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Weaknesses

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TheMightyPaladin
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Weaknesses

I would like to have the option of gaining additional Abilities, by accepting disadvantages.
The most common type of disadvantage would be a vulnerability that makes you take extra damage from a certain attack type, or take longer to recover from certain effects, but there could be other disadvantages as well.

What do you think?

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I think you're in for a

I think you're in for a lecture (most likely from Redlynne) about how this is usually a bad game design because people either find a way to exploit it by eliminating the drawback or mitigating it somehow while still enjoying the reward. That or it really IS a legit drawback that you just can't marginalize somehow and people say "I don't want that, there's no way to exploit it for personal gain." and it never gets used by anyone ever because it makes your toon "strictly worse" than they'd be without it.

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I'm not aware of any MMOs

I'm not aware of any MMOs that have tried this so I'm not sure how anyone can be sure it's a bad idea.
A lot of pen & paper RPGs do it.
It seems to work out fine for a lot of comic book heroes like superman and green lantern.
The trick to making it work is to not pull any punches. Make the extra abilities a big bonus and make the vulnerability a big disadvantage.
No one will want to take on a disadvantage for a little bonus but if it's worth a lot people will give it a try and might like it.
You know it's easy to take a risk when it's not your only character,

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Yeah, this has already been

Yeah, this has already been discussed. Pen and Paper work a lot differently than programming does. It's easier for the GM, or DM, to control how everything balances out doing what you are suggesting than it is for a program. I believe some MMO's have tried to do something like this and removed it, because people found ways to take advantage of it to the point that it was just completely unfair and not fun. Min/Maxers love to get their hands on stuff like this.

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Radiac wrote:
Radiac wrote:

I think you're in for a lecture (most likely from Redlynne) about how this is usually a bad game design because people either find a way to exploit it by eliminating the drawback or mitigating it somehow while still enjoying the reward. That or it really IS a legit drawback that you just can't marginalize somehow and people say "I don't want that, there's no way to exploit it for personal gain." and it never gets used by anyone ever because it makes your toon "strictly worse" than they'd be without it.

I would ... but in this case I really don't need to.

This whole notion of "Let Me Pick My Weakness" is really just an exploit waiting to happen, and in a MMORPG with no one ACTIVELY monitoring what people choose is really just a Rules Rape waiting to happen. We don't need to guess if this will happen or not ... it happens EVERY SINGLE TIME it gets tried. Why? Because people are "clever" and know how to optimize.

Welcome to Min/Max gaming.

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Yeah, MMOs are not PnP, and

Yeah, MMOs are not PnP, and the GM of a PnP game is much more able to ensure that a weakness comes up. This just isn't the case in an MMO. And, if it were to be done anyway, that would just mean "well, I don't do that content, because it impacts my weakness." This leads to both complaints about not enough content/content being designed to "pick on me," and about the game being "too easy" because the min/maxed character is custom-designed for this content that has none of his weaknesses exploited.

The game would wind up being either "Too easy" or balanced around the min/maxed characters at their peak, which then requires a different character build for each scenario. Rather than Superman facing kryptonite, you'd have him just never go into those missions (sending Martian Manhunter instead), while Superman handled the burning buildings. And both cakewalked. Or both were challenged, and Green Arrow (who didn't take a weakness and thus didn't gain extra powers) is overmatched.

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There actually were

There actually were weaknesses in CoH.

You had to really work to compensate enough to make a fire tank decent against serious ice damage, and you could practically ignore any incoming fire damage. At high levels, no matter how much you compensated, you had to remember if you were facing a significant amount of ice damage (like the demons in the new DA).

And then there was the ever-discussed "psi-hole" and the dangers of the generally less-resisted energy damage which was more common at endgame. And, of course, the less-well-implemented and later fixed Epic AT weaknesses.

But... it was "hardwired in" to the powersets so that it was more manageable for the devs, and minor enough that rather than being an exploit, it made building more of an art and so more fun. And the devs could and did use it to sculpt the challenge level of content.

I would like to see this somehow carried over to CoT because it was thematically fun and made building much more interesting. But obviously it can't be both freely picked and highly impactful strengths and weaknesses.

I think, quite opposite to the OP's assertion:

TheMightyPaladin wrote:

The trick to making it work is to not pull any punches. Make the extra abilities a big bonus and make the vulnerability a big disadvantage.

The trick will be to make the effects mild enough in effect and limited enough in choice that they merely ad a dash of flavor to the game, not become too significant of a build mechanic.

Also, just to point out:

TheMightyPaladin wrote:

It seems to work out fine for a lot of comic book heroes like superman and green lantern.

Obviously, in a comic book where the writer simply decides what happens, major strength and weaknesses are excellent plot devices. In an MMORPG where for the devs controlling things is more like trying to ride a wild bull, it is a recipe for disaster. Extreme apples and oranges.

This all being said, the small amount of strength and weakness that CoH wove into powers greatly enhanced the flavor of the game in my opinion, and hopefully can be developed further in someway by MWM to be an even better strength/weakness system in CoT.

