The fact that they're more customizable works against them having characters, because they're basically dress up dolls with completely interchangeable parts. If one of my favorite soldiers dies I can literally grab a rookie of the same gender and morph them into the exact same person because their entire "character" is nothing but menu sliders.

Army of Guiles reporting in, sir!

 
The fact that they're more customizable works against them having characters, because they're basically dress up dolls with completely interchangeable parts. If one of my favorite soldiers dies I can literally grab a rookie of the same gender and morph them into the exact same person because their entire "character" is nothing but menu sliders.

You can also buy yourself replacement goldfish, I suppose, but that only works when you're small and don't notice they switched classes and their abilities are different and possibly even can't be duplicated depend on your game options.

And you aren't consciously aware of doing it. One can become surprisingly attached to things far less unique.
 
You can also buy yourself replacement goldfish, I suppose, but that only works when you're small and don't notice they switched classes and their abilities are different and possibly even can't be duplicated depend on your game options.

And you aren't consciously aware of doing it. One can become surprisingly attached to things far less unique.

comparing them to goldfish is not helping your argument as much as you think :V
 
You can also buy yourself replacement goldfish, I suppose, but that only works when you're small and don't notice they switched classes and their abilities are different and possibly even can't be duplicated depend on your game options.

And you aren't consciously aware of doing it. One can become surprisingly attached to things far less unique.

Sure, and I can get attached to a character in Dwarf Fortress but I'm not sure that really makes it a character driven game or an RPG.

Having little simulated arcs (seeing their squad die and their personalities changing, etc) is a nice step towards making that, but it's still not on the level of like Garrus or other RPG companions.
 
Sure, and I can get attached to a character in Dwarf Fortress but I'm not sure that really makes it a character driven game or an RPG.

Having little simulated arcs (seeing their squad die and their personalities changing, etc) is a nice step towards making that, but it's still not on the level of like Garrus or other RPG companions.

Saying that the arc has to be good is not really a great stance to take. I mean Final fantasy started with such enthralling characters as white mage, black mage, thief, and warrior. I can have an entire party of player made characters in dungeon crawl games or Wasteland and never have any character arc at all.

Also I'm not sure how Dwarf Fortress is anything but character driven. I mean the biggest cause of 'fun' is depression or rage spiraling out of control because someones spouse/child/cat died and they make someone else unhappy and it all snowballs from there. The world isn't nice but the biggest danger of the world is what strange quirks the other people around you have. I mean it is the Sims but with more 'fun' and the Sims is character driven as all hell and back.
 
I don't know how unpopular an opinion this is, but I think KotOR2 is better than the first KotOR,

Well, it's unpopular with me, so there.

You bring up that the game is poorly balanced and yes: I agree. It is poorly balanced. However, IMO the regard in which it's "poorly balanced" is not in the way most commonly argued: For the most part, a competent GM can quite readily keep a Barbarian, Fighter, or even Paladin in their party quite viable and functional / fun to play even into the early 'teens of levels. How? Predominantly, by following the CR rules as they're intended (and not what has actually happened within the player community) and sticking to a limited amount of supplementary material / resources. More importantly: They can do this by not racing to the bottom of the Power Creep mess and rebalancing everything under the assumption that the average Party will be made up of people with the better / best subtypes of Tier 1 / Tier 2 classes, won't have the highest possible score(s) in the attribute(s) relevant to their Tier 1 / Tier 2 classes wearing specific magic items.

A lot of 3.PF's issues could be fixed relatively simply in the exact same manner as the above (with far less work than many 3.PF DMs actually have to put into the endeavor, in the very least). However, while seemingly an easy fix, it runs into a slight problem: The "Git Gud(™)" Players. The ones who argue that the broken-ness of Tier 1 / 2 classes after they've built up steam is not a bug, but a feature. The ones who refuse to play a game outside Point Buy, or with Limited Magic Item Purchasing, or with certain classes barred, or with only certain supplementary material allowed use, or who believe that the ability to have +15 to a skill by Level 6 in some manner or another is intentional and so "average" DC checks around that point should be ~25 and so call the game "anticlimactic" when DC 25 is instead applied RAW, or so-on.

Players want agency. The problem with fighters being a PC class is that fighters basically have none. They are entirely at the mercy of the dice for attack rolls, and have no innate ability to change their context. It's like playing an old JRPG, where you just keep hitting "fight" and maybe potion on occasion.

