[Feedback & Suggestions] Game Design Feedback
Posted: Thu Jun 01, 2017 10:02 pm
When I heard this game was rebooted I was quite excited, it was one of the first games I really got into.
When I started playing, I was very positive with most of the changes and think the guys working on this project have done a great job. In particular I really like the introduction of a PUG scenario queue and the overal class balance, which anyone can agree to, is much better now. Overall I am very positive towards this project and really appreciate the effort that is going into it.
I do have some suggestions/feedback though on the current state of the game and some of the changes made. I have been working in game development for a while now and although I am no game designer, as a producer I am very much involved with game design and hope my suggestions/insights could be helpful.
-First, the most impactful and imo bad things that has happened: The changes to avoidance.
This has been extremely frustrating to play with, the RNG based avoidance always was questionable, but at least with high damage stats it wasn't very noticeable. I think the 'bug' with it was never fixed as it simply was much worse with it fixed.
Why is this bad? Right now first of all, across the board players have a high rng based chance to avoid your actions. The reason this is bad is can be demonstrated by a simple example. Let's say I am a SW, I am in a 1v1 situation with a marauder, he pulls me (high chance to disrupt), I use my self kb, he uses charge to close the gap, I use vengeance and takedown (can be dodged). The game functions in a way where a lot of classes rely on specific classes rely on their important abilities to fight. If this SW's takedown got dodged he just lost his only cc/snare and can do w/e he wants, he won't beat a marauder in melee. The SW might be a superior player in every way, but if he just gets bad RNG on his takedown he cannot to beat this marauder. The same the other way around, if the marauders pull gets disrupted he loses one of his abilities to close the gap and the SW will still have two tools to disengage. The marauder could be 10x better a player than the SW but if he has bad luck with the RNG there is nothing he can do.
In general the RNG avoidances are only frustrating and don't enhance gameplay or make it more fun. They make defensive tanks unkillable and healing too powerful. And above all, they make the outcome of fights often rely on RNG, which is the most frustrating thing, to lose a fight because of bad luck rather than making a mistake or being outplayed.
What I propose as a fix is remove avoidances completely.
Keep 100% avoidances, like shieldwall, repel blasphemy, confusing movements, etc. But make all % based avoidance damage reductions instead. So give shields a x% damage block on everything. Give classes or renown abilities (Although the avoidance renown abilities are ridiculous atm) that can increase their parry by x%, a x% damage reduction against melee attacks from the front and so forth with all avoidances. This keeps the effectiveness of those abilities, but removes the RNG. Abilities that require a certain avoidance to be available could get another trigger to be available, or this requirement could be removed and the ability slightly nerfed.
-Secondly, higher gear sets should not have increased armor values. Atm the balance between physical damage dealers and magic damage dealers is fairly good. While at the higher gear levels on live this was completely off-balance. Sorcs/BW would be extremely OP and most physical damage dealers (some exceptions) would be less powerful. I think at the current state this is a lot more balanced.
The issue was that mdps and even cloth users could get tank level armor values with the highest gear sets. These higher gear sets already gave far superior stats, there is no need to also give them additional armor values.
This solves 2 issues. One, the balance between physical and magical damage will remain more stable. Two, it is less hard for new players coming into t4 to get into the game.
This leads us on to another issue, the difficulty for new players who reach t4 to get competitive. New players might be turned of once they reach tier 4 and get obliterated by highly experienced players with high renown ranks and gear. They have 3 things holding them back: RR, Gear and Experience (playing).
The experience factor is challenging and the skill factor, this is what drives players to improve and stay. However, the gear and renown ranks might form too large an obstacle for them to overcome and they can lose motivation. Losing playerbase.
I think the game would profit from making gear a little less impactful, keep it rewarding to gain new gear, but not too rewarding to make it unfair. Right now and in the past especially it used to be balanced more towards the unfair part. I think the suggestion for armor values would be a first step in the right direction. This will also be a indirect buff for tanks as they will be the only ones capping armor.
-Thirdly, to expand on the experience/skill part of the game. This is a driving factor behind many games, players want to improve their skills and get better. The general design philosophy should be to increase the skill cap, as the game is relatively low demanding. I am not suggesting to completely change the game, but just add little tweaks.
An example, remove the gcd from abilities such as the kisses or bullets from WE/WH so they are stimulated to change them based on situation.
Another one, give marauders and SW short duration buffs when changing mutation/stance to stimulate stance dancing.
There are many other small things that can be done to improve the skill cap and give players something to improve on in their playstyles.
-Fourth, the reduced range of tab targeting. I don't see why tab targeting range was reduced. I can imagine two reasons, one it allowed to 'look' behind walls or two it was meant as a nerf to ranged characters. In case of the first, it did not fix anything, that is still possible, the range is just shorter. This change makes players have to click targets, which is just very annoying in this game. I can see why you would want a low development time fix to the seeing through walls thing, but this didn't fix it and just made the quality of life poorer especially for ranged characters. A second possibility would be that it was done as a way to nerf ranged characters. If this is the case, I think this is a very poor way of balancing as it reduces quality of life to achieve a nerf. Then just nerf the rdps rather than reduce their quality of life. Also with all the melee trains I don't think ranged characters necessarily need a nerf.
This is basically my feedback on progress made and the explanation for why I view things this way.
