prefer the World of Darkness rule set for PnP role playing over that of, say, AD&D. Your attributes will naturally make you able to better utilize certain skills, but you can still learn anything.

    As far as MMOs go, this is also why I prefer Eve Online. Your character starts out with a certain set of skills based on your starting race, but after that, there's no restrictions on what your character can learn. I have heard that Ultima Online is similar.

    In some games there may be a "Best Build", but in games with the depth of Eve (or if you have a good GM for the PnP RPGs), then there really isn't a "best" character. There is only "best" for a certain set of circumstances, which can change at any moment.

    In Eve, people post on the forums, "What's the best ship for X" and "What is the best fitting for ship Y", and very rarely do the people reply with a unanimous answer. That's balance, especially in a game that has analyzed to hell and back.

    Even better, I have seen month-old characters wreck incredible damage against an older character with more skill points and experience, simply because the younger player is more clever. I find that to be a good sign of balancing too - where a player's ability to think and respond actually does matter. A character's abilities on paper help of course, but they don't mean a damn thing without a brain controlling them.

    --
    Love sees no species.
    1. Re:Not a Fan of Class-Based Systems by Greyfox · · Score: 1
      EvE does have a very interesting system, yes. UO was somewhat similar except that rather than time-based you had to take actions to raise skills and you had a set skill cap. You really don't in EvE.

      EvE is much more "gear" oriented than other popular MMOs. You fill the roles through the ship you're flying. If I want to tank level 4s for a corporation I just switch ships to one that can take room aggro and not blow up in the process. If I want to do a bit of mining I can train those skills, switch to a hulk and fly to an asteroid belt. Only a small number of skills that I have are really being used in any given ship.

      I like their time-based training too. It forces patience and it takes a lot of pressure off to be in the game playing. A lot of the lower-level skills only take 15-20 minutes to train and you start with a bunch so you can jump right in and start blastifying. However a lot of the higher-end ships require a lot of lower-level skills to fly and take weeks to train for.

      They still try to min/max for EvE, so there are a lot more Archura Caldari Monks than any other starter character, but they've also released mechanics to level the playing field so you don't have to roll that way anymore. The huge diversity of equipment makes it one of the more interesting games to craft in and you see a good diversity of ships out there. Although around the main mission hubs, Caldari Navy Raven battleships are still the most common thing to see.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  29. An old topic by lymond01 · · Score: 1

    This class vs skills discussion has been kicked around since the beginning of MMOs of not since the beginning of pen and paper games (DnD vs Marvel, for example). Here are my thoughts, selectively culled over years packed with wisdom and experience (translation: "off the top of my head") --

    HEALING
    Cut healing from a distance and hit points too. Your character gets injured and this effects swing speed, concentration, movement, etc. It doesn't lower a health bar. Healers are battle clerics or paladins. No one just hangs out in back meditating.

    CLASSES
    Classes right now are player-dependent, not world-dependent. Designers create a world with lore and interesting features, then let people play X number of classes per race. Races and classes should be based on the lore of the world. Perhaps death and healing can't go together easily -- hence you can't distance heal the beserker while he's dicing creatures. If you want to be a paladin (a warrior with powers of light and healing), you can't go around hunting intelligent creatures without cause or you'll lose your paladin powers. If you want to be a combination of warrior/mage/healer -- there are certain things that don't overlap. Perhaps certain magic doesn't work while wielding or wearing (or even carrying) certain types of iron. Perhaps you can't have damaging magic mixed with healing magic -- you can be a utility sorcerer and healer, but not a fireball caster and healer.

    Then don't make definites either. Allow people to play what they want with penalties. If I'm wielding a sword but could really use a fireball right now, let me cast it, with non-reliable results: perhaps it explodes in my face; maybe my sword disintegrates; maybe it casts, but knocks me unconscious; maybe it works just fine.

    Let players make decisions with more than just "which template should I pick" but based on the positives and negatives delivered by the world's lore.

