|
Post by lyse on Jul 20, 2018 10:23:29 GMT -5
So I’m wondering, what was the intention of the guild update. Was it to reduce the grind so people could focus more on playing their character?
The way I see it, it’s not going to let players concentrate more on their characters, it’s going to make people grind more. So instead of joining the Byn to be able to survive in the wastes for a month, people are going to join the Byn because it’ll be the only way for them to skill up. Which was one of the reasons people joined the Byn in the first place.
Now don’t get me wrong, I’m glad they’re trying to rebalance classes. I just don’t think it addresses the underlying reason players do the things they do.
Was it to muddle the classes so that it’s harder to guild sniff? Because if it was people are still going to do it. Here new guy, skin this scrab. After the 35th time of not getting all the parts....yup he’s an enforcer.
I get the intention, I think. I’m just wondering what does it actually fix?
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,699
|
Post by mehtastic on Jul 20, 2018 10:59:40 GMT -5
I think there were a few goals with the class update.
Number one was to decrease the grind time where people feel like their characters are viable. But this is completely misguided. People are still going to grind as much as they did before. They will move the goalposts forward and accept a higher standard for viability.
Number two was to make things easier for casual players. But this doesn't address that problem at all. Yes, casual players don't have to grind as much to get to a decent skill level. But it makes no difference to what really matters in Armageddon, which is plot involvement. As long as casual players can't get involved in the same things the hardcore players can get involved in, they're going to be perpetually left out.
Number three was to give the game a fresh coat of paint for the veterans. In this, they basically succeeded. But it's a short-term benefit. People will figure out everything there is to know about these classes, and bitch and moan as they usually do when staff make balance adjustments and other changes to the classes. The new car smell will eventually wear off, and the class situation will go back to where it was, with people demanding the return full-mage guilds, Nilazis, Elkrosians, and all of that stuff, alongside demanding the return of full rangers and merchants.
Number four, arguably, was to clamp down on master crafting. Now that a custom craft subguild unlocks custom crafting, making a new item for Armageddon is more difficult than ever. This serves the staff's purpose of doing minimal work to run the game, but makes things even more stagnant than usual.
|
|
faroukel
Displaced Tuluki
What's a story without a villain?
Posts: 201
|
Post by faroukel on Jul 20, 2018 12:33:20 GMT -5
Smells Rishte-y.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 20, 2018 13:16:07 GMT -5
Easier to play a merchant / logistics team member in a military clan.
Much easier to have a one to three shot killing machine under 10 days played.
Compressed use of hunting areas. No one will hunt skeet or shik now. More will be forced into spiders, stilt lizards and turaal sooner. Only the same three builds will be successful skilling on rantarri. This means more pvp and griefing, as it is easier to find people to target. This probably means more people forced into the Byn and the Garrison, but with the frequency that staff butchers almost everyone in those clans, those pcs still wont be 'competitive'.
Less likely law enforcement pcs will ever impact a sneaky pc. If anyone thought this was a problem to be solved...
|
|
|
Post by shakes on Jul 20, 2018 13:39:45 GMT -5
A three shot killing machine against whom? A combat versus non-combat will be easier, maybe, but you're going to run into far fewer of those no-skill merchants to pulverize.
When the new classes are running into mostly other new classes, won't this perceived "balance" problem be sorted out?
