Rezzed, The PC and Indie Games Show. Brighton, 6th-7th July 2012

Rock, Paper, Shotgun

MMO Character Permanence: Respec or Retcon?

By Kieron Gillen on August 31st, 2009 at 11:10 pm.

When talking about Champions, a friend linked me to a well constructed, if obviously fanboy-outrage slanted, piece about the current respec (or – for those who go outside, respecification) policy for Champions. It’s worth reading, if only because it feeds into quite a few trends about game design. In short, it argues the inability to redesign your character from scratch will kill Champions stone dead. Which got me thinking on the subject…

For people who aren’t following it closely, Champions uses a relatively unusual character design model. Rather than actually having defined classes you’re able to construct your own character by picking powers as you will. Powers are divided into classes – like fire-powers, or force-powers or hugging-powers – and more specialised abilities require prequisites (which are normally multiple abilities in the same class – so, for example, my force-blaster character only opened up her area-effect blast by having a load of abilities in force). But generally speaking, you’re able to pull yourself in whatever direction you want.

There’s more to it than just the powers picking though. Rather than City of Heroes – which kept your power selection much more within a specific framework – you’re also playing with advantages (which allows you to improve and personalise individual abilities. For example, my active block channels energy into me whenever I block… but with the advantage pick, the effect hangs around even after I drop my block, meaning I protect myself for the first few seconds when unleashing attacks) and statistics (i.e. certain ability scores boost certain abilities). The latter brings in more equipment fiddling – which is something aside from what we’re talking about – but also the ability to pick these talents which boost your ability scores. For example, choosing one which gives you +8 dexterity – or one which gives you +5 Strength and Dexterity – or even one which gives +3 to three separate stats.

Which is all very well, but when you start playing, you haven’t got a the proverbial fucking clue what you’re doing.

I think that’s actually at the core of why people have been so divided on the tutorial. On the one hand, you have the developers trying to start the MMO in a full-on semi-scripted battle fashion: Call of Duty with Superheroes. On the other hand, you’re thrown by with massive screens of text explaining mechanics. If you try to follow both, you have no fun whatsoever. If you ignore the text – I totally did – you have a bit of a biff-fest, but you don’t actually come out knowing much.

Point being, you’re going to make mistakes. And point two being, at the moment, it costs a lot to actually fix mistakes. The in-game currency allows you to undo a previously chosen ability, at increasing expense since the first decisions you’ve made. To give you an idea of the expense, not having spent any serious cash, as a level 16 character, I couldn’t afford to swap an ability I gained around level 6 or so. As the essayist puts it, it makes actually picking abilities a time of fear.

Well, I dunno on that. In practice, playing casually, I’m fine with it. If you choose within a framework, you have a guidance for your choices. If you go off choosing random stuff… well, you do know you’re doing random stuff. People who aren’t planning on being competitive in PvP or similar don’t automatically chase the min-maxing.

Which, as an aside, leads to another point point about Champions. There’s been much talk about how little PvP is balanced. I literally have no idea what that means. The thing the Champions Pen and paper RPG system it was based… well, it’s not balanced either. They try, but when a game gives you total freedom to choose stuff from a shopping list, some combos are better than others. As such, the game becomes, at least in part, gaming that system. Some combos are better than others? Fine. So the game becomes about choosing those abilities, and balancing becomes about creating an interesting matrix of choices.

Which of course, feeds back into respecing. You have one good idea about how a character should be and, well, maybe it is for a while. Then someone works out the counter-build, and you’re stuck with last season’s black.

So, at the core I agree with the original essay: it’s a game about experimentation and freedom. To punish the experimentation does seem somewhat perverse.

You have to ask why.

The MMO which most determinedly took the build-competition-is-the-game approach would be Guild Wars, where slotting in and out abilities was a core function. Even they loosened up their ability to respec them from the original, extremely liberal for the time, abilities. While not doing that, City of Heroes also was generous with the respecs. At the time I played, knowing you got a respec at certain points in your characters development was another reward to push towards. The respecs which arrived as seasonal gifts were something which engendered fondness with the developers. Do Cryptic consider that approach a side-effect of the system of City of Heroes which wouldn’t work with Champions?