    QUESTS
    Allow players to quest for powers; allow them to quest to overcome penalties for conflicting cross-skills; make it fun to do these things.

    1. Re:An old topic by Whorhay · · Score: 1

      I particularly like the idea of gear having qualities that inhibit or affect spell casting both negatively and positively. I would want it to be a semi-hidden attribute for every item that a character could carry around or wear. You could even assign values to parts of the environment, if wearing too much iron affects your spell negatively so should iron in the surrounding environment. And making the targets equipment a part of the equation would also be cool.

  30. Eve isn't, exactly, classless by JSBiff · · Score: 1

    In eve, your 'class' is largely a function of what ship you have and how you have outfitted it. So, you can pretty easily switch ships and 'change class', but when you are actually out in the game, in a particular ship, you are limited to what you can do by what your ship can do. Final Fantasy XI is sort of similar - you can go back to a city or village and change 'jobs' whenever you like, but when you are any given job, you can only do the things that job/class can do.

    Easily switching classes is altogether different from a 'classless' system where anyone can do anything at any time as long as they have learned how to do it, and have whatever resources are required.

  31. In DaoC it was said... by Grithok · · Score: 1

    ...that when all of them bitch equally, it was balanced.

  32. Class Balance is not always important by PleaseFearMe · · Score: 1

    In good complex games, class balance is not important because there are many objectives in the game. 1v1 PvP is not a good measure of class balance. Even if an Archer can kill a Swordsman at far distance, it does not make the Archer better because a Swordsman can kill the Archer at short range. The Archers are good at long-range fighting while the Swordsman is good at short range fighting. A better example is an Archer vs. a Medic. The Archer will always win, but people will still want to play the Medic because Medics are needed in teams.

    It is only in simple games, where the objective is only to kill the other players, that class balance becomes very important. If Zerg always beats Terran early-game, then it is pointless to play ZvT games. There are many degrees of freedom that determines the strength of a race: cost per unit, unit speed, size of unit, attack strength, hit points, special abilities... When these are pitted against one another on the simple [new HP] = [current HP] - [attacker's attack] algorithm, not one class should have a solid advantage.

    It is only in large 3v3 or 4v4 Starcraft games that other objectives materialize. If Terran always loses to Zerg early game, then the Terran's Zerg allies can protect the Terran in early game. The Zerg can therefore play the objective of early defender, as opposed to just killer of opponents. In 1v1 games, this is not possible to do.

    Also, it is bad when players can only play with one class. Chess has this: black pieces move the same as the corresponding white pieces. An alternative would be where all the black pieces move like pawns and all the white pieces move like bishops. The patient player who wishes to squeeze the opponent to death would want to play the black pieces while the aggressive player would want to play with the bishops. This customization is good because the game would be more personalized for the players. Chess does offer this in the form of aggressive and passive opening positions, but not in the form of pieces. The pieces are orderly enough in the meager 64 squares and one-move step-by-step play that positions can be highly customized, while the units in Starcraft can only pull off positions such as flanks, surprise attacks, etc.

    So in summary, in good complex games like World of Warcraft, class balance is not important because there are many objectives such as healing teammates and making weapons that can make the "weaker" classes fun to play. Class balance in games like Chess and Starcraft is important because there is not enough degrees of freedom to offer objectives other than kill Enemies.

  33. Skill rather than class systems by selven · · Score: 1

    Skill-based systems, where there is only one class and all of the customization is done with talents, are interesting. They are only truly interesting when there is synergy between some skills - for example, a skill that makes you shoot bolts 40% faster and a skill that gives each of your bolts a chance to stun for 2 seconds synergize well because the second skill becomes stronger if you have the first one. The key to balancing them IMO is to have a few synergies that clearly stand out, so you have to have them, but you don't have enough skill points to get all of them so you have to settle for some. That way you only have to balance all the powerful synergies (multiplicatively stacking damage multipliers, short term damage increase + high burst damage, temporary shield + ability that makes you vulnerable but benefits you in some other way are some ideas that I've seen) and still have a lot of customization.