This is shit design even if you think that everything should be balanced for tier 5.

Contrast POW/Martial Adepts, which at least get to have options and feel like they have control over the fight. That's more like playing a more modern RPG where you have techniques that do interesting things and allow you to have options to finesse foes.

3.5 already showed that fighters were shit design, and the fact that PF kept them because they love legacy code is one of the biggest places the PF designers had their heads up their assess. Ditto goes for Barbarians and Monks.

Nier: Automata (recent face-sitting simulator published by Platinum).

What.
 
I am perfectly fine with the "generic Ubisoft sandbox" type gameplay people complain about. Yes playing them one after the other would get repetitive fast, but you don't need to take that long of a break before you can start refreshed. I can't tell you how many times I've reset the outposts on Far Cry 3 because unfortunately my PC can't do Far Cry 4 or Primal, but I've still had a lot of fun. They have a formula, and it works. I now understand why people keep buying the Call of Duty games one after another.
 
As a slight change of topic I thought I'd share something a couple of friends and I were discussing the other day. Specifically that having too many classes in an MMO is a detriment and not a benefit to the players.

Why do I say that? Because the developers have to keep those classes balanced with one another. Based on everything I have seen and read, keeping classes balanced is a huge undertaking. The developers have to ensure that no one class is the "definitively best" class because all the players would flock to it. They also have to ensure that no class is the "definitively worst" class because very few players would actually play it. Neither scenario is good for the community.

Oh, and they also have to make sure that the classes are fun to play.

Raise your mouse if you have ever lamented the lack of insert-role-here in an MMO. That's an example of times when a role or class was either just not fun to play or there was a "better" class or role to play that was more fun.

As an example of something that makes my head spin I'll refer to the current state of WoW. To keep the example small I'm only going to look at the classes which can fill the "tank" role. There are "tank" versions of Death Knights, Demon Hunters, Druids, Monks, Paladins, and Warriors. That's six classes which the developers have to keep reasonably close to one another in terms of durability (don't get killed), value to a group of players (how easy / beneficial they are to work with), and how much fun each one is to play.

Now there is no good way to "fix" that problem in WoW. If the developers start taking away things there are going to be extremely angry players. And, quite frankly, if the players are happy with the state of WoW there's no real reason to "fix" it .. but that doesn't mean that the developers aren't going to be facing headaches in the future. They're going to be spending a lot of employee-hours keeping things balanced. That means fewer employee-hours to work on new content and, if one class gets "fixed" in a negative way they risk having players decide to just stop playing.
 
IMO, Warhammer Online (as it was intended) got around the class balance issues (vaguely) by intending there to be ~24 classes… but only four classes per race. Meaning that of the 24 classes, about half would basically be different flavors / "paths" on overarching roles while the other half were their own unique thing that mostly had to work around not being broken and being viable within that race and / or faction's list of options.

Now, in practice the released game had far less than 24 and there were some obvious imbalances even then, but the basic principle seems quite sound IMO (if more practical for RP- or Lore-centric games as opposed to competitive / mechanically-centric ones). You still have to look into balance and the like, arguably even on more scales, but at the same time you can have a little more wriggle-room in some regards since your primary competition is not the other 23-ish classes in the game but either the other three of your player race or the other eleven of your player faction. Add in that, again, it'd be for a game more RP- / Lore-centric (if PvP / RvR was a flaunted goal), and you could have even more freedom to get a little loose in 1:1 balance ratios (especially if some things are intended to be Rock-Paper-Scissors, for example [not accurate of actual gameplay power tiers, but…] Blackguard beats Greatsword beats Choppa beats Phoenix Guard beats Blackguard).

The main issue with such a system would, most probably, be the one that plagued WAR in the end: That such a system relies on a relatively even distribution of all classes and races and factions, but if one side outnumbers the other or people thematically don't like (and thus avoid) certain classes / races then the intended balancing forces break down (to return to my prior example: Let's say that nobody liked playing Orcs. No Choppa = No hard counter to Phoenix Guard. No hard counter to Phoenix Guard = Blackguard are disproportionately getting ganked meaning Greatswords are experiencing less pressure meaning…).