(i.e. In City Of Heroes you respec, and you’re still fundamentally the same sort of character. In Champions, you may not be. I don’t think that holds up generally either: I’ve stayed within a single framework with my main alt, so am basically the same as City of Heroes’ Warwych, just without the ability to rechoose my powers.)

The conspiracy theory going around is that respecs are going to be part of the Microtransaction system, where you can buy non-essential abilities to enhance your experience. Frankly, if it does go that way, Cryptic are operating at the very boundary of the phrase “non-essential”.

A couple of final notes:

1) It’s interesting how, in single player RPGs, people argue particularly in favour of no-way-back persistence – arguing Bioshock wasn’t even slightly an RPG due to the ability to switch choices around.

2) It’s questionable how much the limitations on respecs actually affects anyone other than those who obsess over the numbers to get the best results. The game, at least what I’ve played, leans on easy rather than hard. It’s as if Cryptic knew there’s more room to make your character work in sub-optimum ways, so designed with that in mind. I’d be interested in any experienced Beta players take on this, if they wish to chip-in in the comments. Yes, we can complain about the character being hurt… but how much does it actually hurt?

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85 Comments »

  1. DK says:

    When they suddenly and without announcement upped the respec costs by an order of magnitude between the last days of beta and release, I was rather pissed.
    I still am.
    Effectively not being able to respec, AT ALL, is utter bullshit – even moreso for a game built on customization.

  2. Zyrusticae says:

    CB tester, signing in.

    I personally agree with the notion that, yeah, if you don’t have a hard-on for number-crunching or PvP, the expensive respecing is hardly going to phase you. I mean, I lived just fine before they even had respecing in the game.

    The powerhouse system is more than enough to prevent you from picking up powers that are simply redundant with what you already have, or are bugged/largely useless. It’s such a nifty feature, in fact, it’s a wonder I was able to survive without it.

    Anyway, I have little sympathy for folks who don’t put thought into their power choices. Especially now, with the powerhouse in play, you have every opportunity to make sure your decision makes sense. I can’t even imagine how it could possibly “kill Champions stone dead.”

  3. the affront says:

    It hurts a whole lot, in my opinion. But that’s from someone who sees PVP as the endgame. Now I have only played the “open” beta of Champions up to 26 or so, but there wasn’t a hint of anything but PVP in sight as something you could regularly DO at max level, apart from twiddling your thumbs (read: “socializing”.. if I only wanted that I’d certainly play something better suited to it). And if you want to be competitive there instead of dying 10 times in a row, you MUST respec or reroll. No way around it with a game that’s so young (oh how fun no real respecs will be when the inevitable balancing buffs/nerfs for the year or so after release hit….).

    And, yeah, I do expect them to put respecs into the cash shop. I’ll laugh heartily when the time comes and feel glad about not buying the game for now.

  4. Howl says:

    It will be via microtransactions. They just need to give it a few months so they can use the ‘by popular demand’ card to help people swallow the bitter pill of paying cash for it. If they had that in at release people would go nuts but if it’s a ‘favour’ they are doing us by adding it in at a later date they might get away with it.

    It’s a moot point anyway because the game is a load of gubbins and will go the way of WAR/AoC by the time anyone cares about respeccing their toons. *dodges*

  5. the affront says:

    It hurts a whole lot, in my opinion. But that’s from someone who sees PVP as the endgame. Now I have only played the “open” beta of Champions up to 26 or so, but there wasn’t a hint of anything but PVP in sight as something you could regularly DO at max level, apart from twiddling your thumbs (read: “socializing”.. if I only wanted that I’d certainly play something better suited to it). And if you want to be competitive there instead of dying 10 times in a row, you MUST respec or reroll. No way around it with a game that’s so young (oh how fun no real respecs will be when the inevitable balancing buffs/nerfs for the year or so after release hit….).

    And, yeah, I do expect them to put respecs into the cash shop. I’ll laugh heartily when the time comes and feel glad about not buying the game for now.

    Also, Zyrusticae: the powerhouse tells you jack shit about how the powers scale at the level cap. They might be fine and dandy at level 15 but suck major ass later. Then you’re SOL.

