Turning a gradient from no options to "a plethora" of options into "zero options or my way" is a false dichotomy. Sorry
No you misunderstand again. My point is that with my option or with hybridization or class structures you still have a plethora of options to balance.
So my dichotomy is that I put all idea's that give a plethora of options together (which is all of them that give options unless you arbitrarily limit those options, which is again possible with
all of them) and put the idea of giving players no option separate.
That's not a false dichotomy, it's a completely true observation and logical conclusion.
You change it to "no options or my way". Why? I think because you completely misunderstand the concept I'm holding in front of you. The alternative would be you deliberately trying to shoot down the idea simply because you disgree, but I really hope you aren't that kind of person.
Don't mistake disagreement for misunderstanding
I understand you disagree, but from your words I also understand you don't understand the idea.
The only way you could really show you actually don't misunderstand is retelling me exactly the idea I've told you in your own words.
Are the damage types not ultimately archetypes? If I cant carry all 3, then my output is ultimately based off of what role I play in combat w.r.t. what enemies I should fight to achieve max efficiency.
You could call them archetypes, but the system behind these archetypes and the execution of the archetypes is completely different from any available in other games.
And the point is that in solo fighting
any loadout would average out at the same efficiency, since the enemy archetypes that you encounter on average would consist out of every single type of archetype in the game. It would change per engagement, so in one engagement you would have a breeze as your loadout is designed against them and the next you have a tough one where none of the archetypes are weak against you.
In group fighting the goal would be that if any two players went for a "standard" loadout you would screw yourselves over, since it would be better to maximize the loadout choices you have.
As far as I'm aware, the plan is to have a similar system in Ember, whereby there are distinct roles. What the OP and I both suggested was making the roles hybridized so that everyone needs to take part in direct combat, which ultimately makes encounter balance easier
And I take that hybridization a bit farther. The archetypes of healer, engineer etc could still exist as an overarching structure, but within that structure you have (almost) complete freedom in what you pick.
Besides that, didn't you talk about one loadout being the best and that being a bad thing for the game? Wouldn't a more standard archetype structure make it easier to have a standard loadout and unit in the game? Such as in Firefall where in some updates you simply
had to take archetype X with loadout X to do mine resources or engage Baneclaw?
They also have to be balanced against units they're not good against, assuming the damage value is not 0. They also have to be balanced against other weapons of the same category just like in the current system. Are the enemy types pallette swaps? Because if they arent that becomes a balancing factor as well. If red units are big and slow and blue units are small and fast, having slow weapons to fight blue units is worse than having fast weapons to fight red units
As I said, the average DPS for all of these weapons and abilities would be about the same against units they aren't designed against, give or take the enemy composition. An AOE weapon would overall deal less damage than a sniper weapon, but depending on how many enemies are attacking at a time the DPS of the AOE weapon might go higher or lower.
Although those could either be parts of the primary features by making AOE weapons the go-to weapons for groups or the secondary features of the weapon that allow each weapon to have a different use without becoming too generic.
Besides here's that dichotomy again: You run into the exact same 'problem' with the other systems. The difference is that you don't have to balance each separate weapon combined with every single available ability and armor, you only have to balance the weapons against each other.
That might be an oversimplification, since the abilities and armor would still have some overlap even with the exclusion system I proposed, but the impact would be far lower and it would be far easier to balance altogether.
More HP doesnt always equate to more difficulty, but it does inevitably move firmly into tedium. I'd like to avoid a combat system based on tedium-as-motivation, thanks
Well boo-hoo, as if more HP would be the
only option available. Besides that it wouldn't be "tedium as motivation". The average solo-fight would be designed around having to fight mobs that you are only partially strong against, thus allowing the difficulty (IE length of time you have to withstand the attacks) to rise and fall depending on how strong you are against them.
That said, It doesn't necessarily have to be more hitpoints or longer fights. That's just an easy example of how you could balance the system. There are other systems, which incidentally could be mixed with increased EHP against certain weapons, to be used. Such as enemies being able to activate certain special abilities when hit by weapons not designed against them as one example.
Do you not remember how hard FF could shit the bed when it came to hitboxes? Do you really want to try that shit again with a smaller team that has less cash?
Yes, because they don't have to build an engine from the ground up but will be using the Unreal engine, of which each iteration as far as I know was
extremely solid when it came to being modable and offering 'basic' things like good hitboxes and netcode.
Except this thread is about not having a trinity system, not creating a trinity system with damage
Seriously? You've stopped the discussion now and started being pathetically defening your point to the bitter end no matter how low you can stoop.
Yes, this thread is about making sure we move away from a trinity system. Read again what I wrote: "That's just one way, just like having a trinity system can be done in half a dozen ways." I'm referring to how my system has many different ways you can balance it out, just like the trinity system of the passed has been balanced in many different ways depending on the game.
I'm not saying in
any way that I want the trinity system back. I'm making a point, the point that no matter what system you create, it can be completely unbalanced by making everyone OP, it can be completely unbalanced by making everyone UP and it can be everything in between. It all depends on how you balance it, but
you only see the option where it's unbalanced. Then when I
simply name the trinity system
as an example why any system can have a widely different balance you instantly assume that I want a trinity system.
Something about "misunderstanding" much?
The details of roles and the weapons you create *are* the mechanics
Yes, the
details. And those details can be completely different depending on what kind of balance you are trying to achieve.
Exactly my point. Yet you somehow still try to pass it off as if
you are the one making that observation and that I somehow missed that.
Firefall had vertical progression, Ember is not planned to
Oh look! More stupidity! This is getting tiresome. Firefall has had horizontal progression, a mixture of horizontal and vertical progression and ended up in a 100% supa-dupa vertical progression system. Yes. Ember isn't planned to, but I never said it
wouldn't did I? Are you really so desperate that you have to
invent my side of the argument just to get a word in?
What I'm doing is
drawing a parallel. I show you with examples of Firefall that there isn't just one balance to be made in one archetypal structure, I'm showing that there's many different ways to balance it and that it can go wrong in many different ways. This is a "problem" that surfaces in
any of the idea's put forth so far. It's simply part of balancing. The only difference is that in the other systems you need to balance one weapon with every single ability and armor to prevent an OP combination (and the one weapon shouldn't be stronger than it's counterparts), while with my system you only need to balance the weapons among themselves to prevent them being inherently stronger than their counterparts since you can't min/max the loadouts.
That might be an oversimplification since there will be
some overlap between the weapons and abilities. But it'll be a lot easier to compensate and balance for this small overlap compared to having to balance every single loadout combination with each other.
Rest in next post.