3.5 already showed that fighters were shit design, and the fact that PF kept them because they love legacy code is one of the biggest places the PF designers had their heads up their assess. Ditto goes for Barbarians and Monks.
I'm going to hope you mean this in regards to solely 3.5 / PF and not D&D as a whole (I'd disagree even then, but I could see the argument for the former). Otherwise, well, to use your own words:
Fighters were - and are - quite viable in AD&D 2E (even at higher levels, albeit at that point you need to keep track of even more material than Wizards as you maintain sheets for your various henchmen and hirelings and whatnot), 4E has most of the classes fairly well balanced, and in 5E Fighters are quite competitive with Wizards and Clerics and such even going solely Fighter levels 1 through 20. Admittedly there's people who think this to be bad due to the absence of 3.PF's (EDIT: Community) fetish for caster tiers shitting on non-caster tiers, but see the whole prior "Git Gud(™)Caster" argument that brought this on in the first place.
 
Last edited:
As a slight change of topic I thought I'd share something a couple of friends and I were discussing the other day. Specifically that having too many classes in an MMO is a detriment and not a benefit to the players.

Why do I say that? Because the developers have to keep those classes balanced with one another. Based on everything I have seen and read, keeping classes balanced is a huge undertaking. The developers have to ensure that no one class is the "definitively best" class because all the players would flock to it. They also have to ensure that no class is the "definitively worst" class because very few players would actually play it. Neither scenario is good for the community.

Oh, and they also have to make sure that the classes are fun to play.

Raise your mouse if you have ever lamented the lack of insert-role-here in an MMO. That's an example of times when a role or class was either just not fun to play or there was a "better" class or role to play that was more fun.

As an example of something that makes my head spin I'll refer to the current state of WoW. To keep the example small I'm only going to look at the classes which can fill the "tank" role. There are "tank" versions of Death Knights, Demon Hunters, Druids, Monks, Paladins, and Warriors. That's six classes which the developers have to keep reasonably close to one another in terms of durability (don't get killed), value to a group of players (how easy / beneficial they are to work with), and how much fun each one is to play.

Now there is no good way to "fix" that problem in WoW. If the developers start taking away things there are going to be extremely angry players. And, quite frankly, if the players are happy with the state of WoW there's no real reason to "fix" it .. but that doesn't mean that the developers aren't going to be facing headaches in the future. They're going to be spending a lot of employee-hours keeping things balanced. That means fewer employee-hours to work on new content and, if one class gets "fixed" in a negative way they risk having players decide to just stop playing.

This is just the symptom. Every new class released can tank because Blizzard can't seem to make tanking appealing to the wider base.

Thus they need to make sure tank players can always offspec tank to fill the queues.
 
Last edited:
Controversial MMO opinion: The Holy Trinity is a flawed gameplay idea, and in practice always leads to balance issues and players not filling the roles in the right ratios.

Guild Wars 2 had it's own balance issues but I liked that they didn't have dedicated healing and tank classes (until Druid was added as a spec, but the point stands.) Everyone had some way to heal themselves and the rest of tanking was mostly dodging constantly, and there were a handful of scattered group healing skills throughout most of the classes if you really needed it.

There's still group compositions, but it's more about synergies between specific class builds and not just slotting in any given Tank.

(Alternatively, the job system in FF14 also seems like it would help, because at least you can quickly switch armor to be a tank or a healer if you need to fill without swapping characters.)
 
(Alternatively, the job system in FF14 also seems like it would help, because at least you can quickly switch armor to be a tank or a healer if you need to fill without swapping characters.)

Population of people that can tank isn't the problem. ~55% of players play something that can tank and role changing is painless in WoW.
 
On the subject of MMO tanks and D&D fighters, here's one I'm not sure is controversial or not, but probably somehow is:

Tanking is an obsolete mechanic (to make weak classes stronger?). Active Defender mechanics like D&D 4's make anything that uses traditional MMO tanking an embarrassment. They are more engaging, create more interesting decisions, and produce more intuitive results.

The concept of aggro and passively tanking by drawing enemies to attack you should have been relegated to deliberate retro homages, the way we don't see much in the way of pre-Super Mario Bros single-screen platforming today.
 