  6. the affront says:

    Damn comment system.. I reloaded the page after the first try seemingly didn’t work and there was nothing, and now that. Duh.

  7. Zyrusticae says:

    It’s the devs’ fault if a power scales poorly. Ideally, that should never be the case.

    I do not believe that those kinds of issues warrant cheap/easy/free respecing. That said, I’ll agree that the current prices ARE pretty ridiculous. At the very least you should be able to afford one full respec if you throw all your resources into it…

  8. Lafinass says:

    I think the biggest pain here is that you have to sell a pile of gear when you leave the tutorial zone if you want to respec your second power gained at character creation. That is the only time when I’ve really ever wanted to respec.

    Half the builds have a terrible second power. Supernatural for example has that chain throw crap. Spammable sure, low damage and high cost though. Bite is a far better alternative with the same requirements.

    What I think it needs is a more detailed character creation. You should be able to pick ANY of the tier 2 skills for your second skill, not just the one the game picks for you.

  9. Blast Hardcheese says:

    I’d have an opinion, but I don’t know if you can ever pick a second energy building power. If so, there’s no big deal. If not, I screwed up a couple of my characters pretty obscenely, what with some tanks having ranged energy building and some rather weak but high damage ones having a melee energy builder.

  10. DixieFlatline says:

    @ Lafinass:

    But you can pick any of the tier two skills. That’s what the ‘custom framework’ button at the bottom is for.

  11. Railick says:

    (i.e. In Champions you respec, and you’re still fundamentally the same sort of character. In Champions, you may not be. I don’t think that holds up generally either: I’ve stayed within a single framework with my main alt, so am basically the same as City of Heroes’ Warwych, just without the ability to rechoose my powers.)

    I think you meant in CoH you respec and you’re still the same type of hero, ;P

  12. Tei says:

    I think I have found a reason the horrible console-ish setup to activate avatars (aka “consoleish” controls):

    http://games.slashdot.org/article.pl?sid=09/08/31/2036239
    Seems theres a version for the Xbox :-(

  13. gryffinp says:

    All I know is, I played in the open beta, and I frequently wanted to respec but could not.

  14. the affront says:

    “It’s the devs’ fault if a power scales poorly. Ideally, that should never be the case.”

    This must be your first MMO… there hasn’t been a single one so far which hasn’t undergone massive balancing changes. If your character turns out to be nearly useless for months until the next adjustment, you HAVE to reroll. Or quit. Or buy a respec in the shop.
    But if there were free respecs every time a major nerf/buff hits, that’d be fine (or at least acceptable). We’ll see what they do (they didn’t give any in the beta, though, and melee was nerfed pretty hard).

  15. DK says:

    “@ Lafinass:

    But you can pick any of the tier two skills. That’s what the ‘custom framework’ button at the bottom is for.”
    If that was the case, there would be less of a problem, but it’s not. They only give you a small selection of the actual tier two skills at the start. You have to respec, which you can’t because they made it too expensive, after the tutorial to get to the actual power selection.

  16. Ian Moriarty says:

    Meh. I’m happy with the current respec system as is. Cryptic has already stated the current costs of respeccing during Headstart or broken and they’re fixing it for live. As for me, the Power House is more than sufficient to figure out if a power is worthwhile.

    I wouldn’t be surprised if the C-Store ends up with Full Respecs for cash. More power to them, if you want to work around the rules of the game, pony up.

    @Lafinass – Choose Custom Build and you can pick any Tier 1 power you like. Go Wild.

    ~I

    (Note: I’m a Lifer, and thus biased.)

  17. Zyrusticae says:

    @DixieFlatline
    Er, you guys all seem to be confused.
    To pick a tier two power, you need 3 powers from that power’s set or 5 non-energy-building powers from any set. This is impossible at level 5 (which would be the very first time you have access to the respec).
    You’re thinking of the tier 1 powers, which require 1 power in that power set or two non-energy-building powers from any set to be taken.

    @the affront
    Actually, this is my sixth… seventh… eighth? MMO (EQ -> EQ2 -> SWG -> CoH/V -> Vanguard -> Eve -> PSU -> CO).