|
|
|
Post by sirra on Jul 20, 2018 14:46:38 GMT -5
I think there were a few goals with the class update. Number one was to decrease the grind time where people feel like their characters are viable. But this is completely misguided. People are still going to grind as much as they did before. They will move the goalposts forward and accept a higher standard for viability. Number two was to make things easier for casual players. But this doesn't address that problem at all. Yes, casual players don't have to grind as much to get to a decent skill level. But it makes no difference to what really matters in Armageddon, which is plot involvement. As long as casual players can't get involved in the same things the hardcore players can get involved in, they're going to be perpetually left out. Number three was to give the game a fresh coat of paint for the veterans. In this, they basically succeeded. But it's a short-term benefit. People will figure out everything there is to know about these classes, and bitch and moan as they usually do when staff make balance adjustments and other changes to the classes. The new car smell will eventually wear off, and the class situation will go back to where it was, with people demanding the return full-mage guilds, Nilazis, Elkrosians, and all of that stuff, alongside demanding the return of full rangers and merchants. Number four, arguably, was to clamp down on master crafting. Now that a custom craft subguild unlocks custom crafting, making a new item for Armageddon is more difficult than ever. This serves the staff's purpose of doing minimal work to run the game, but makes things even more stagnant than usual. The hilarious thing about the guild changes, is that they basically brought the guild's main skill focus up to about where MOST people, with a reasonable capacity to learn or engage with the setting (i.e, anyone with the ability to figure out how emoting symbols work) are quite easily able to advance their characters within a day or two of playing time. Where people REALLY have trouble, and where they really plateau, is right around the mid journeyman mark, where especially for all combat clans, you have to 'trick' the system in an outrageous fashion to manage any learning at all. It is impossible to raise combat skills to mastery without either A) twinking the system, or B) being religiously, continually trained by someone who did. Or, the favorite method of some people, C) turning in enough RP logs of jerking themselves off or being a staff alt, and having their skills raised as a gratuity. In the old days, before there was the skill level indicators to clue people in, and make them more desperate to seek out either twinky sparring partners or stilt lizards, it wasn't uncommon for clan/militia warriors with 40 days+ playing time to get absolutely wrecked by characters that knew how to skill up. The mitigating factor to this, is people who stuck around and survived long enough in a semi-combatty role, would eventually hook up with a mentor, who would finally remove the cauls from their eyes, as to the asinine chores they really needed to perform to become deadly. What they should have done was embrace a classless system, and allowed, depending on karma, for people to choose higher skills in some areas (via subguild), and the random possibility if they choose the right subguild, of developing some elemental affinity.
|
|
|
Post by pinkerdlu on Jul 20, 2018 19:14:51 GMT -5
What they should have done was embrace a classless system, and allowed, depending on karma, for people to choose higher skills in some areas (via subguild), and the random possibility if they choose the right subguild, of developing some elemental affinity. Yep, was having a similar conversation with a buddy earlier. Good posts. The changes that accompany these class changes are... temporary and pitiful. This will just make the grind worst.
|
|
|
Post by lyse on Jul 20, 2018 19:26:31 GMT -5
A three shot killing machine against whom? A combat versus non-combat will be easier, maybe, but you're going to run into far fewer of those no-skill merchants to pulverize. When the new classes are running into mostly other new classes, won't this perceived "balance" problem be sorted out? I’ve seen a few full merchants that were pretty decent in a real fight. They definitely weren’t pushovers. I don’t think it will sort out the balance problem. If you want to play a beater you’re going to go for the top tier fighting classes. The top tier fighting classes are predictably going to beat the shit out of everyone else. It’s only going to matter late game, which...yeah is going to be easier to get to. The problem is going to be people hyper focused on how to progress from where they are now. Like Meh said...they just moved the goal post. If they make mobs tougher, since they aren’t a challenge anymore, we’re back to where we were before the class change.
|
|
|
Post by lechuck on Jul 20, 2018 21:52:38 GMT -5
I don't think there was any specific point beyond doing "something new" because Arm is in steady decline. They know they have to do something, and it's a lot easier for that to be some arbitrary code update that one guy can work on for a few hours a week over the course of a year, as opposed to a concerted effort to make the game feel alive again.
Those players who remain on Arm are very easily impressed. Staff could shit in a bucket and two dozen players would go "holy shit that's amazing, this definitely has me excited about the future of the game!" Meanwhile, what the game actually needs is story and staff attention to player endeavors, because Arm is dying from a lack of this.
Arm's had a number of changes over the last few years, and they were all changes to the code and game systems like karma. That's because it takes very little day-to-day effort to do this. Staff can discuss these changes at a leisurely pace on the IDB, taking months to come to some conclusion, and then somebody can adjust the code accordingly.
But when it comes to things that actually require effort and interest - running HRPTs, supporting player plots, providing sponsored characters with a reason to exist, etc. - there's a deafening silence from above. It's almost like there's a formula that they follow: the highest appearance of support with the lowest possible amount of effort. That means class overhauls, karma restructuring and things like that.
When was the last HRPT? 2015?
|
|
|
Post by shakes on Jul 21, 2018 2:06:31 GMT -5
I'd agree that they need some story action, but I like the new classes. At least the ones I've tried. They offer me a decent mix of the things I like to do. I'm an excellent twinker so I can usually skill up pretty fast anyway, but I'm happy enough to have semi-reliable skills now from chargen.
I don't know what Brokkr's actual skillset is. He's the guy that did the code work for this, isn't he? Maybe he's just not a creative type but rather a hard skills coder. So he did what he can do. I can't fault his work because there's not a lot of stuff going on that may or may not be in his wheelhouse anyway.