  • The game does not react to Shepard's qualities in any meaningful way. Class doesn't matter; it's just the way you kill things. There are no class-specific quests, a biotic Shepard doesn't have any unique dialogue with Jack, an Engineer Shepard doesn't have any unique dialogue with Tali, and so on. Background and psych profile don't matter; they're brought up once during the shuttle ride with Jacob and Miranda and never mentioned again (many players complained that a Sole Survivor couldn't bring up his old squad's fate when talking to Miranda or TIM). Paragon and Renegade don't matter - as an experiment, I did a 100% Paragon play-through, followed by a 100% Renegade play-through. No paths opened up or were closed off, there were no specific Paragon or Renegade quests, and everyone on the Normandy seemed to like Shepard more or less the same. The only appreciable difference was that one Shepard had Samara, the other had Morinth, and the game went out of its way to make even that choice meaningless by having everyone on-board think Morinth was Samara.
Background and Psych Profile does matter actually (scroll down), a Renegade playthrough Samara (Can't find the footage of the second game but this is the conversation in the third game) has some minor differences in which she swore to kill you if she's forced to do anything that violates her code.
It's minor things but I appreciate it nonetheless.
I kinda agree with you though about the Class, BioWare only implements Engineer interrupt in the DLC of the third game and even then it's only fo Engineer.
 
This is just the symptom. Every new class released can tank because Blizzard can't seem to make tanking appealing to the wider base.

Thus they need to make sure tank players can always offspec tank to fill the queues.
I think you missed the point. The same trend holds true for healers and DPS. I'd argue that it is even more of a problem for DPS since each class has at least one DPS specialization. Most of them have two or more. That means the developers have to keep two specs for Druids, three specs for Hunters, three specs for Mages, one spec for Paladins, one spec for Priests, three specs for Rogues, two specs for Shaman, three specs for Warlocks, two specs for Warriors, two specs for Death Knights, one spec for Monks, and one spec for Demon Hunters balanced so that no one specialization / class combo is definitively the best class in the game.

That's 24 different DPS specializations they have to balance. For reference that's three times more class/specialization combos to balance for just one role in WoW than all of SWTOR (8 class/specialization combos), half again as much balancing as there is in EverQuest (16 classes), and a third more balancing than all of the classes in FFXIV (18 classes).

Again, just to be clear, I'm not saying that having a relatively huge class list like EverQuest or FFXIV is a good thing. I'm just pointing out that having to spend time making sure the players' options are actually options instead of mandatory "play X or forever be second best at your role!" is a time sink developers don't have to dive into.
 
IMO, Warhammer Online (as it was intended) got around the class balance issues (vaguely) by intending there to be ~24 classes… but only four classes per race. Meaning that of the 24 classes, about half would basically be different flavors / "paths" on overarching roles while the other half were their own unique thing that mostly had to work around not being broken and being viable within that race and / or faction's list of options.

Now, in practice the released game had far less than 24 and there were some obvious imbalances even then, but the basic principle seems quite sound IMO (if more practical for RP- or Lore-centric games as opposed to competitive / mechanically-centric ones). You still have to look into balance and the like, arguably even on more scales, but at the same time you can have a little more wriggle-room in some regards since your primary competition is not the other 23-ish classes in the game but either the other three of your player race or the other eleven of your player faction. Add in that, again, it'd be for a game more RP- / Lore-centric (if PvP / RvR was a flaunted goal), and you could have even more freedom to get a little loose in 1:1 balance ratios (especially if some things are intended to be Rock-Paper-Scissors, for example [not accurate of actual gameplay power tiers, but…] Blackguard beats Greatsword beats Choppa beats Phoenix Guard beats Blackguard).

The main issue with such a system would, most probably, be the one that plagued WAR in the end: That such a system relies on a relatively even distribution of all classes and races and factions, but if one side outnumbers the other or people thematically don't like (and thus avoid) certain classes / races then the intended balancing forces break down (to return to my prior example: Let's say that nobody liked playing Orcs. No Choppa = No hard counter to Phoenix Guard. No hard counter to Phoenix Guard = Blackguard are disproportionately getting ganked meaning Greatswords are experiencing less pressure meaning…).


I'm going to hope you mean this in regards to solely 3.5 / PF and not D&D as a whole (I'd disagree even then, but I could see the argument for the former). Otherwise, well, to use your own words:

Fighters were - and are - quite viable in AD&D 2E (even at higher levels, albeit at that point you need to keep track of even more material than Wizards as you maintain sheets for your various henchmen and hirelings and whatnot), 4E has most of the classes fairly well balanced, and in 5E Fighters are quite competitive with Wizards and Clerics and such even going solely Fighter levels 1 through 20. Admittedly there's people who think this to be bad due to the absence of 3.PF's (EDIT: Community) fetish for caster tiers shitting on non-caster tiers, but see the whole prior "Git Gud(™)Caster" argument that brought this on in the first place.