    At this point I’ve learned to accept that there are going to be inequities among different classes – or in this case, different powers. And considering each and every power is available for you to choose at any junction, so long as you meet the prerequisites, I find I have little reason to care if there’s balance issues down the road.

    I just start playing a different character if one is gimp. Especially in this game, which is extremely altoholic-friendly. Not an ideal solution, surely, but I don’t see why I should be given free reign to completely redesign my characters in the event of balance issues unless I’m specifically testing the game for those in the first place.

    I guess I’m just not cynical enough to believe that the devs would be so short-sighted as to make something “unplayable”.

  18. Lafinass says:

    @DixieFlatline & Ian Moriarty

    You are incorrect. The ‘custom build’ allows you to pick one of the pre-picked powers from another tree. Not one of the others from the same tree. Each tree has multiple Tier 1 powers, or Tier 2 if you consider the energy builders Tier 1. I don’t want to be able to pick an energy builder from one and a second power from a different tree, I want to pick a “Requires 1 power from this tree” that isn’t the ONE they give you at creation.

    In my example, I don’t want the chain lash or whatever it’s called- I want bite, both Supernatural. Same requirement of 1 other power from the tree, so same tier- but only one of them is available from the character creator. So what is required is to finish the tutorial and respec out of the chain skill and then pick up bite instead. This was easy in beta because that first ability was free to respec in your first powerhouse session, but now it costs just over 4s.

    It’s just vaguely frustrating that in a game that is all about customization, they would make this move that makes it harder to have the hero you want from the start.

  19. Sartoris says:

    “Hugging power” sounds awesome. John Walker would be my constant victim :D

  20. Persus-9 says:

    Seems to me it mainly hurts people who are caught up in the idea of min-maxing and I sometimes wonder if those people don’t hurt MMOs for more mainstream players. Personally I don’t really care about min-maxing; if I play an MMO I do so to have fun.

    When I played WoW I played an affliction spec ‘lock and other more serious ‘locks told me I should respec to demonology because it was “better” but I couldn’t help but feel they were missing the point. The point being affliction spec was better for me because I found it a lot more fun to cast a half-dozen dots and fear and slow on someone and watch them stagger around in terror until they die then just to get an uberdemon to run up and hit them with it’s massive axe. I should imagine that if I’d ever wanted to get involved in a raiding guild and see the end game raids then they wouldn’t have tolerated this type of frivolous behaviour and I’d have had to respec in order to be allowed to take part. This means that at the higher levels people are pushed away from playing the way they enjoy towards playing purely efficiently and I’m guessing for a lot of people isn’t nearly as much fun.

    Seems to me that preventing people from respecing will stop min-maxing from becoming the norm; lead to a much great tolerance of imperfect character builds among the games general population and should hopefully stop the hardcore from browbeating the mainstream into feeling that they have repec in order to keep playing. Sounds a bit more fun to me.

  21. the affront says:

    Zyrusticae: Heh, expected something like that. That sentence just sounded entirely too unbelievable/naive to me coming from someone with MMO and inevitably balancing nightmare experience. But then “unplayable” for me begins when I feel that I’m dragging my group down and just fill the throw-away slot.

    Also, considering the advantages of a basically class-less system I see no reason to still force players to re-roll if they/the devs screw up. Seems like just throwing the opportunity for improvement away.
    (And I’m not saying respecs should be cheap, easy to get, or whatever. Just that they’re there and you don’t get ripped off by cash shop for them – they should be achievable by in-game means, be they expensive or otherwise hard to get. There have been enough successful examples of this.)

  22. Wulf says:

    Throw in respecs for the min/maxers, sure, but unless you’re minmaxing you’d have to be pretty foolish to screw up a character. Why? Because of how they’ve constructed their upgrade system: The Power House.

    The thing is, when you first create a character, you can save their appearance off the bat.

    Now let me stop there a moment and explain my process: Before I even go into the character creation, I work out the following…

    - What my character will basically look like.
    - A time-line of his life and all that’s happened to him.
    - A writ of his personality and what would define his choices.

