elongated strawman intensifies
Literally not what happened at all. Go back and read it. I made a point, you summarized in the form of a dichotomy, I pointed out why that didnt make sense and called it what it was
Same goes for any idea. So why are even thinking this is anywhere close to an argument?
You're not even reading what I'm saying. Unless you use a boring solution straight out of NES JRPGs your system has exponentially more factors to balance than pretty much any other system by default. If my system is 3 hybrid classes and you decide to have the same number of abilities/weapons etc (let's say 26) then unless your enemy counts, enemy behaviour, enemy stats etc are EXACTLY equal (in other words, if your type change is just a cosmetic and resistance change only) then you now have every conceivable combination of those 26 options across 3 damage types to balance.
All you are saying is "But but but your idea needs balancing!". Well newsflash, every idea needs balancing!
I'm saying that if your idea isn't based around content padding, it needs far more work put into balancing than any comparable systrm
You were the one who named it a dichotomy.
You are the one who claimed this dichotomy was false.
Not the whole discussion, just how you summarized my position and tried to use that in favour of your system. Please read
Only for people who don't understand such a simple concept.
Let me make it even simpler, I'm just going to use 4 random enemy unit types. For your sake I'm going to have to tell you that these aren't necessarily the enemy unit types that I want or the only unit types that I want. The enemy types are armor, healing, speed and flying.
A player has access, in this example, to 1 weapon, 1 ability and 1 armor.
Loadout 1:
Weapon: anti-armor
Ability (armor has been chosen and can't be picked anymore): anti-flying
Armor (just speed and healing to pick from): anti-speed
Loadout 2:
Weapon: anti-speed
ability: anti-flying
armor: anti-healing
etc.
You can't min/max since you can't pick a weapon, ability and armor that make you perfect against the most enemy types. You can only pick 3 enemy types just like everyone else.
I've already explained why this doesn't fix the problem, but I'll repeat such a labour because you appear to have skimmed over it entirely
So you have a flying enemy, a fast enemy and a healing enemy, but you've only listed one weapon
Let's make it two. You have a shotgun and a sniper rifle (we can make it 3 if you'd prefer)
Do we split those amongst the types? Such that a sniper rifle is always strong against flying, weak against speed and normal against healing, with a complimentary setup for the shotgun? Or do we have 3 types of both. With the former, you're forcing 3 separate sets of weapons to balance. With the latter, you still have a unique set of balance considerations. Say your flying enemies are all about dive bombing. Maybe they're easy to hit, so a shotgun is good for those, good for speedy enemies, and good for healing, resistances aside. However maybe they shoot projectiles instead, and you now have a scenario where your shotgun is worthless against a particular enemy type. So now when it comes to anti flying weapons, your shotgun is worthless but your sniper rifle is great. You now have to ensure your enemies are designed to be equally easy to kill with every weapon type or you've only added that extra factor. Not only is it hard to hit a particular enemy, but with the wrong type I do less damage. This is a more considerable disadvantage than would exist in a system like the one I proposed. What's worse, you now have to balance that against the factors all 3 types present, where my system would exclude those and deal solely with one type in pure isolation. In such a system, I don't need to balance birds v shotguns because maybe the mutant birds of planet Alpha IV aren't like their Earthly counterparts and aren't easily offed by small metal pellets. In your system, it's not that every weapon *is* viable, it's that they must be to have the system work properly, otherwise you have 3 layers of minmaxing
You mean the bits where I assume people have the intelligence to look at the idea rather than the litteral words and conveniently assume the worst?
Your idea is represented by words. If you use the wrong words, it's hard to argue that it's "assuming the worst" to point out how they're false
First of all. Any idea will have to balance the solo and group fights. This isn't something that just my idea will come across.
Not every idea is based around incentivizing weapon type usage (rather than regular weapon usage first and foremost) by balancing encounters for difficulty
This is one of the many moments where you are like "Gah! This will need balancing, that's baaaaaaaaaaaaaad" even though this is simply an obstacle that any system will have to overcome, even the no-options system will have to deal with this obstacle during the creation process.
My comments were rather explicitly about the difficulty of balancing more factors vs less. It is easier to balance Quake than it is to balance SupCom or StarCraft, because Quake has a weapon set both players can use, and the two RTS' I named have multiple factions with a decent number of unit types and unique mechanics each. If you can accomplish the same amount of depth with fewer options, and thus create an engaging and skillful game that is, relatively speaking, easy to balance, I dont see any reason not to
Especially for a small team with a limited budget
Now I hope you realize I'm not trying to call this a problem, since it isn't. This is just par of the course. It would be like saying "we want to create a game but we have a problem... We have to code the game! Oh gods!". It makes no sense, it's not a problem but simply something you'll have to deal with, yet you are doing it over and over again.
It's more like suggesting that it's fine for the devs to build the game from scratch, or using java. You're not going to necessarily making matters easier for a small team
Second of all, do you really think that a group fight will encounter just as many enemies per-player as a solo player? So if a solo player encounter has 5 enemies per engagement then a group of 3 will encounter 15 enemies? Are you really so narrow-minded not to see the obvious solution of, you know, adding more enemies depending on the amount of players?
So we now have to create a system that dynamically scales enemy encounters in an open world game where said enemy sizes might not be appropriate on a per-area basis? Are we now to saddle the devs with creating either a flagging system for max enemy density for certain areas or creating a whole new procedural generation method for doing so (separate from any event-centric stuff they're already doing), optimizing the game for a metric asston of enemies spawning at once to fight a large group, and then additionally creating a system ON TOP OF THAT in which they have to balance multiple damage and enemy types?
This sounds like tremendous feature creep in what is already going to be a difficult project. I don't see why ambient enemies can't just be ambient enemies here, outside of the need to justify a resistances system
This is what I'm talking about when discussing with you. You present it as a terrible problem, yet it's just something that no matter what you do the developers need to do something with it to balance it out.
It's a terrible problem when you consider that you're creating an exponential increase in factors for devs to balance in order for an end user to even notice a change
Keep in check how many players are in the area
The game's an open world MMO, not warframe
/engaging the enemy mobs, adjust the enemy count and type accordingly. This doesn't even have to mean that there need to be more enemies, but you can have more hybrids as well. Such as a flying healer.
But my group of 15 has enough anti flying and anti healer weapons to keep it in check
Upping the difficulty for grouped fights according to the amount of players through multiple means to ensure much more variety during combat.
It would, but your solutions to the problem require a lot of work and, as far as I can tell, have no shortcuts when it comes to functional implementation. You're asking a lot for a system that isn't needed to provide what you want (dynamic combat)