Inasmuch as that, I agree with the OP.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I'm going to go against the

I'm going to go against the grain here and suggest a way that a strengths/weaknesses system COULD be introduced into City of Titans that wouldn't necessarily be unbalancing.

Instead of running the vulnerability system on Damage Types ... run it on the equivalent of Origins instead.

Consider ... that in city of Heroes there were five Origins arranged in a circular wheel pattern:
[list][*]Natural
[*]Magic
[*]Mutant
[*]Science
[*]Technology[/list]
All you'd have to do is rule that your character is "strong" against your own Origin, "neutral" against the two adjacent Origins, and "weak" against the two opposing Origins.

Natural strong against Natural, is neutral to Magic and Technology and weak against Mutant and Science.
Magic is strong against Magic, is neutral to Natural and Mutant and weak against Science and Technology.
Mutant is strong against Mutant, is neutral to Magic and Science and weak against Technology and Natural.
Science is strong against Science, is neutral to Mutant and Technology and weak against Natural and Magic.
Technology is strong against Technology, is neutral to Science and Natural and weak against Magic and Mutant.

That sort of thing.

Now when I say "weak" and "strong" I'm talking like +2% strong (you've only got one strength) and -1% weak (you've got two weaknesses), so really not all that much of a difference. But even then, you might (NOT) be surprised at the lengths people will go to in order to only ever deal with that +2% situation while avoiding the +0% and -1% conditions like the plague.

The bottom line is that this kind of consideration is something that works great in a (SCRIPTED!) comic book or movie where there is someone "controlling" everything that happens (either a script writer or an editor or director), as opposed to being something happening in a game where everything is a collaborative effort between the players, the devs and the spirit of the community.

"Carnival of Shadows is Magic Origin and I'm weak to that so I'll never do that content."

Again ... the incessant drive to Min/Max rules everything around you, even if you aren't participating in that mindset yourself.

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I think maybe instead of

I think maybe instead of giving categorized weaknesses (where you can just avoid, say, fire damage to mitigate that) you could make them more broad-band like slower movement, lower resistance caps, lower damage caps, lower accuracy caps, etc. That way you can't get away from the weakness but you get something somewhere else in your build to make up for it.

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Yes, people will try to avoid

Yes, people will try to avoid or get help with things they're vulnerable to. That doesn't mean they ignore their weakness. It means the weakness effects their behavior in the game in a natural and predictable way. If they really do try to ignore their weakness then they'll have a very hard time with missions where it occurs. (Maybe they could earn an "Overcoming Weakness" Badge)
And one thing I should make clear is that I have absolutely no interest in preserving someone's delusion of "Game Balance" I'm talking about giving players a wider variety of play options.
Balance never works anyway. Just look at all the arguments we have about it and how one type of character does better or worse in PVP (By the way I hate PVP with every fiber of my being)

Trying to preserve game balance really limits both players and developers. A power player wants to run around smashing through wimps until he comes up against a real challenge and a Less powerful character is going to be made by a player who wants to take on more street level fights, or use stealth and he shouldn't be taking on gods.
That's why I've said in a different thread that I don't like xp or levels. I just want to make the character I want to play. I don't want him to stop being what I envisioned when he levels up too high for the kind of adventures I wanted to play, and I don't want to have my Uberman fighting skeletons because he's not ready to take on supervillains.

Yes I would play both types at different times, sometimes I feel like a nut, sometimes I don't. It works the same way in the comics. You don't see Superman going after the Joke, unless the Joker has Kryptonite or magic in this story. And you never see batman going up against Darkseid unless he's teamed up with the whole freaking Justice League.

By the way. here are 3 easy ways to deal with powerhouses tanking over missions that don't include their weakness:
1) Give weaker main villains a generic weapon that's programed to have whatever attack type the powerhouse is vulnerable to. Players without any vulnerabilities would just see the villain normally.
2) Lower XP for missions that you power through. If you gain powers at levels, then the way to grant powers to people who take weaknesses is to raise their starting level. That makes lower level missions worth less or no xp anyway.
3) Finally (and this is the best one of all) just abandon xp and levels. Let us play the adventures we want the way we want and have fun doing it. Then if your stealth character sneaks past all the cannon fodder and takes out the main bad guy with a sneak attack, he doesn't feel penalized for using his Abilities the way he should. Maybe he could even earn a special reward for completing the mission faster than a powerhouse character could have.

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Yeah, I'm still a -1 to this

Yeah, I'm still a -1 to this idea. Just don't think it'll work the way you'd hope it would. Also not a big fan of your suggested fixes for it either.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

And one thing I should make clear is that I have absolutely no interest in preserving someone's delusion of "Game Balance" I'm talking about giving players a wider variety of play options.

Um ... fail?

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Could something be done where

Could something be done where players choose their weaknesses and gain benefits for it?

Sure. I'd say it can even be done well and balanced. It has been done before in certain ways, though usually it involved somewhat limiting the options (naturally).

The problem is that the only ways I've seen this done effectively is when the entire system of building your combat capabilities is based on the principal of trade-offs and min-maxing is actively encouraged unless you're going for a specialty metagame exploiting build. These systems tend to both be necessarily complicated in order to achieve an appropriate margin of gameplay balance, and this complexity makes them that much more difficult to balance from the developers standpoint (See Eve Online).