    1. Re:Skill rather than class systems by Whorhay · · Score: 1

      Once you are making a few skills the "must haves" you've thrown out much of the purpose of a skill or talent based system. Or at least the distinction between it and a class system is eroded.

  34. PvE vs. PvP by Impy+the+Impiuos+Imp · · Score: 1

    Balance between classes w.r.t. PvP is heavily weighted to the massive differences between PvP and PvE.

    The solution? Stop making PvE so stupidly unrealistic! Then the "fix" falls out naturally.

    No, I'm not saying magically come up with human-level intelligence for monsters. I'm saying just throw out the root of all evil. Not money, no.

    Taunt.

    Yes, you read that right. Taunt is the root of all evil in these games, and is at ground zero in the PvP vs. PvE balancing act, which is at the root of class vs. class balancing in PvP.

    "But I love taunt!" Good for you. Doesn't mean it doesn't stomp around like a bull in a china shop, wreaking havoc on balancing. Read on, dear fellow.

    Way back when, people looked at movies and books and saw guys withs words attack and kill monsters. The guys were tough, loaded with armor, and very skilled and deadly with a sword.

    But along comes a game, and they don't want people standing there killing things easily and gaining levels.

    So they disallow opponents too "easy". They become green...then gray, and you get no xp at all.

    So you have to fight tougher stuff. Stuff that may very will actually kill you.

    Well, at that point, a tough guy (let's call them generic melee), a melee guy will still be able to stand up to the monster better than a caster. They may not do as much damage, especially to many monsters (a sword isn't a fireball after all) but one at a time, they're awesome.

    So you have to wimp out their damage. Or leave their damage high, but wimp them out making them partially squishy.

    This is where melee forks. On one side are the traditional tankers, high defense but mediocre (at best) offense, and single target at that.

    On the other side are squishier melee who do much more single-target damage. The thief/rogue, monk, and scrapper fall into this class. They turn into essentially single-target melee specialists, who go down fairly well one-on-one, and very fast if they're ganged up on.

    So what does the other fork do? The high defense guy? He's the "tank", who can take it but not dish it out.

    And as a result, he's fairly useless as all the monsters ignore him and go for people who, hehe, are an actual threat.

    So to compensate, you give this guy a special, magical power that is a fake, high-damage attack that gains the attention of the monster.

    This power is called taunt.

    Now the gameplay falls out fairly directly. Super-tough guy runs in, starts spamming fake damage attacks that exceed the real damage of his colleagues, and everyone goes home happy and wealthier, loaded with busted antennae and spoiled gizzard linings.

    Then along comes PvP. Well, humans aren't stupid. Well, they are, but not as stupid as the monsters. They know to ignore the guy with the fake high-damage attack and go for the squishy, high-damage people first, and the squishy healers, and the squishy controllers/mesmerizers.

    And there you have it.

    So take a deep breath, and envision a world without taunt. What happens?

    Suddenly there is no super-tough guy, in the sense of taking a beating. There are just high-damage, single-target melee and high-damage, multi-target ranged casters, and every variation inbetween.

    "Ok, then. Isn't the fireballist now an endangered species? Even if the melee can out-damage a single target, one burst of a fireball will send all the other monsters to insta-kill the caster!"

    Yes. And that's where the controller/mesmerist comes in. They specialize in locking down whole groups of monsters, in one way or another. And they're plentiful. People love to play them.

    So technically speaking, the tank really isn't needed. (The single super-boss we can deal with in a moment.) The controller can handle 99% of the situations.

    And what does this buy you? Now switch to PvP. Controller powers still work, everyone's attacks still work. And the taunting tank isn't "broke" because he doesn't exist. (Oh

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:PvE vs. PvP by Brian+Feldman · · Score: 1

      You're projecting. Not every game is WoW, and besides that, your point has the least amount of validity for WoW than for any other game: Blizzard does not even pretend to encourage anyone to play a "tank" spec in PvP.