    Then, I go to the character creator and I work off my basic “character schematic”, and as I pick costume parts I go back to that schematic and scribble in more bitst of info. How a character came by their power armour, or even with a more plain character I’d note say… what their favourite brand of leather jacket is and why. Not everyone wants to or needs to go into this kind of detail, but I love it!

    So when I’m done, I could tell you why my character has those arm rings, why they’re wearing a camo shirt, and every piece of clothing has a story. Once I’m done with that, I save the appearance and then give the schematic another once-over, thinking about everything I’ve written, and making any changes that might be necessary.

    This prepares me for the origin story, where I have to cram a hell of a lot of info into a very short origin tale, which is supposed to tell people about my character, a lot needs to be left out (of course) but I keep that information around should I ever be asked about it.

    Okay, so I’ve got the origin story down, I have the character’s personality, and a hell of a lot of information. Then I can hit “I’m done!”. By this point I’ve made a backup of the origin story of course and saved the character one final time. So then I’m in game.

    From here, I can do one very important thing: Run around the corner to the pods and test my powers. I do that before anything else, I go and make sure that my character looks right; that all the colours are right, that the animation set I chose was right, and that I didn’t forget anything.

    Sometimes I’ll forget to set the pawpads of a werewolf black and this will lead to a “SHIT!” and a quick redo, but I’ll get to that in a moment.

    So I’m testing my appearance, and I’m testing my powers. Is this how the character would fight? Does it suit their personality? And so on.

    Thanks to the fact that the character creation process is so quick once you’ve setup the visual side of things, it means that you can delete a character, go back to the character creation system, load the character, then make any visual tweaks and power changes that you need to. Once you’re sure that they’re right visually, you’ll never need to change that again so it’s very important to get that right right off the bat.

    So, I’m satisfied with my character and I have a ball, I biff and boff my way through the Qularr invasion, and as I’m going I get items: These items I judge by my character’s schematic and nothing else.

    Am I strong? O ya. Rather dexterous too. Egotistical? Well, not really. A tiny bit, but this character’s mostly humble. And so on. Everything I do I base off the nature of the character I’m working with, and I actually think the Champions system is designed to play up to that from what I can tell, it’s sort of a “roleplay first” system because every stat has its general perks.

    So picking items is easy, it’s just telling the game what I see in my head. If you have big muscles, you pile on the strength, so it’s a really simple thing.

    Okay, so it’s the end of the Qularr invasion, and soon you’ll find yourself at the Power House…

    The next thing I’m going to say is very, very important.

    If you just grab some stuff in the Power House and rush out the door, you’re screwed, you’re damning yourself and you have no one else to blame.

    The Power House even warns you not to do this, so you really can’t blame anyone for not thinking things through. Now let me tell you what I do when I’m at the Power House…

    When it came to a travel power, I wasn’t sure what to do with my munitions-based werewolf character, so I had to sit and think for a bit. If this had been another game, where I had to pick something and that was that, and my only option was to pay through the nose for a respect, I’d have played it safe. I would have picked something like tunnelling or super-jumping, sticking with the character’s bestial nature.

    But you don’t have to play it safe, neither do I.

    You can pick stuff, and as long as you don’t leave the Power House you can reset every single choice you make when inside the Power House, and this is crucially important, because it means that you can see what suits your character and you can pick according to that.

    Now I use my schematic, of course. I look at the choices that my character would make, and I consider. I actually tried every travel power.

    Were I playing it safe, I wouldn’t have even considered swinging because I would’ve assumed it was something like Spider-man, webs and whatnot. Silly, maybe, but it wouldn’t be a chance I’d take. But I could trial everything! I actually found out that it was a device, a grappling hook with a rope. And it immediately struck me: Yes! This is how my munitions wolf would travel! He’d totally dig this!

    And you do this with everything, you pick, you test, you reset, then you try ‘em again, you pick finally, and then you go out of the door when you’re sure that this is what your character would have, when you’re sure that that’s a natural evolution for your character.

    Sometimes you might even pick something a little off the wall and add something to your schematic to support that. And what’s great is that you can go and visit the costume tailor to change your appearance slightly to suit. It isn’t all that expensive at all to make minor changes.