In the case of CoT and the game that I imagine we want to play, this sort of mechanic would not fit well, create unwanted complexity for players and developers, and just generally not be counterproductive.

I could see a system of some sort being created, even within the context of a super-hero game, and working. I just don't think CoT is the right place for it.

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Redlynne wrote:
Redlynne wrote:

TheMightyPaladin wrote:
And one thing I should make clear is that I have absolutely no interest in preserving someone's delusion of "Game Balance" I'm talking about giving players a wider variety of play options.
Um ... fail?

I made it clear why I consider game balance a delusion by pointing the constant arguments about how things work in PVP. and I don't think anyone is convinced that every character type is equally equipped to solo. Since game balance doesn't work lets quit trying to pretend. There's no reason why all character types should be equal in all situations. Each plays a different role for a reason. And since game balance isn't real, why use it as a reason to limit a player's options in making or playing his character?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

... since game balance isn't real, ...

Errrr... thats kinda like saying All Men Arent Created Equal.

If you must, just say "since game balance isn't attainable". ;)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Redlynne wrote:
TheMightyPaladin wrote:
And one thing I should make clear is that I have absolutely no interest in preserving someone's delusion of "Game Balance" I'm talking about giving players a wider variety of play options.

Um ... fail?

I made it clear why I consider game balance a delusion by pointing the constant arguments about how things work in PVP. and I don't think anyone is convinced that every character type is equally equipped to solo. Since game balance doesn't work lets quit trying to pretend. There's no reason why all character types should be equal in all situations. Each plays a different role for a reason. And since game balance isn't real, why use it as a reason to limit a player's options in making or playing his character?

No one ever claimed that "game balance" in a MMO is something that's easy to achieve or even 100% achievable to begin with. But if game Devs don't at least make the attempt to work towards that concept/goal then I promise you that virtually any MMO game concept you could think of would utterly fail.

It might be easier to think of MMO balance in the simplistic terms of the classic "rock-paper-scissors" game. No one would expect that a rock would be able to do well against a paper but everyone pretty much relies on the rock being able to defeat a scissors. In a game with no accounting for balance as you describe no one could count on the rock being able to predictably beat anything. You'd have gaming chaos on your hands.

That's why your general notion of "game balance being a delusion" is itself delusional and strikes at the core of why your unoriginal suggestion for having min/maxable damage-based "weaknesses" is highly problematic at the very least. You yourself claimed that you haven't really seen any MMO try something like this - did you ever stop to think the reason for that is because it's a relatively exploitable concept that most everyone else already dismissed as unworkable in the first place?

Giving players a "wider variety of play options" cannot supersede overall game balance. You can't wish that game balance doesn't exist just because it's not perfect or interferes with your ill-conceived ideas about making players happy via overt unbridled tankmagery.

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oOStaticOo wrote:
oOStaticOo wrote:

Yeah, this has already been discussed. Pen and Paper work a lot differently than programming does. It's easier for the GM, or DM, to control how everything balances out doing what you are suggesting than it is for a program. I believe some MMO's have tried to do something like this and removed it, because people found ways to take advantage of it to the point that it was just completely unfair and not fun. Min/Maxers love to get their hands on stuff like this.

I'm a fire mage. I can become a really powerful fire mage if I choose to be weak against cold effects. Okay, I am now wearing a parka to defend from cold. Because I am wearing a parka I can't use this shield generator that has a chance to reflect bullets.

If done correctly the system can work. In the above example you now have a powerful fire mage that has average defense instead of a powerful firemage that is strong against physical projectiles and weak against cold.

If you hang up on having that weakness be a permanent weakness that can't be geared around in some way then no, the system will never work. But if you expand your view and see what covering that weakness is costing the player it can work, and it can work very easily.

Personally I would love this system so long as it was implemented intelligently.

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Lothic wrote:
Lothic wrote:

It might be easier to think of MMO balance in the simplistic terms of the classic "rock-paper-scissors" game. No one would expect that a rock would be able to do well against a paper but everyone pretty much relies on the rock being able to defeat a scissors. In a game with no accounting for balance as you describe no one could count on the rock being able to predictably beat anything. You'd have gaming chaos on your hands.

So if the Tank is rock and the Blaster is Paper and the scrapper is scissors, what are the Controllers and defenders?
I'm sorry your example oversimplifies the concept to the point of just being wrong. The fact is that each character type has it's own roll to play. (Although I was never really clear on why tanks and scrappers were separated or what a scrapper was supposed to do as part of a team) People will play the kind of character they want to play for their own reasons. Even in a game like D.C. Heroes (the pen and paper RPG from mayfair games) where Superman can smash everyone, most people don't play as Superman because they'd rather make their own original character or they just prefer a different character.
If you give people a chance most of them will take the fun options. And if you just forget about PVP you don't need game ballance. Even if you do keep PVP people should just accept that some characters are going to be impossible to beat without using some teamwork and strategy. Try exploiting his weakness!

