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Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

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Let's talk classes...

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DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Mon Oct 03, 2011 3:03 pm


Needlessly long thread on this. First post is TL,DR reasoning which you can skip; Second post is the idea itself, and a third post is spoons.

TL, DR: >New gear is added granted trough quest or whatever.
>Gear is not an avatar item, nor a powerup. It's something new.
>Equipping the gear turns you into a class, the gear can only be changed in the null chamber.
>Classes have altered stats and special attributes that fit a theme or a role
>This is entirely ring independent so players can still enjoy zOMG!'s trademark freedom.


Keep replies on this thread however. I just didn't want to make a huge a** discussion-starter intro in here, but I felt it was appropriate to make one, given the nature of the guild. I get this kind of thing out of hand.





Who wants to design some classes? Base stats, just in case.

Generic Example of a Tank Class

Role: Keeping enemy aggro on oneself and reducing incoming damage and some effects

User Image - Blocked by "Display Image" Settings. Click to show.


Gear: A steel shield - any spiffy name idea for the gear? "Defender" sounds cliché at this point.

Stat Changes:
150 * CL Health;
60 * CL Willpower;
200 weight

150 Speed


Attributes: +25% Hate from all attacks
+50% Hate when using non-offensive rings

+10% passive persistent armor
-33% healing from own sources

Note: Pretty straightforward. Has a whole bunch of HP and a little boost on other stats of tanking interest at the exchange of speed, making a bit sluggish. The attributes make him much better at generating hate trough damage, but effects such as taunt (a fixed one) and quicksand is where he really shines. But also force him to rely on others to heal him. I feel he needs another negative, a minor one to go along with the minor defense attribute he gets, but can't think of a good one.
PostPosted: Mon Oct 03, 2011 7:40 pm


"almost nothing changes the fact that any random player on any random crew is just as good at doing it as the next one"

"There's absolutely no different in who uses what ability. Players are carbon copies of each other. "

I'm still struggling to understand why this is a problem :/
And your friend talks too much :V

gataka
Vice Captain

Familiar Lunatic


Red Kutai
Captain

Benevolent Codger

PostPosted: Tue Oct 04, 2011 9:08 am



Just to get this out of the way: I hate it. This post touches a bit on my opinions on classes in zOMG!, but to be completely blunt - since we are among friends, here - I think it's absurd. That is, I think it fails to do what zOMG! was intended to, on a number of levels.

The ring system is an analogue to Gaia's avatar system - Gaia's avatar system does not use classes. How do you make your avatar a pirate? Equip Pirate items. How do you make your ring build a Tank? Equip Tank rings. Anything beyond that is missing the point.

What we've got right now is a system where everyone wears virtually the same avatar; partially because the other items are just ugly, and partially because nothing matches anyway. Since nothing really works particularly well together (even sets, because those all have ugly items), people are all just wearing the items that look best in isolation.

Personally, I rather like duck-test 'classes' - if it looks like a Tank, and works like a Tank, it's a Tank. Again, anything more explicit than that appears to be completely missing the point, and seems to lose the uniquely Gaian system that rings were intended to generate. Yes, I realise that swarf said he'd fight for classes if he could have. Yes, I think swarf would've been wrong to do so.

I think Sets and G'hi can manage this just fine, personally; as well as designing future rings with an eye toward synergy. They need to be reworked completely, yes; that's fair. But why do we always jump to disregarding non-working systems in favor of new ones? That always strikes me as exactly the same logic that led Gaia to disregard zOMG! - it's not 'working', so we'll make something new instead. If the system has potential (as G'hi and Sets do), explore that potential before marking it a failure.

If were to make classes, I'd focus on balancing Rings to make the necessary focus practical, then on making G'hi boosts and Sets synergistic enough to make them useful. If the synergy exists, players will take advantage of it - forcing it in is unnecessary, and in this case, not natural to the system in question.

Since I know that you're familiar with what it is I'm saying, I'll repeat an analogy I made from the post I linked: CCGs don't use classes. CCGs still have archetypes. CCGs allow the composition of a deck to determine its function. If the cards allow for it, the archetypes do exist - not because of some objective list of 'classes', but because they work. Why is a similar premise unreasonable for zOMG!?

