Hey Toasters and Saviors! Sharp here with another topic on Game Design!
Today let’s talk about Classes, 80 of 'em… wow 80 classes huh IMC?
That’s a lot, and it sounds cool and all but it’s not like it was never attempted before. The problem of this many classes is exactly what always happens in MMO RPG’s after a certain period of time, it’s called min-maxing, the boring art of crafting characters with the best stats and instantly break the balance of the game. Then from 80 classes it quickly gets down to 5 super-soldiers that do everything more effective than everyone else. Which is lame.
This happens because of one of the worst enemies of a game designer: The Dominant Strategy (Tan tan taaaaaan~)
¨A strategy is dominant if, regardless of what any other players do, the strategy earns a player a larger payoff than any other. Hence, a strategy is dominant if it is always better than any other strategy, for any profile of other players’ actions.¨ -Game Theory.net
And normally the end result of this lack of balance and compensation of choice results in this little graph:
Take note that because MMO’s have a lot of Player Competition the desire for a Dominant Strategy is amplified a gajillion-fold!
You: “But… ToS’s class system focuses less on whole different classes and more on Combos of little classes with a low amount of skills per class, doesn’t that make balancing easier?”
Me: Yes! Technically it is, but just take a look around the Theory Crafting post or some builds, most people are already min-maxing the hell out of the skill-simulator! I’ve seen a lot of Passive only Swordsman-Barbarians, Wizards-Elementalists. Most archers are picking Ranger because they don’t like the idea of changing Stances all the time, and man! How unlucky are the Krivis and the Priest just because of Cleric’s Divine Might.
You: But can’t Imc just nerf the OP classes everytime there is one?
Me: Also yes, but simply nerfing something doesn’t balance the game it just giver room for another class to become OP and ir ends up creating what I call the Patch HATE CYCLE!:
This feeling will be more aggravated on MMO’s because a player took months grinding and evolving one character when the character becomes mediocre compared to the rest the play will feel mediocre by proxy, creating an EXIT POINT in the game.
So what solutions is best then? Well I say it’s innovative game design that always will be the best solution but that’s an even more broad spectrum of solutions, for the sake of this Post I came down with two inter-related ideas using Bosses as the main mechanic:
Showcase Bosses
For most games, bosses are the ultimate challange. Taking that into account this Showcase Boss will use some Class skills in combat, overpowered versions or not, an example is a Boss that strats combat LINKING PC’s with the Linker’s Joint Penalty! Using this will create a sense of: “Wow! I want to do that!”
Class-Countered Bosses
This type of boss is easier if you have a certain class or skill in your party! Take for example a Boss that REVERSES any magic circle on the ground so that it benefits it, having a Thaumaturge with Reversi will make the battle a whole lot easier, making the Thaumaturge a justifiable pick!
It does not need to become super easier just a little bit.
Well this are my ideas, what do you guys think? Is ToS gonna become just another min-maxing fest? What are your ideas for balancing? I am interested to know.