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The problem isn't "I'm weak

The problem isn't "I'm weak against cold in order to gain a bonus to my fire damage, but now I'm wearing a parka!" The problem is, "I'm weak against cold, so I just won't go do that mission with cold enemies, and I'm going to go farm this one that's got enemies weak to fire that don't do cold damage."

We start to have to balance the mission for the fire-boosted guy, lest he cakewalk through them, and complicate team-building by making the level be even less of a suitable indicator of capability to handle a given mission than it already is.

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I agree withg Segev, and

I agree withg Segev, and would reiterate that if the weaknesses are really broad, like "you move slower, always, no getting around it" or "Your total overall damage cap is lower than normal for your class/spec, and you can't re-raise it" then MAYBE weaknesses would work. But what would the payoff then be for those type of weaknesses?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

So if the Tank is rock and the Blaster is Paper and the scrapper is scissors, what are the Controllers and defenders?

Lizard, Spock? ;)

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To emphasize Segev and Radiac

To emphasize Segev and Radiac's points, CoH didn't have much problem with team leaders looking for very specific builds or team makeup for certain missions because not only the AT's and powersets but also the missions themselves were well balanced.

No, not perfectly, but well. And this was one very central reason that teaming was so casual and FUN in CoH.

With no effort to balance and large strengths and weaknesses, we'd end up with leaders looking for very specific builds and team makeups for particular missions-which is what makes a lot of other games a pain in the butt to try to team in.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Rock, Paper, Scissors, Lizard

Rock, Paper, Scissors, Lizard, Spock, or the various interactions of the different Chi types might be a good path to try and research into balancing a system of weaknesses and strengths based on origin or something. As I'm sure Lothic and Redlynne recall, I discussed this in the path and was shot down and made a bit of a fool of myself. Frankly though I still think it's worth discussing and allowing people to choose a form like this.

This is what I mean, it comes from the Wu Xing, which obviously resembles the rock paper scissors lizard spock diagram with the surpression in mind. Really not sure how this could play in except by perhaps allowing the nature of your powers have a baked in weakness, fighting something using fire will make icers have a hard time fighting, but so will the fire user since evaporation is harder and therefore fuel doesn't catch, and of course gets wet... I dunno, this topic seems to get people really agroed...

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Another question that I

Another question that I thought up: if I have a tanker with a weakness that makes his damage output even worse, but upps his resistance, that's even more tanky, but if I opt to go the opposite way (less resist for more damage or something) then you may be getting into the problem of making a tanker that feels more like a scrapper, etc.

Anyway, I'm still in favor of "no weaknesses" to be honest.

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I really liked CoH strengths

I really liked CoH strengths/weaknesses. Baked in so easy to control, and just enough to ad flavor but not enough to throw things out of whack.

But I'll be happy whatever.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I like that idea radiac of

I like that idea radiac of the "universal weakness" type thing. Although what I'm seeing is another iteration of the classification system. If I remember right, in CoH the damage cap was different for a scrapper than for a tanker. It seems that these would already be in play, taking a weakness being "I am a blaster and thus have low defense" for the payoff of "I'm a blaster so I do lots of damage"... Adding these in again will most likely only lead to the "super blaster!" or "super tanker!" who just take a weakness that already affects them to add to their existing strengths... not a bad thing I suppose, just more specialization.

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Yeah, you could also prevent

Yeah, you could also prevent the MOST damage resistive class from taking the :less damage for more resist" weakness combo if you wanted to, just to make the hard cap the hard cap.

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Why can't we have it work

[img]http://upload.wikimedia.org/wikipedia/en/0/07/FiveElementsCycleBalanceImbalance.jpg[/img]

Why can't we have it work like this, instead of just a weakness you pick, it's a weakness and other forms of interaction based on choices already made. It's just a thought, I always like the scenes where you have two antitheses fighting one another and the elemental cancelation, or two elements that empower one another fighting and BOTH getting messed up because of whatever.

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Segev wrote:
Segev wrote:

The problem isn't "I'm weak against cold in order to gain a bonus to my fire damage, but now I'm wearing a parka!" The problem is, "I'm weak against cold, so I just won't go do that mission with cold enemies, and I'm going to go farm this one that's got enemies weak to fire that don't do cold damage."

This just sounds like smart gameplay to me. If a dungeon is easier with a tank than without would you not bring a tank? If a raid is easier with 5 mages than without would you not endeavor to bring 5 mages?

You see this as bypassing a weakness, I see this as proper RP for a character that is weak against cold.

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The thing is its mot actual

The thing is its mot actual smart game play if a weakness can always be avoided sufficiently. Than what was the point of choosing a weakness? If it was to get a strength in a particular area that can almost be leveraged than the system is t doing what its intended to do.

Further more including a system that randomly exploits a weakness tends to negatively impact game play and cause frustration with general players whereby only those capable of adapting can manage the extra difficulty sufficiently. Case in point Kheldians and why the special weakness ended up being changed in mitigation.