----
gataka
"almost nothing changes the fact that any random player on any random crew is just as good at doing it as the next one"

"There's absolutely no different in who uses what ability. Players are carbon copies of each other. "

I'm still struggling to understand why this is a problem :/

Expression, plain and simple. Just as Gaia is less fun when everyone wears the same avatar, zOMG! is less fun when everyone wears the same rings. The ability to express oneself is an important part of gameplay to some players (like myself), and especially important to a large portion of Gaia's usership (the reason they come to an avatar-based site, to begin with). Providing more options for individualising a character in-game is analagous to providing more options for users to individualise their avatars - and as far as I've noticed, Gaians appear to like that... sweatdrop
PostPosted: Tue Oct 04, 2011 10:38 am


Red Kutai
gataka
"almost nothing changes the fact that any random player on any random crew is just as good at doing it as the next one"

"There's absolutely no different in who uses what ability. Players are carbon copies of each other. "

I'm still struggling to understand why this is a problem :/

Expression, plain and simple. Just as Gaia is less fun when everyone wears the same avatar, zOMG! is less fun when everyone wears the same rings. The ability to express oneself is an important part of gameplay to some players (like myself), and especially important to a large portion of Gaia's usership (the reason they come to an avatar-based site, to begin with). Providing more options for individualising a character in-game is analagous to providing more options for users to individualise their avatars - and as far as I've noticed, Gaians appear to like that... sweatdrop
Aye, I understand this. It's the underlying "Why pick me over somebody else? We're all equally good/bad! " that escapes me.

I think Val's old individuality thread makes it more expicit:
" I like the possibility of a build actually having importance. The idea that perhaps my avatar has a reason to be chosen over someone else other than merely because people think that I'm good at playing."

Thing is, assuming perfect balance, although we would have mighty expression, we would still be all equally good/bad, so "first come, first served" would remain.

I'd like to know if this is really a problem :/

gataka
Vice Captain

Familiar Lunatic


DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Tue Oct 04, 2011 11:03 am


Red Kutai
I think Sets and G'hi can manage this just fine, personally; as well as designing future rings with an eye toward synergy. They need to be reworked completely, yes; that's fair. But why do we always jump to disregarding non-working systems in favor of new ones? That always strikes me as exactly the same logic that led Gaia to disregard zOMG! - it's not 'working', so we'll make something new instead. If the system has potential (as G'hi and Sets do), explore that potential before marking it a failure.



Red Kutai
If were to make classes, I'd focus on balancing Rings to make the necessary focus practical, then on making G'hi boosts and Sets synergistic enough to make them useful. If the synergy exists, players will take advantage of it - forcing it in is unnecessary, and in this case, not natural to the system in question.



Now that's the kind of answers I love hearing. Let me just go a while back...

gataka
"almost nothing changes the fact that any random player on any random crew is just as good at doing it as the next one"

"There's absolutely no different in who uses what ability. Players are carbon copies of each other. "

I'm still struggling to understand why this is a problem :/


I don't see why this is NOT. To be specific, it's not that everyone can do everything just as better as everyone else that's a bad thing, it's the consequence: since arrow everyone can do anything as good as the next, and arrow since there is room to do everything among everyone; then arrow everyone will just pick the same set for everything, and everyone will play the same. And the game doesn't really ask for it to be otherwise.

The game is rather simplified because of it, and to be frank, I never ever saw a difference between SS, SSEB, sMOB, sMEB, sSS and sEB - The basic premise behind all of them are "get all buffs among everyone, have a healing ring on everyone and kill everything with massive AoE" where the only difference is actually whether or not people had the realization they don't have to sit to fully regain their stamina before moving, and how far they go and which checkpoints they'll stop at. 6 different names for a way to play the hardest instance and all of them only change in how people move around.
And even the monsters themselves are no help. Most monsters are designed to be able to be defeated by a single person, and bringing more people with you, instead of spawning monsters with buffed up stats or other devious tricks to deal with a multitude of people, will always solve the problem by swarming the players. Cue AoE spam as "Push to win" button, everywhere. Ripper Saws were proof of how broken even monster design was.

So... yes, I do see it as huge problem. The very gameplay itself is stale as an, actually accidental and unfortunate consequence of it, and this whole thread was a hit at the problem with a change a bit below of the roots.

Now, Red understandably, is fully against it with reasonable counter-points. I mean, it makes sense. There's current systems that can be changed instead and his older post shows exactly how wary he is of having something huge like this only bring new problems instead of solving anything. His own repository has enough threads on what to do with Ghi alone and even achieve differentiation that way - let alone the fact that the rings themselves need a re-balance even before the point of wondering whether or not players would try doing anything different.
The best answer I can get off of him is the second quote, really.

And I'll be honest with the both of you. I'm grasping at a bag of straws with this whole thing myself, I don't necessarily have a lot of faith in it. I do want to see something done with the balance. I'm not saying that I would like seeing everyone just suddenly stop doing what they do now, but it would be nice if it wasn't so effective and desirable that people just don't try doing something else once in a while.
PostPosted: Tue Oct 04, 2011 11:14 am


gataka
Thing is, assuming perfect balance, although we would have mighty expression, we would still be all equally good/bad, so "first come, first served" would remain.