      --
      Brian Fundakowski Feldman
    2. Re:PvE vs. PvP by myowntrueself · · Score: 1

      Or you could just implement clipping in the game, so that players and mobs are not like ghosts that you can walk through.

      Then your 'tank' becomes part of a team; whats known as 'a shield wall', physically blocking movement of opponents.

      --
      In the free world the media isn't government run; the government is media run.
    3. Re:PvE vs. PvP by Whorhay · · Score: 1

      Except that the fake taunt as you call it is just as plausible as the magic user that puts out fireballs. Taunt is just a mind trick of sorts that focus's the targets attention, it works in the same kind of way that a mezmerize type spell would.

      And why shouldn't taunt work exactly the same in PvP as it does in PvE? Your reasons against this is that you lose control of your character. Well guess what, all the other crowd control type affects do the same thing by inhibiting control of the character. At least when taunted into attacking another player you are still attacking someone.

      The whole idea of a Taunt is to goad someone into acting irrationally, why is it such a stretch to have a more affective taunt in a game with spells and dragons?

      Personally I'd rather see a game made where players are very fragile regardless of armor, unless it's taken to a huge extreme. That's one of the reasons that the Shadowrun PnP game appealed to me. Everyone essentially had ten hitpoints, combat became more about avoiding taking damage and manipulating the situation to be most favorable to your characters.

      If that means not having huge boss fights with epicly long encounters that boil down to playing Simon and Dance Dance Revolution at the same time, so be it!

  35. EVE Online by Anonymous Coward · · Score: 0

    EVE

    The only game I found that really gives players the ability to balance themselves.

    Your ability to interact with other players is what is important, whether that is in ability to play market, lead others, decieve others http://games.slashdot.org/article.pl?sid=09/02/06/0714218 scam others http://games.slashdot.org/story/09/07/04/021218/Massive-Bank-Fraud-In-EVE-Online

    And as for PVP, you might be the biggest baddest player in EVE, but it really doesn't matter when you come upon 4 friends who set a trap for you. And you better play like you mean it, when you lose something that took you a week or months to earn, its gone, no cheesy repair bill. If you cant beat them in a fair fight, uh... why again were you trying to fight fair?

  36. HAhahahahahahaha! by Anonymous Coward · · Score: 0

    http://www.memorableplaces.com/mudwimping.html

    Old yet worth the read.

    Because in the end, as Tenny says, "Hell if you took all classes off your mud except say warriors, and then you copied all of the skill set into 4 other named classes, renamed the skills and classes, making no adjustments, people would STILL say they weren't balanced."

    Neither developers nor players will ever learn, however.

  37. Asheron's Call by Anonymous Coward · · Score: 0

    This is precisely what happened in Asheron's Call. That was a classless, skill-based game, and while it was very neat at first, a wide open game full of possibilities, within a year or two there was a "best class," and everyone used it. Even worse, since everyone was using it, devs created new dungeons with that class in mind - i.e. they tweaked things to be challenging for people with a particular set of skills, since nearly everyone had them. This had the effect of not making the dungeons difficult for the rare players of other builds, but instead impossible. That in turn created a feedback loop: it's too hard unless you're the "right" build, so you reroll to have the right build, and more dungeons are made for that build, and more people switch to that build, and...

    A trap that sucked all of your mana away as a combat / mage hybrid (the "right" class) forced you to fall back on your combat skills. Challenging. Unless you were a pure mage, in which case it rendered you completely vulnerable, unable to attack, defend, or heal. Similarly, unless you had Life Magic in PVP, which allowed you to put up elemental resistance and create elemental vulnerabilities, you could expect to be killed in one shot by someone who did have those skills.