Our game play And powers design team has discussed this extensively. And one of the major hurdles is developing a system whereby players that arent familiar with the game dont end up inadvertently causing themselves undo frustration which means that every choice must be capable of not only meaning something on both e da of the positive / negative results but that no matter the build choices each possible combination still performs within a given range of expectation.
This means that the time to design and test every weakness / strength choice combo mist be tested with each combination of power sets of each and every classification and eqch and every mastery. This makes the design and testing phase exponentially longer over our current design schema.

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Tannim222 wrote:
Tannim222 wrote:

Our game play And powers design team has discussed this extensively. And one of the major hurdles is developing a system whereby players that arent familiar with the game dont end up inadvertently causing themselves undo frustration which means that every choice must be capable of not only meaning something on both e da of the positive / negative results but that no matter the build choices each possible combination still performs within a given range of expectation.
This means that the time to design and test every weakness / strength choice combo mist be tested with each combination of power sets of each and every classification and eqch and every mastery. This makes the design and testing phase exponentially longer over our current design schema.

This sounds like the decision has already been made by the developers so there's probably little point in saying any more about it. Let me know if I'm wrong

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Discussion is good and

Discussion is good and welcome. You never know what may come of it, I only meant to address the concept as its been brought up. There are reasons why we didn't go the route but a weakness / strength system [i]at this time[/i]. Who knows what features may develop later and discussions such as these may lead to new features being a reality. That being said, everything discussed thus far is pretty much ground we've tread upon already, as thus far everything brought up pretty much has not addressed some of the fundamental problems with the basic proposal. Who knows where the discussion may end up, but its current course keeps coming back to the same main ideas. I only meant to point out why those ideas are so difficult to implement.

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I think TheMightyPaladin has

I think TheMightyPaladin has a point in suggesting "2) Lower XP for missions that you power through. "

Trading off mutually exclusive advantages is an essential element in many real-world settings, and I think that challenge is part of the fun of character design. CoX incorporated that principle in a few ways, including the nature of the powersets associated with the different archetypes, and by allowing a finite number of slots to be allocated to enhancements.

And in a rough way, CoX also incorporated a reward (XP) system based on degree of difficulty - mission level versus your (team's) level. But there was no adjustment for the degree of difficulty for your particular build vs. the enemies you faced. Could extending that principle be a simpler solution than exhaustively testing and tweaking each power combination against each enemy class, trying to make them all perform the same?

If you want to have a build that is likely to be undefeated 9 times out of 10 in a particular mission then fine; but the player whose build stands to be defeated half the time would get a higher XP reward for each win, so that equally skillful players end up with approximately the same XP after 10 tries.

Positron wrote in his blog that no matter what you do, there will be some folks who sit at the computer night and day working out the weaknesses of your system. That's the game to them. Rather than trying deny these players their kind of gaming by homogenizing all the builds, give the exploit chasers another angle to worry about. Just be sure to call it 'bonus points for difficulty'.

Somebody will always complain. When they do, quote Quark to them: "The greater the risk, the greater the reward!"

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Thank you Doctor Zorka.

Thank you Doctor Zorka.
I wish there were a way to just thumbs up comments.

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The problem with "well, his

The problem with "well, his build is weaker against this mission, so he should get more exp" is that it's one of those problems that sounds simple...but isn't.

http://xkcd.com/1425/

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I'd really rather not have

I'd really rather not have weaknesses for strengths introduced to the game. And I'm also completely against getting rid of XP or slowing XP down. Before the XP curve was fixed in CoH there were a lot of people that absolutely HATED the grind it took to get to 50. I know a lot that quit playing it because of it. They later came back once the curve was fixed and made a lot smoother. As I've said, it works great for pen and paper games where the GM can control it but it's terrible in console and pc games.

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There needs to be some

There needs to be some defined variables before even suggesting ANY parts of the system

How many functional damage types (I'm working on an assumption of 3, 4, or 5)
From there the math changes dramatically. Without the math it's impossible to build a game system, even checkers uses mathematics in game system design

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DoctorZorka wrote:
DoctorZorka wrote:

Positron wrote in his blog that no matter what you do, there will be some folks who sit at the computer night and day working out the weaknesses of your system. That's the game to them. Rather than trying deny these players their kind of gaming by homogenizing all the builds, give the exploit chasers another angle to worry about. Just be sure to call it 'bonus points for difficulty'.

Positron wasn't the first game designer to figure that out. It's been clear for decades that there will always be people who'll "game" a system (a.k.a. min/maxing) no matter what game you're talking about.

I would agree that "homogenizing all the builds" is a poor solution to combat this issue because again we've just established it'll always happen regardless. But just because it can't be eliminated completely does not mean we must swing the other way and make min/maxing a trivial thing to do. Unfortunately TheMightyPaladin's idea concerning weaknesses is just that - a means to make a certain type of overpowered min/maxing very easy to do. This is why it should not be allowed without a great amount of consideration for overall game balance and even then is likely something that shouldn't be doable regardless.

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Point taken. And it's always

Point taken. And it's always nice to see another XKCD fan.

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Lothic wrote:
Lothic wrote:

there will always be people who'll "game" a system (a.k.a. min/maxing) no matter what game you're talking about.