I think the general direction the game has been taken is definitely for the best! However, I think the suggestions I propose in this post are low development time (because the devs are volunteers after all) changes that would improve the overal experience in the game.
When I started playing, I was very positive with most of the changes and think the guys working on this project have done a great job. In particular I really like the introduction of a PUG scenario queue and the overal class balance, which anyone can agree to, is much better now. Overall I am very positive towards this project and really appreciate the effort that is going into it.
I do have some suggestions/feedback though on the current state of the game and some of the changes made. I have been working in game development for a while now and although I am no game designer, as a producer I am very much involved with game design and hope my suggestions/insights could be helpful.
-First, the most impactful and imo bad things that has happened: The changes to avoidance.
This has been extremely frustrating to play with, the RNG based avoidance always was questionable, but at least with high damage stats it wasn't very noticeable. I think the 'bug' with it was never fixed as it simply was much worse with it fixed.
Why is this bad? Right now first of all, across the board players have a high rng based chance to avoid your actions. The reason this is bad is can be demonstrated by a simple example. Let's say I am a SW, I am in a 1v1 situation with a marauder, he pulls me (high chance to disrupt), I use my self kb, he uses charge to close the gap, I use vengeance and takedown (can be dodged). The game functions in a way where a lot of classes rely on specific classes rely on their important abilities to fight. If this SW's takedown got dodged he just lost his only cc/snare and can do w/e he wants, he won't beat a marauder in melee. The SW might be a superior player in every way, but if he just gets bad RNG on his takedown he cannot to beat this marauder. The same the other way around, if the marauders pull gets disrupted he loses one of his abilities to close the gap and the SW will still have two tools to disengage. The marauder could be 10x better a player than the SW but if he has bad luck with the RNG there is nothing he can do.
In general the RNG avoidances are only frustrating and don't enhance gameplay or make it more fun. They make defensive tanks unkillable and healing too powerful. And above all, they make the outcome of fights often rely on RNG, which is the most frustrating thing, to lose a fight because of bad luck rather than making a mistake or being outplayed.
What I propose as a fix is remove avoidances completely.
Keep 100% avoidances, like shieldwall, repel blasphemy, confusing movements, etc. But make all % based avoidance damage reductions instead. So give shields a x% damage block on everything. Give classes or renown abilities (Although the avoidance renown abilities are ridiculous atm) that can increase their parry by x%, a x% damage reduction against melee attacks from the front and so forth with all avoidances. This keeps the effectiveness of those abilities, but removes the RNG. Abilities that require a certain avoidance to be available could get another trigger to be available, or this requirement could be removed and the ability slightly nerfed.
-Secondly, higher gear sets should not have increased armor values. Atm the balance between physical damage dealers and magic damage dealers is fairly good. While at the higher gear levels on live this was completely off-balance. Sorcs/BW would be extremely OP and most physical damage dealers (some exceptions) would be less powerful. I think at the current state this is a lot more balanced.
The issue was that mdps and even cloth users could get tank level armor values with the highest gear sets. These higher gear sets already gave far superior stats, there is no need to also give them additional armor values.
This solves 2 issues. One, the balance between physical and magical damage will remain more stable. Two, it is less hard for new players coming into t4 to get into the game.
This leads us on to another issue, the difficulty for new players who reach t4 to get competitive. New players might be turned of once they reach tier 4 and get obliterated by highly experienced players with high renown ranks and gear. They have 3 things holding them back: RR, Gear and Experience (playing).
The experience factor is challenging and the skill factor, this is what drives players to improve and stay. However, the gear and renown ranks might form too large an obstacle for them to overcome and they can lose motivation. Losing playerbase.
I think the game would profit from making gear a little less impactful, keep it rewarding to gain new gear, but not too rewarding to make it unfair. Right now and in the past especially it used to be balanced more towards the unfair part. I think the suggestion for armor values would be a first step in the right direction. This will also be a indirect buff for tanks as they will be the only ones capping armor.
-Thirdly, to expand on the experience/skill part of the game. This is a driving factor behind many games, players want to improve their skills and get better. The general design philosophy should be to increase the skill cap, as the game is relatively low demanding. I am not suggesting to completely change the game, but just add little tweaks.
An example, remove the gcd from abilities such as the kisses or bullets from WE/WH so they are stimulated to change them based on situation.
Another one, give marauders and SW short duration buffs when changing mutation/stance to stimulate stance dancing.
There are many other small things that can be done to improve the skill cap and give players something to improve on in their playstyles.
-Fourth, the reduced range of tab targeting. I don't see why tab targeting range was reduced. I can imagine two reasons, one it allowed to 'look' behind walls or two it was meant as a nerf to ranged characters. In case of the first, it did not fix anything, that is still possible, the range is just shorter. This change makes players have to click targets, which is just very annoying in this game. I can see why you would want a low development time fix to the seeing through walls thing, but this didn't fix it and just made the quality of life poorer especially for ranged characters. A second possibility would be that it was done as a way to nerf ranged characters. If this is the case, I think this is a very poor way of balancing as it reduces quality of life to achieve a nerf. Then just nerf the rdps rather than reduce their quality of life. Also with all the melee trains I don't think ranged characters necessarily need a nerf.
This is basically my feedback on progress made and the explanation for why I view things this way.
I think the general direction the game has been taken is definitely for the best! However, I think the suggestions I propose in this post are low development time (because the devs are volunteers after all) changes that would improve the overal experience in the game.