[quote name='elondon' timestamp='1313899276' post='4851799']
@sunandshadow - I'll check out Dofus, it looks interesting.
Skill based and point based systems are by no means perfect. Most of them suffer from exactly what you describe. In AC, while you have a vast array of skills and stats to put points into, you still need to decide what type of character you want. If you want an offensive mage, for example - there was that certain path you needed to go down with your experience and points and if you didn't your character would be much less powerful than another offensive mage at the same level who did follow that path. In AC, if you didn't set your initial stat points properly, your character was forever gimped. I've never tried to think of a good solution for that issue in that type of system. The community of the game always come up with that most efficient path for a given class.
That is a whole separate design discussion though - off the postmortem topic. ![:)](http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/smile.gif)
Eh, I'd rather have some off-topic posts scattered through the thread than stifle discussion. I thought I'd mention a few other problems with stats and character-building that I've seen.
Of anything an MMO can do, one that seems to induce the most sheer rage and feelings of somewhat justifiable betrayal in a player is if an update to the game nerfs a build or class. If a player has spent three months or more building a high-level character, having the game change out from under him to invalidate all his work... that's bad news all around. A related problem is that it's not only difficult to balance each build against each other, there's usually an additional factor that they need to be balanced in both PvP and PvE situations, both solo and dungeon party situations, in leveling speed and money earning capacity, and at many different levels. I've played several games where there were one or two classes in constant shortage because they were mandatory for any dungeon run (generally healers and tanks), and one or two classes that were pariahs because they couldn't pull their weight in a dungeon, usually due to being halfway between a tank and a dps (pet users, paladins/druids). In one situation the class that was unwanted in dungeons for being weak in that situation was the SAME class that ruled 1v1 PvP and had the ability to level and earn money the fastest in solo play. Can't fix that with any simple buff or nerf. It might even be some sort of general truth of the universe that specialists classes are weak solo and generalist classes are weak in groups. And it would also be quite difficult to fix a situation where dungeons were built for a different mix of characters than players were making. A 5-man dungeon party is typically 1 tank, 1 healer, and 3 dps. But if only 1 in 10 characters created is a healer there's going to be a perpetual shortage of healers and difficulty doing dungeon runs.
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That certainly depends on the quality of the dev team behind the changes, and to a certain extent, how flawed the rest of the game is. In Dark Age of Camelot Midgardians received the old "Left Axe Nerf". Sadly, it was necessary. Classes that were using it were overly dominate in PVP. Problem? Quick sweeping change to "bring them back in line". I feel a more subtler approach would have been more tact. Slowly adjust classes, don't just tear them down with changes and then bring them back up when you find out you over did it. This is just a loose example that I am sure would hit a few people very personally.
With the concept I was describing in the previous post above you could remedy this issue to an extent. Providing the player the freedom to change their class would save people from having to reroll completely. Being able to raise/lower skills rather than needing to "earn" a respec, either by cash or finding drops/waiting for dev help to save you, would also help to assist the players in the situation of not liking their class/specialization any more. The sacrifice? Your class/build is no longer fun, which sucks, and you have to take the time to retrain your character. If a class/build is no longer playable, communicate with the proper people, and hopefully you can one day train back to be what you once preferred to be if they make adjustments you want to try.
As for the group/healer shortage issues. Develop a design where you don't limit groups to just five people. Why not eight? Then you will be less restricted on what you can bring into a party and if you have a system where more than just 1-2 classes can heal. Current design plan for my concept has 14 classes and at least four of them can heal, if specialized to do so, while two of those four can heal despite specialization. The design also employs a tactic where a player can fully specialize in one line, but they would have more points so they could sub-heal spec and thus, heal. Not a primary healer perhaps, but they can help.