I'm happy enough with change. I have more options on the table in front of me, except for this karma regen which I really do not like. But the classes themselves have a lot of variety in them to experiment with. I may be bitching about them in a year when I've tried them all, but for now ... I got something new to play around with.
So lyse ... I only ever saw one merchant who could put up a decent fight. Ran into him in a "push-in" job where I went for the apartment kill. He managed to grab some weapons up out of somewhere in the room he fled into and for a long moment there I was starting to get a little worried thinking I was dealing with something other than a merchant. I was just a wimpy little pickpocket, after all, and not great in a straight fight. He'd been around awhile. Maybe he'd been skilling up somewhere. (And later I really regretted killing him.) But every other merchant I ever had a fight with folded up like wet cardboard after a sap and a hit or two. I tried to get a few merchants of my own up in combat skills, but I never figured out the secret. I suppose you've got merchants who are serious about their hidden offense/defense skills and their survival, and tressy-tress froo-froo types who just want to craft themselves some bling and flirt in Red's.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,699
|
Post by mehtastic on Jul 21, 2018 8:47:04 GMT -5
The code that I obtained and leaked suggests that guild information is read from some kind of outside file which contains the data on which guilds get which skills, and the levels they start at, max out, and branch. There's not enough of a challenge to go along with that to allow for this project to have taken over a year. What the game got was a handful of new and arguably useless skills alongside new versions of these text files I mentioned. That is the kind of thing that would have taken an absolute maximum of one month, if the staff had worked the bare minimum of 3 hours a week on balancing numbers and writing a bit of code that they could copy-paste for each of the weapon type special skills. To staff's credit, they took the time to live-test the new classes, but made the mistake of jumping from a small sample test, to full release with the caveat that the new classes could change at any time, alongside other unwelcome surprises like the custom crafitng change, without any in-between testing or extensive discussion of changes. The end result is, as lechuck said, shit in a bucket. In my other post I mentioned four possible reasons for the class change. I neglected to mention a fifth: it's a promotional point for the game. It's a way to advertise Armageddon in a new light: "now with 15 new classes!". Too bad the class change was finalized on the same day as the whistleblower drama on Reddit.
|
|
|
Post by sergeantraul on Jul 21, 2018 9:45:40 GMT -5
The way guilds were before was pretty stupid. 1 heavy combat class that started out woefully incompetent and was useless outside of combat, 1 outdoors class that could do literally everything except straight up fight twinked warriors, 1 mercantile class that craft literally everything, and 3 stealth classes with a bizarre, illogical division between who gets what skills at what skill levels.
I have some quibbles with some of the design choices for the new system and we'll see how good/bad it is in the long run, but the only people I expected to be saying the previous system wasn't broken or shouldn't have been changed are Lizzie and Armaddict.
|
|
mehtastic
GDB Superstar
Armers Anonymous sponsor
Posts: 1,699
|
Post by mehtastic on Jul 21, 2018 10:07:53 GMT -5
No one here said the old guild system wasn't shit. But if you replace a pile of elephant shit with a pile of rabbit shit, you're still left with a bunch of turds.
|
|
|
Post by jcarter on Jul 21, 2018 10:29:23 GMT -5
The old guild system wasn't great but there was at least a sense of class identity. There's no class identity here, and there's a major overlap between the classes that makes it confusing to figure out where and when these classes shine. I think it's going to be more off-putting to new players than anything as they have to suss over lists of skills to figure out what differences there actually are.
|
|
|
Post by shakes on Jul 21, 2018 12:57:02 GMT -5
The old guild system wasn't great but there was at least a sense of class identity. There's no class identity here, and there's a major overlap between the classes that makes it confusing to figure out where and when these classes shine. I think it's going to be more off-putting to new players than anything as they have to suss over lists of skills to figure out what differences there actually are. This may turn out to be a valid criticism. I dislike muds when I log on and in character creation I'm presented with 38 classes, 19 races, and a complex background generation. Too complex ... need my ranger. #zap I think they could help this by deciding which classes would be most suited to newbies and pointing towards that in chargen. **If you're a newbie, these 3 classes are best suited for you. Not sure which those would be. Adventurer is a great a la cart class that gives you a taste of everything. Miscreant is really good for city people. Social types might steer towards laborer. Soldier looks like it has some range as well.
|
|