4e and 5e fighters have agency, because they get abilities that meaningfully shift the context instead of just "more plusses" like PF's idiocy. WoTC is not generally staffed by idiots. PF on the other hand, hired SKR. I mean, PF had some good devs too, but SKR probably cancelled out at least three of them on his lonesome.

For exactly the same reason, i'm going to say that viable or not, 2e fighters were also shit design. More plusses do not make up for lack of actual class features. But hey, that was back when RPGs were still young so I can cut them some slack. Unlike PF who really have no excuse for how much their design on their core classes suck ass (their latter archetypes and partial casters are often decent though... notably after SKR left)

2B's ass and the desire to be destroyed by it is the only thing anyone on the internet ever wants to talk about regarding Automata forever.

Aww, i was thinking that she got all the waif-fu sit-on-face or strangle with thighs moves like in DOA, Soul Cal and that awful girl ninja game i don't remember the name of.
 
I think you missed the point. The same trend holds true for healers and DPS. I'd argue that it is even more of a problem for DPS since each class has at least one DPS specialization. Most of them have two or more. That means the developers have to keep two specs for Druids, three specs for Hunters, three specs for Mages, one spec for Paladins, one spec for Priests, three specs for Rogues, two specs for Shaman, three specs for Warlocks, two specs for Warriors, two specs for Death Knights, one spec for Monks, and one spec for Demon Hunters balanced so that no one specialization / class combo is definitively the best class in the game.

That's 24 different DPS specializations they have to balance. For reference that's three times more class/specialization combos to balance for just one role in WoW than all of SWTOR (8 class/specialization combos), half again as much balancing as there is in EverQuest (16 classes), and a third more balancing than all of the classes in FFXIV (18 classes).

Again, just to be clear, I'm not saying that having a relatively huge class list like EverQuest or FFXIV is a good thing. I'm just pointing out that having to spend time making sure the players' options are actually options instead of mandatory "play X or forever be second best at your role!" is a time sink developers don't have to dive into.

There's only 13 in FFXIV right now, 15 once the upcoming expansion hits actually. 3 tanks, 3 healers, 7 dps (9 in a month). Even with a fairly low amount of jobs there's still some small balancing issues for the game, Warriors and Scholars are practically considered mandatory for raid content for example as they make things much easier, that I'm wondering how other mmos manage to keep all their shit straight.. if they even can.

Tanks: Warrior, Paladin, Dark Knight
Healers: White Mage, Scholar, Astrologian
DPS: Dragoon, Monk, Ninja, Summoner, Black Mage, Machinist, Bard
Expac DPS: Samurai, Red Mage
 
Last edited:
There's only 13 in FFXIV right now, 15 once the upcoming expansion hits actually. 3 tanks, 3 healers, 7 dps (9 in a month). Even with a fairly low amount of jobs there's still some small balancing issues for the game, Warriors and Scholars are practically considered mandatory for raid content for example as they make things much easier, that I'm wondering how other mmos manage to keep all their shit straight.. if they even can.

Tanks: Warrior, Paladin, Dark Knight
Healers: White Mage, Scholar, Astrologian
DPS: Dragoon, Monk, Ninja, Summoner, Black Mage, Machinist, Bard
Expac DPS: Samurai, Red Mage
Apparently my Google-fu for research failed me. Thanks for the correction!
 
Six shooter rapid fire round GO:

  • Warhammer 40k is mechanically terrible as of 7th edition and I don't expect 8th to solve enough of the game's big problems to matter.
  • The Soulsborne series style of storytelling is basically catnip for apopheniacs and not much more.
  • E-sports aren't particularly interesting to watch, and most online competitive gaming is a haven for the socially deformed and the needlessly aggressive. At this point it's a net negative on the hobby.
  • Alignment systems of any stripe in RPGs are invariably hot garbage.
  • Good matchmaking in online multiplayer games is incredibly rare, if not actually non-existant.
  • Western giant robot games are generally bad.
SURPRISE SEVENTH CYLINDER:
  • There need to be more big budget Tribes games.
 
Back
Top