I'd like to know if this is really a problem :/

By the same token, with perfect balance, any build would be equally good - so 8-buff and 8-attack builds would be first-picked, right? sweatdrop

I think the focus here is more about roles, than about strict power level; yes, power level matters (why no-one picks Hornet's Nest over Hack, for instance), but the role one plays is just as important (why no-one picks Divinity for an attack slot, despite its higher objective power level). Currently, everyone plays the same role - every player attacks, heals, and buffs. For an analogy, imagine how the game would be if every ring did likewise - would it be interesting to play, if you were simply arbitrarily picking between virtually identical options?

Crewbuilding is simply a meta-evolution of character building; and, currently, it is even more uninteresting than assembling a Ring build, as the only options available for Crewmates that are significantly different from each other aren't viable. I agree that focusing on character building (ring balance) first is a good idea, but in a game so dependent on metagaming as this one (social play, they call it), ignoring an uninteresting metagame would be similarly bad practice...

Red Kutai
Captain

Benevolent Codger


DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Tue Oct 04, 2011 11:17 am


gataka
Thing is, assuming perfect balance, although we would have mighty expression, we would still be all equally good/bad, so "first come, first served" would remain.

I'd like to know if this is really a problem :/


But that's a bit wrong regardless, even if this is a tangent! Hell, I've seen the worst flaming arguments regarding this on several moba threads...

Perfect balance does not imply that all sets of the same kind are religiously the same for all situations, and you're free to pick either ring A or ring B when filling for a specific slot. It means that between the two rings, both will have the same amount of usefulness, even if in different situations, but where these situations are also enough likely to occur.

See Red Kutai's idea on attack rings that also remove CC. Now, would a ring like that be "balanced" compared to Hack? Sure it doesn't damage as much, but you can remove root off of people with it! What marks it as being balanced compared to Hack is whether you'll be finding enough root effect or not to justify the DPStamPRage drop, and even then, there's the subject of root being healed by other rings or powerups, which could make the whole thing unbalanced again.
Who would the Crew Leader pick among two people who are only different in that one ring, knowing there's quite a lot of root ahead? If there's some difficulty in the choice, then congratulations, the stuff is balanced.

(Wait, bad example... I was supposed to make rings with different roles on different situations and fell back on "single choice" again... Man I hate arguing the concept of perfect balance, I fall for it myself.)
PostPosted: Sun Jan 08, 2012 2:12 pm


Red Kutai

...
The ring system is an analogue to Gaia's avatar system - Gaia's avatar system does not use classes. How do you make your avatar a pirate? Equip Pirate items. How do you make your ring build a Tank? Equip Tank rings. Anything beyond that is missing the point.
...
This. With the caveat that z!'s entry point status makes a large part of the playerbase mechanically illiterate. They take what looks big and good, leading to SAD.

For such I believe suggested strategies can be of value. Sets fail in this regard by being largely hidden and innacessible. They do not represent a complete strategy, either.

CCGs come with starter decks for a reason razz

So, no formal classes and...

gataka
Vice Captain

Familiar Lunatic


Atrash the Squidmonger
Vice Captain

PostPosted: Fri Feb 17, 2012 3:29 pm


gataka
Red Kutai

...
The ring system is an analogue to Gaia's avatar system - Gaia's avatar system does not use classes. How do you make your avatar a pirate? Equip Pirate items. How do you make your ring build a Tank? Equip Tank rings. Anything beyond that is missing the point.
...
This. With the caveat that z!'s entry point status makes a large part of the playerbase mechanically illiterate. They take what looks big and good, leading to SAD.

For such I believe suggested strategies can be of value. Sets fail in this regard by being largely hidden and innacessible. They do not represent a complete strategy, either.

CCGs come with starter decks for a reason razz

So, no formal classes and...

Why not have the tutorial/introductory levels give a ring subset based on a ring set chosen as a "class" of sorts by the player in the introduction (in dialogue options, probably)? Start them with a fighting ring of the ring set (although some would have to be bent a little if we're going straight off the ring sets) and then give them a series of related rings early on in quests (while upping VG difficulty a bit for people wandering in with a few more rings slightly quicker into the game?). Use this to introduce the concept and usage of ringsets, and something (what that something is, I have no idea).

[although it would be problematic with some of the very focused ringsets we have - which are good things but don't really function as a starter set of rings very well (Adrenaline, adrenaline, adrenaline... why won't you die already?). hmm...]
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