Timeline for MMORPG game balancing
Current License: CC BY-SA 3.0
4 events
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Oct 4, 2012 at 20:57 | comment | added | Markus von Broady | @Kylotan I agree on second part, but as for everything becoming equivalent - that's not the case as my example of the Witcher Versus shows. And even if it was true in some cases, it's still better than having 25% skills used and 75% skills just-to-be-there in the skill-tree. My solution could also bring one more, both positive and negative result: trends. Players need time to notice the best skill, and when they do, with time it will become the worst skill, be abandoned and than become the best again. At least if skill powers change fast enough. | |
Oct 4, 2012 at 20:52 | comment | added | Kylotan | If every skill is available, then that would only makes it balanced in the sense of everything becoming equivalent, which is a bit boring. But if not every skill is available (eg. due to level restrictions), then those restrictions could make the skill rare enough to keep it overpowered. | |
Oct 4, 2012 at 20:29 | comment | added | Orin MacGregor | I can't say I've ever come across this method in my years (at least not that I'm really aware of). But it seems like it would be really cool to implement this kind of thing in an FPS. | |
Oct 4, 2012 at 20:23 | history | answered | Markus von Broady | CC BY-SA 3.0 |