    Incidentally, I may have some of the finer details incorrect, as when this all started to fall out was just about the time that I quit playing. The definitive rant on the subject:

    http://mu.ranter.net/asherons-call/my-brain-explodes

    And choice quote:

    "[...] new high level content is geared specifically for one type of character design and approach to play and if you do not follow this mandated play style you can do NOTHING AT ALL. In addition, since this is a seemingly unstoppable trend, this means that eventually if you are not playing in the mandated style there will be no new high level content at all appropriate for you and the game life of your character ends with infinite tuskers and certain parts of Aerlinthe if you are lucky. "

  38. Don't work mate by SmallFurryCreature · · Score: 1

    Such skill based systems are the domain of the min-maxers. People who combine skills to get the ultimate figthing machines who then scream like babies because they still lack some skills like healing and nobody wants to heal their min-maxed asses.

    The class system is the best way to enforce at least a minimum of variance where not all the kiddies are running out as max-dps while the entire system falls apart because DPS only works for some fights.

    Go ahead, come up with a better system and then let it loose into the hands of the min-maxers, your system will fail.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  39. Balance is Easy by Nom+du+Keyboard · · Score: 1

    Balance is easy. Any character with a 3-level or more advantage or more should win 90% time when played by players of relatively equal skill. That advantage should go up to 99% with a 10-level advantage. Now how hard is that to implement?

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  40. Former Dark Templar player say.... by MrBandersnatch · · Score: 1

    I have HUGE problems listening to one of the g*** responsible for the huge ass-f****** that was experienced by players of the DT class in Age of Conan. I'd turn to this f****** for insights about class balance in the same way I'd turn to Howard Stern for insights on womens rights. F******.

    And yes I AM still angry.

    F*******.

  41. A different view by RingDev · · Score: 1

    I too am in the "learn as you use" camp of classless gaming. But I would go further.

    Especially given the lessons we can learn from WAR and other more PvP based games.

    When you think of all abilities in all games, you can classify them as Healing, Damage, Cleansing, and Crowd Control.
    You also have 4 different deliveries: Point target, target AoE, point blank AoE, and front arc/directional.
    You also have a number of other effects like: Action time, energy consumption, critical change, range, chance to disrupt, penetration, cooldown, etc...

    The biggie from every PvP game I've seen is the balancing of Crowd Control. IMO, you should never lose control of your character completely for more than 2 global cooldowns (3 seconds in most games). You should never lose the ability to move for more than 3 global cooldowns, you should never lose the ability to attack/cast for more than 4 global cooldowns, you should never be stuck with a movement debuff for more than 5-6 global cooldowns, etc...

    All those numbers can be balanced, but you can classify them all down to:
    1. Knock down - can not attack/cast/move
    2. Snare - movement speed debuff only
    3. Root - movement halted
    4. Disarm/Silence - appropriate abilities are unusable
    5. Knockback/Pull in - target is moved rapidly away from or closer to the caster

    And you would have to have immunity timers built in based on the classification of the CC, not the specific CC ability nor as a blanket 'all CC' immunity.

    My argument is to open it all up. Lets say you start out a new character. You find a "scroll of Lightning". You read it. You now have a very basic lightning spell. It does a small amount of damage to a point target with a small chance to crit, a long cast time, and little likelihood of penetrating armor/resists or causing a disruption. After casting it 10 times, you learn a bit more about the spell. You can then put a point in to damage, crit chance, cast time, etc. Or you can save your points up till you've cast it 30 times and spend 2 points to make it heal your friendly target at the same time it damages an enemy. Of course, each time you increase any effect of the spell, the cast time, cooldown and energy consumption will increase as well. So sure you can get a super powerful spell, but you'll have to get a 15 second window to queue that bad boy up and it'll drain every bit of energy you have. But honestly, if someone is sitting in range of your shot from hell for 15+ seconds, they probably deserve to get hit ;)

    It would be a completely dynamic system where you could have a melee attack that does a frontal cone knock down, or a bow shot that drains life from the target, or a blast of icy water that slows a target down.

    At that point, the balancing become easier, IMO, as you have a set of abstract functions that you can adjust as needed. What would be the truly challenging part, would be a dynamic animation system that could generate the required graphics for the huge array of possible attacks.