And why does that bother you. How does that even effect you? If you don't want to play that way just don't, but what does it matter to you if someone else does?

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Redlynne wrote:
Redlynne wrote:

I'm going to go against the grain here and suggest a way that a strengths/weaknesses system COULD be introduced into City of Titans that wouldn't necessarily be unbalancing.
Instead of running the vulnerability system on Damage Types ... run it on the equivalent of Origins instead.
Consider ... that in city of Heroes there were five Origins arranged in a circular wheel pattern:
Natural
Magic
Mutant
Science
Technology
All you'd have to do is rule that your character is "strong" against your own Origin, "neutral" against the two adjacent Origins, and "weak" against the two opposing Origins.
Natural strong against Natural, is neutral to Magic and Technology and weak against Mutant and Science.
Magic is strong against Magic, is neutral to Natural and Mutant and weak against Science and Technology.
Mutant is strong against Mutant, is neutral to Magic and Science and weak against Technology and Natural.
Science is strong against Science, is neutral to Mutant and Technology and weak against Natural and Magic.
Technology is strong against Technology, is neutral to Science and Natural and weak against Magic and Mutant.
That sort of thing.
Now when I say "weak" and "strong" I'm talking like +2% strong (you've only got one strength) and -1% weak (you've got two weaknesses), so really not all that much of a difference. But even then, you might (NOT) be surprised at the lengths people will go to in order to only ever deal with that +2% situation while avoiding the +0% and -1% conditions like the plague.
The bottom line is that this kind of consideration is something that works great in a (SCRIPTED!) comic book or movie where there is someone "controlling" everything that happens (either a script writer or an editor or director), as opposed to being something happening in a game where everything is a collaborative effort between the players, the devs and the spirit of the community.
"Carnival of Shadows is Magic Origin and I'm weak to that so I'll never do that content."
Again ... the incessant drive to Min/Max rules everything around you, even if you aren't participating in that mindset yourself.

I get your idea, but with the example used, I can't say I really care for it.

Fire Mutant for instance shouldn't become weak to fire damage, just because it was magic in origin. Fire is fire. Now, I can see the difference between a fire blast and a magic damage blast and maybe the magic damage attack is made to look like fire, but usually when a magic user uses magic to create fire it's still fire.

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oOStaticOo wrote:
oOStaticOo wrote:

Yeah, this has already been discussed. Pen and Paper work a lot differently than programming does. It's easier for the GM, or DM, to control how everything balances out doing what you are suggesting than it is for a program. I believe some MMO's have tried to do something like this and removed it, because people found ways to take advantage of it to the point that it was just completely unfair and not fun. Min/Maxers love to get their hands on stuff like this.

Yeah, a good GM will RFED any attempt at twinking or gaming the system.
Computers are not so discriminate and are much more likely to RFED the players who are not trying to do that.

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DoctorZorka wrote:
DoctorZorka wrote:

Rather than trying deny these players their kind of gaming by homogenizing all the builds, give the exploit chasers another angle to worry about. Just be sure to call it 'bonus points for difficulty'.

On the other hand, homogenising builds is done a lot in particular types of games, especially the ones that rely heavily on PvP for player retention (or for gameplay at all).
The more PvP features in a game the tighter controlled and circumscribed builds need to be to keep the game 'fun'

A lot of concepts that are fun to play with against excessively stupid computer controlled characters will not work in a PvP environment. Their line between 'unplayable' and 'overpowered' is too thin when intelligent enemies are present to exploit their weaknesses. True FPS games only have three classes generally, and none of the interesting or out of the box ones. But classes conceptualised around e.g. pets, stealth, control or one hit kills are notoriously difficult to get to work in a fun way in a PvP environment and tend to take up an inordinate amount of time and attention from the developers as a result.

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Nadira wrote:
Nadira wrote:

True FPS games only have three classes generally, and none of the interesting or out of the box ones. But classes conceptualised around e.g. pets, stealth, control or one hit kills are notoriously difficult to get to work in a fun way in a PvP environment and tend to take up an inordinate amount of time and attention from the developers as a result.

+1. :{

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Izzy wrote:
Izzy wrote:

Nadira wrote:
True FPS games only have three classes generally, and none of the interesting or out of the box ones. But classes conceptualised around e.g. pets, stealth, control or one hit kills are notoriously difficult to get to work in a fun way in a PvP environment and tend to take up an inordinate amount of time and attention from the developers as a result.
+1. :{

+2.

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OH how I hate PVP

OH how I hate PVP

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

OH how I hate PVP

Not fond if it myself either.
Especially not because in almost all MMOs the PvP part is actually an attempt by the developers to get around the 8:1 ratio problem of content generation versus duration.
Only to find that over half their content staff gets swallowed up by the balancing issues created by PvP (because a FotM build in PvE game is just a bit cheesy and annoying, but will result in loss of player retention in PvP, and the more dedicated number crunchers out there can turn the tiniest imbalance into a decisive advantage. And the internet trolls will turn anything into a huge stinkfest).