    Your character suddenly has an arsenal of bombs? He has nowhere to keep those, hmm… hey, let’s rush over to the costume tailor and slap a backpack on him, that’d work!

    And this is precisely the kind of thinking that Champions Online seems to play up to. You can min/max, but I don’t think the game is really designed for it, and that’s why It hink the idea of a full respec just diidn’t occur to the developers because of the kind of game they were making.

    So maybe people shouldn’t try to make the most powerful character ever, but simply make a cohesive character, an absolutely brilliant character who’d stand out due to their cohesive nature, and by not being a bunch of random crap thrown together without a backstory that seems to make up most of the playerbase.

    …and speaking of which, I’m actually tempted to turn this ‘ere text into a guide and post it up on the Champions forums. Presumptuous… maybe, but I think that the realisation might help some. The moral of the story really is: Imagine a brilliant character that could only come from your mind, flesh it out, and then make that character… min/maxing be damned!

  23. malkav11 says:

    @Persus-9
    No. People who want you to be optimized for your role simply won’t take you if you’re not optimized and there’s no ability to change that.

    Besides, given how wide open Champions character-building is and how poorly it’s explained, it’s pretty easy to build yourself a character that flat out doesn’t work, only you maybe don’t figure that out until down the line. My closed beta character got to about level 16 before I started having major problems staying alive and there wasn’t anything I could do about it.

  24. Shalrath says:

    Power gamers who figure out the ‘best builds’ early will shrug off thoughts of expensive respeccing now. They’ll say who cares, just plan it out, etc.

    Then key parts of their build will be lessened in power/usefulness, and they’ll scream about how unfair that is, and how expensive it is to respec now that their old builds are ‘worthless.’

  25. Persus-9 says:

    @ Malkav: I’m not sure exactly what are you saying “no” to… My point is that sure as you say “people who want you to be optimised for your role simply won’t take you if you’re not optimised and there’s no ability to change that.” but since there’s no ability to change that and most people won’t get the optimum build the mainstream will never be made up of people who demand optimisation because the mainstream won’t have optimised builds themselves because it’ll be damn near impossible. The people who demand optimisation will be a little cliq of power levelers who are willing to start from scratch multiple times to get everything perfect rather than the mainstream that they are in WoW.

    If you can build characters who don’t work at all then that does seem like a major problem but that isn’t necessarily the same problem as not being able to respec.

  26. Wulf says:

    @malkav11

    You could…

    - Stack up on defence powers.

    - If you’re a close quarters only character, use the environment to your advantage: throw things to aggro, then rush off behind some handy range-blocking obstacles and mount an ambush to your advantage. If you’re fighting fliers then stand near a big pile of objects and throw, throw, and throw some more!

    - If you’re a ranged only character, stack up on energy regeneration and having a large energy bar (not hard, the stat descriptions in character creation make it very obvious what stuff does) and use your travel powers to stay out of harms reach and easily beat a hasty retreat if needed. Ranged fighters work well with both hit-n-run and smoke-n-mirrors techniques.

    - If you’re a support character, group more! From my experiences, people love to group, even when it’s completely unnecessary.

    There’s pretty much a way to play any character, but it’s my suspicion that you chose random stuff and didn’t really plan your character out from the start. I’m not talking about min/maxing here, but if you don’t know what shape your character will be, you don’t know how to play that character. And you don’t know which tactics you should use to play them.

    That’s why having an understanding of your character in mind from the start will help you survive through most things, even with the most un-min/maxed character.

  27. Shalrath says:

    “When I played WoW I played an affliction spec ‘lock and other more serious ‘locks told me I should respec to demonology because it was “better” but I couldn’t help but feel they were missing the point … I should imagine that if I’d ever wanted to get involved in a raiding guild and see the end game raids then they wouldn’t have tolerated this type of frivolous behaviour and I’d have had to respec in order to be allowed to take part.”

    It’s funny, I remember this time in WoW (I say ‘this time’ because there were times where Demonology was the WORST spec…) but I was Destruction rather than Affliction. I would get harassed about how awful the spec was, how ‘unsurvivable’ it was, and then they’d play in AB with me.