    Anyway, that's been rattling around in my head for a while now. Go find a developer crazy enough to try it with better production quality than Darkfall!

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  42. be wary of stun/incapacitate mechanics by Anonymous Coward · · Score: 0

    IMHO, effects which incapacitate or cripple players are going to be the hardest thing to balance - when they are coupled with high damage output, they become at best who can get the lock off first, and at worse a total imbalance. Consider any effect that cripples a signifigant part of a classes functionality as "lockdown" regardless of whether it renders them completely unable to act - a caster class that can't cast probably becomes useless unless already you have casters heavily reliant on weapons (particularly ranged ones) for damage. A healer that can't heal is similarly useless. These are the things that wreck the balance spreadsheets - sure class A may have equal damage output and damage mitigation to class B, but if class B can do it's damage while keeping class A unable to act, it's broken. Balancing these over short fights where burst damage rules is going to be near impossible - losing 3 seconds of a 5 second fight is more or less a fatal disadvantage. In longer fights, you have to look a how much of the fight you can take a player out of the equation, and how much damage can be done to them, as well as how many players it will take to effect that. One character shouldn't be able to both keep another locked down and take them from full health to dead, except possibly through miracles of random chance. A few ways to balance this: - Tie up both attacker and defender when appropriate - a silencing effect (preventing spellcasting) might have to be channeled. A fighter might grapple with an opponent to keep them out of the fight - doing only negligible damage in the process. - Put a high resource cost on pure crowd control effects. - Pure crowd-control effects should be broken by damage, and should come with a residual immunity to the same when they break. - Pure crowd-control effects should have disadvantages. (healing the target, making them immune to damage during the effect, etc) - Lockidown effects shouldn't facilitate large amounts of damage. - Consider triggering certian buffs as a response to lockdown attempts - repeated stunning attacks might enrage a target, making them harder to stun and increasing their physical damage.

  43. Classes? CLASSES? We don need no steenk'n classes! by Anonymous Coward · · Score: 0

    What are these 'classes' you speak of?

    *goes back to playing EVE Online*

  44. Idea by Geminii · · Score: 1
    Would it be a bad idea to nerf-balance in real time by applying an inverse multiplier to DPS and various other stats based on the percentage of currently-active characters on that server with that class/race?

    Ideally, it would mean that any new class or race with over, say, m/2n active characters (where n is the number of character categories on a server and m is the total number of active characters in play on the server) would have its stats multiplied by m and divided by the number of active characters in that category. When a new category was introduced, it would become quickly popular with players as it would be up to twice as powerful as the average balanced character (even though starting at level 1). As the number of characters of that type increased, the stat/effect multiplier would fade until there were an equal fraction of new characters and old ones running around at any given time.

    The advantage would be that if a character type got its baseline nerfed a little too much, it would become less popular to play at any given moment, making its multiplier increase, making it more popular again, bringing its multiplier back into balance with its popularity. Likewise, if it was made too powerful, more people would play it, its multiplier would drop, and it would effectively re-nerf itself back into that same balance again.

    Sure, it'd only work on servers with enough players and active characters to make gaming the system more trouble than it was worth, but it would have the positive side that tracking the multipliers for each type would allow gaming companies to spot overpowered/nerfed classes fairly easily, simply because their multipliers would be consistently out of whack.

  45. No such thing as balance. by VeNoM0619 · · Score: 1

    In reality, there is no such thing as "perfect" balance. In most games I have played, people tend to stick with only 1 build/strategy because of some more highly skilled player succeeding with it (for him). Then for some time, this "ultimate" build is considered overpowered, until time goes on and some other intelligent individual figures out a way to counter (so people either believe the counter is overpowered or their once thought of ultimate build is underpowered). Balance is countered by strategy/skill. Sure, there requires some balance, but you can never perfect it.

    --
    Disclaimer: I am not god.
    We may not be created equal
    But we can be treated equal.