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My preference for any

My preference for any weaknesses & strengths is their incorporation into a few thematic defensive powersets, as CoH did, and occasionally in an offensive power (e.g. that loadout selection power in dual pistols) where such adaptability makes sense and doesn't break the set's balance.

CoT is aiming to provide so much visible customization and mechanical class/spec/power/mastery/etc flexibility already, and I'm getting a sense that most players and developers have exhausted their reserves of fortitude for another detail within build choices. The idea of powerset-independent and player-selected strengths/weaknesses (even as a matter of backstory flavor with minimal impact on combat as some have proposed) sounds like something to place on a list for future issue consideration after all of the main gameplay and balance elements are functioning in harmony.

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Scott Jackson wrote:
Scott Jackson wrote:

The idea of powerset-independent and player-selected strengths/weaknesses (even as a matter of backstory flavor with minimal impact on combat as some have proposed) sounds like something to place on a list for future issue consideration after all of the main gameplay and balance elements are functioning in harmony.

I'm totally cool with that (and by this time used to the idea). I don't mind waiting. I look forward not only to launch but also to future updates, including the ones no one is even planning yet.

BTW: a good solution to the PVP conundrum could be to simply admit that game balance is a pipe dream and warn people that some power sets may not be suitable for PVP. What the hell is a defender doing in PVP anyway?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

BTW: a good solution to the PVP conundrum could be to simply admit that game balance is a pipe dream and warn people that some power sets may not be suitable for PVP. What the hell is a defender doing in PVP anyway?

Correction. PvP is rarely a "team" sport, and the way that City of Heroes implemented it was mostly as a soloist engagement (what with the Bounties and everything).

Game balance is NOT a "pipe dream" as you keep asserting at every opportunity. Rather, game balance ... when done properly ... is a [b]Dynamic Equilibrium[/b], as opposed to a Static Equilibrium. Those of you who remember your science and/or math classes will be able to appreciate the distinction ... and what it means ... because it is critically important. The "window" within which a game can be considered to be "balanced" may be narrow, but it is not so small as to only be represented by a single convergent point.

Indeed, I would argue that the larger the "window" of the Dynamic Equilibrium the game system can support, the better/more balanced/more successfully designed the game is.

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I'm sorry but I just can't

I'm sorry but I just can't agree with you.
But it doesn't bother me because while I don't think game balance is really doable, I don't think it's necessary either. It serves no valuable purpose outside of PVP and striving for it limits our choices needlessly.

Also I think a warning that defenders, controllers, and masterminds are not suited for PVP or solo play is in order. Just like Dungeons & Dragons Online tells you when you choose your class which ones are more or less suitable for Soloing.

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Well, OP. Do you mind if I

Well, OP. Do you mind if I ask, what type of character you're trying to make that has a weakness? Like, can you describe his background, his powers and why he has such a weakness and/or strength?

It might be that the game doesn't need to incorporate a direct weakness system for your character to be realized or that the type of weakness policy required might be built into another aspect of character creation.

Another fun skill I learned in CoX was that, the powers and custom options didn't have to be spot on to make an amazing character. Working with the options available to make a truly complex character, mechanically, biographically and aesthetically is part of the fun and challenge, after all.

...oh no, the feels! Nostalgia's choking my heart!

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What about weaknesses like:

What about weaknesses like:
can't swim: has to walk along the bottom of bodies of water (couldn't take fly)
Slow movement:. Even if you can fly, you fly slowly, (couldn't take teleport)
Phobia: helpless for several seconds when in the presence of certain types of foes.
Strange appearance: NPCs actually notice if you look like a freek.
Bad Rep: Police and NPC heroes might attack you sometimes.
Alter ego: Sometimes you have to spend time as a normal person
Dark Soul: Can't be healed by normal healing abilities but get healed by darkness attacks instead.
Turtle: when you get knocked down it takes you longer than normal to get back up

I'm sure with a little effort you can come up with some more. I took these from the game I'm making.
I left out a lot that simply weren't suitable to online gaming.

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Some of those you can simply

Some of those you can simply roleplay like phobia, alter ego, can't swim and bad rep. What strengths would these award for choosing them?

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An extra Power what else?

An extra Power what else?

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Well what kind of power? But

Well what kind of power? But I think all those weaknesses are a bit cheap for something as nice as a new power.

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They seem like they could be

They seem like they could be problematic without being crippling, Especially since some of them would Lock Out powers that would mitigate them.
Imagine having to cross water with a character who cant swim. You'd get to the other side with a lot of your health gone.
Any character can be knocked down, and a wide range of attackers could do it, if you're a heavy armor wearing Turtle it could be a real pain.
Being attacked by NPC Heroes and Police could get real inconvenient if you're not allowed to hit back with powerful attacks (because You're a hero) so you have to run away.
Dark Soul could be a serious problem when you team up with other players, and might mean there would be fewer NPCs available to team up with. (If my Sidekick Hangout idea is used hope hope)
Strange Appearance would be up to the Devs to make into a disadvantage. They make the appearance options and would need to decide just how NPCs react
As for Alter Ego that depends on what you have to do in your alter ego and when you're allowed to change. It's up to the Devs.