    And I’d top the charts.

    This isn’t some ‘lookit me! I’m awesome!’ point here, but I did actually get the top spot a lot. And I didn’t just charge in a group all ring-around-the-flag. I stayed at one (almost universally the Mine) and defended it, often with, at most, 1 other person. And we’d hold it. They’d come in two’s, three’s, finally entire waves. But somehow I always held it.

    And the REASON I held it, with this spec, was that it was burst. While demon could, in fact, take far more damage than me, and could also do far more damage over time than me, they could NOT kill someone faster than a heal could keep them up. I couldn’t survive shit, but I could rip a healer down in seconds.

    So, in the end, you’ll find that cookie-cutter ‘min maxers’ often are quite wrong.

  28. DK says:

    The fact of the matter is, there’s no good reason NOT to have respeccs.
    So called Powergamers or Min/Maxers will have the optimal builds anyway, while RPers or casual players get screwed by no respeccing.

  29. Wulf says:

    @DK:

    I see no problems with including respecs and it’s fine for those that want them but you’ve committed a cardinal sin in my book, you’ve spoke for a huge group of people, purporting that your opinion is as theirs.

    I’m a roleplayer, and by planning my character out properly (as any real roleplayer would), I’ve never actually had the need to respec, I know where I’ve been, I know where I’m going, and I’ve known this with every character. It isn’t the optimal build, but it’s my build (damn it!) and I strongly believe that’s part of what roleplaying is about.

    A roleplayer becomes their character, after all, and that character is only mutable to a certain degree, no? It’d be interesting if a Ranger/Mage Elf in D&D could rush off and become a Dwarven Warrior/Berserker.

    But if that happens, where’s the attachment to the character, where’s the loyalty? :<

    I'm very loyal to my characters, and to dump them just because they aren't perfectly min/max is, in my opinion, not of The Roleplayer Way.

    Casual players? Sure. I'm a casual player too, but casual players who aren't also roleplayers I can't speak for. Maybe a casual player would want to be respeccing every other day. No clue, I can't speak for them, and neither can you.

    But to say that "RPers and casual players are screwed" is trite. It'd be more fair to say that "I, as a casual player, am screwed".

  30. invisiblejesus says:

    @Wulf:

    I don’t play CO, at least not yet, but I have played City of Heroes for quite a long time. I was the leader of a respectably-sized roleplay SG there, and in a very good-sized roleplay coalition for quite a while. I knew a lot of roleplayers, some of whom mini-maxed and some of whom didn’t. I assure you, DK is right, and if he isn’t in a position to speak for a huge group of players then I feel pretty confident that I am. Lots of roleplayers would like reasonably attainable respecs. We like them in CoH, and I assure you many RPers in CO will feel the same way. I dunno about DK, but I know enough roleplayers that I think I am in a position to speak for them. If you don’t share that opinion, that’s fine, but it doesn’t change the facts.

  31. Zyrusticae says:

    As an avid RPer… yeah, that argument holds no water for me.

    But, y’know, none of this discussion matters since they’ve said it’s bugged and that it will be fixed in short time anyways. :p

  32. jalf says:

    Ugh, that post is *really* badly written, whether or not the argument makes sense…

    It reminds me of those IRIS Network bulletins in Beyond Good & Evil… Those cheesy single-sentence news snippets they released whenever you completed a missions, with CAPITALISED words for emphasis.

    The argument under “Excessive Frequent Full “Class” Respecing” is downright silly.
    His first point, that “the argument is flawed from the beginning” could just as well be applied to his own argument. Because characters already have this flexibility, the need for a full respec might just not be that great.

    And then he justifies full respecs basically by saying that “most people won’t use it often anyway”. Great. Add a feature just so people can refrain from using it? And of course, it undermines his argument about powergamers. Without respect, they might well make the “best” characters, but they’ll be stuck with their powers, they’ll be best *on average*, not in specific situations. So someone who picks the right counters might still beat them.
    With respec, the dreaded powergamers can completely rebuild their character to adapt to whatever they have to fight.