As for what kind of power, I'm not able to say yet, because I'm not familiar with the character creation system that we'll be using.

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You don't have to state

You don't have to state something that has to work as a granted power in the game. The idea is giving people a scope of what your idea is. Like if you choose can't swim and the type of power you can obtain from it is 'call for a boat' or 'scuba tank', I can't say the system would be all that interesting but if you're expecting something along the scope of the ability to manipulate ice when none of your other powers have anything to deal with ice in return, I feel that's too strong.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

... if you're a heavy armor wearing Turtle ...

Ohhh.. i wan a Tank with Turtle Shell Resistance/Defense.. in this pattern: ;D

[img]http://www.rgbstock.com/cache1p9zk5/users/a/al/alexbruda/300/mFIlHu6.jpg[/img]

Oh wait, if they do add a Turtle Shell as an option to the Stalwarts, people might think it means they can make their very own Teenage Mutant Ninja Turtle. :P

Use that Shell Baybae! ;D
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Leo_G wrote:
Leo_G wrote:

You don't have to state something that has to work as a granted power in the game. The idea is giving people a scope of what your idea is. Like if you choose can't swim and the type of power you can obtain from it is 'call for a boat' or 'scuba tank', I can't say the system would be all that interesting but if you're expecting something along the scope of the ability to manipulate ice when none of your other powers have anything to deal with ice in return, I feel that's too strong.

I was guessing you would get a power in the same sets you're already using. Or one of the many "pool" type abilities.
Can't remember where I said it or why, but I've suggested before that a power set should have more abilities than even a maximum level character can get. So there is more reason to experiment with different builds, and more variety among characters at every level, It would also give you a choice of powers to take if you have a weakness.

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We will be using levels.

We will be using levels. Assuming that you get certain powers unlocked at certain levels, this won't work. If you sacrifice something to gain an additional power then you'll run the chance of running out of powers to choose from as you reach max level, or you will gain early access to a power that is too powerful for the level range you are in. On top of that, some of those suggestions you have, have work-a-rounds. Can't fly? No problem, I have a friend who can Recall Friend. Have a phobia around certain foes? No problem, I won't take any of those missions. Etc.

Again, I have to reiterate, this works great in Pen and Paper games. Not so much when it comes to console or PC games.

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I'm just going to withdraw

I'm just going to withdraw this suggestion. I still think it's a good idea and could have worked very well it's a shame it wont be part of the game.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Leo_G
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Joined: 07/17/2014 - 20:19
Yeah, it's not a bad idea and

Yeah, it's not a bad idea and I think it actually can work in some way or fashion.

Like, for example, if I were suggesting a weakness policy, I'd give each set of skills a set of options for weaknesses and for that weakness, you can apply an extra effect to a specific power (effectively making that power like a special technique).

For instance, dark-type user might have a choice of certain weaknesses like:
- Darkness skills have a chance to harm/control yourself and debuff allies.
- Certain skills have a chance to fail and leave you unable to use darkness skills for a duration if those skills are used too often in combat (abuse your power and you'll be put in your place)
- Your darkness skills do less damage/have less effect every time you are hit with light, lightning or energy
- Light, lightning or energy type attacks do a % amount more to you.
- etc

If you pick one of those, you can then pick one of your powers and add another effect to it, maybe even two by the time you reach max level and depending what level the attack (stronger attacks might only let you add one while the baser attacks might let you add 2).

Empyrean
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Joined: 03/16/2014 - 07:51
TheMightyPaladin wrote:
TheMightyPaladin wrote:

I'm just going to withdraw this suggestion. I still think it's a good idea and could have worked very well it's a shame it wont be part of the game.

There's no need to withdraw a suggestion. It's good you put it out there, it fostered good discussion. And you obviously still really believe in this. It has turned out not to be popular, or at least not believed feasible, but putting ideas out there are what this forum is for. I've put out unpopular suggestions that got called down, and sometimes I saw their point, and sometimes we just disagreed.

Ideas need to be put out there for discussion, but don't take disagreement personally. You may or may not be right. Really, really, really believing you're right doesn't make you right. I always assume that I could be wrong about anything I believe, because, well, I'm human. And if I KNEW it were wrong, well, I wouldn't believe that thing. So, I'm not only definitely wrong some times, but I don't know which things I'm wrong about.

So, we discuss.

But there's not need to withdraw something you believe in, and there's no need to argue it forever. Put it out there and good discussion will come of it, and when the discussion starts to spiral, move on.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

dawnofcrow
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Joined: 10/31/2013 - 08:56
Izzy wrote:
Izzy wrote:

TheMightyPaladin wrote:
... if you're a heavy armor wearing Turtle ...
Ohhh.. i wan a Tank with Turtle Shell Resistance/Defense.. in this pattern: ;D

Oh wait, if they do add a Turtle Shell as an option to the Stalwarts, people might think it means they can make their very own Teenage Mutant Ninja Turtle. :P
Use that Shell Baybae! ;D
Video showing Turtle Shell Smashy. :)

ghost power? https://www.youtube.com/watch?v=LsvlLtOqHVE

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]