    And by his own argument that “game developers tend to balance the game for the powergamers”, that’d mean that everything would be scaled not just for a well-designed character, but for a character *specifically tuned for this precise mission/mob/whatever*. The game’s difficulty would assume that your hero is custom-built for whatever he’s fighting, because that’s what powergamers would do.

    So poor casual gamers who try to stick to a certain persona will, by his own logic be screwed over completely by the addition of respecs. They won’t be able to adapt as well as powergamers to different enemies, and so they’ll fall behind the game’s difficulty curve. At least if we follow this guy’s argument.

    And he keeps falling back on “roleplaying reasons” for wanting a full respec, which just sounds silly. The point in roleplaying is that you tend to stick to a role. Respec allows you to *change* your role. I fail to see how one supports the other, except in very rare case.

    Oh, and finally, of course, I’m having a hard time finding much sympathy for anything written on a website which hosts Evony guides…. :p

    Of course, all this isn’t to say that respecs should *not* be allowed. I don’t know. But this guy’s argument is shaky as hell. Half his arguments undermine the other half, and the remaining ones rely more on bolded and/or capitalized text than on anything to do with the game.

    I’m going to assume that KG was drunk when he called the argument “well-constructed”. :p

    But when that is said, and if we disregard the specific article you linked to, there’s obviously a good argument to be made for respecs. I learned pretty much nothing from the tutorial either, but I emerged having to buy quite a few powers and upgrades. I had no clue what to pick, or what would be best, and if the beta hadn’t ended, that would almost certainly have come back to bite me later on.

    So yeah, given how clueless players are when picking powers for the first 10 levels or so, a respec or two might be in order.

  33. perilisk says:

    I’m spoiled by Guild Wars’ current system. I like playing around with builds in every system, but I don’t necessary enjoy the slog of leveling the damn characters up over and over to try things out.

    Ideally, I’d like something like Guild Wars’ PvP character system — you play and accrue points used to unlock additional options for building a character, rather than vertically increasing in power. For the PvE campaign, you would start out with a very low limit on total power, but the cap would raise as you advance in the story. In PvP, everyone would play at the same level of power.

  34. Brant says:

    On a different note, I got a kick out of the fact that (in the early betas, anyway) the respec command was /retcon. Clever.

  35. Dante says:

    The ability to test different powers is a valuable one. During the beta they added a /retcon command to unlearn abilities which was fantastic as it let you tinker around before settling on something, much like the travel power room now.

    Perhaps simply extending the ‘try before you buy’ policy to include all abilities is the key?

  36. Zyrusticae says:

    @Dante

    You CAN “try before you buy” with ALL abilities.

    You seem to have missed the other three rooms in the Powerhouse. It’s not just the travel power room.

  37. malkav11 says:

    @Wulf – You are perfectly correct. I did not sit down and plan out my character’s entire growth from start to finish. Not only do I not want to ever have to do that, but I’m not sure how you would given that it’s not exactly clear right off the bat what’s available or how things interact. But I did make reasonable choices based on the information I had available at the time and my basic character concept. I was a swordsman with some demonic power backing me up – breathing out clouds of flies and stealing life from my foes, specifically. I had regeneration. I still died like crazy. I suppose eventually I could have very, very slowly levelled until I hit another power-granting level at which point I could have taken a wild stab in the dark at selecting a power that might make me more viable. Or they could just let me respec when I feel the need.

    I should also add that while at that stage of the beta they didn’t have the Powerhouse yet, I don’t think it would have helped. The powers I took were quite effective at lower levels and against the sorts of things I was facing then. I was far more survivable than the dark magician I’d tried previously, that’s for sure. But then I got higher level and the foes changed and I was losing a lot.

  38. Aphotique says:

    Two questions to ask:
    1)What is one important goal of an MMO developer?
    2)Who does full re-specification hurt?

    MMO developers want you to play their game. They want you to play it for a long time. To play over long periods of time to maximize the amount of money they can get from each customer month after month.

    In a traditional WoW-like MMO, re-specification doesn’t hurt anyone. You’re bound by your class and all that re-specification does is allow you to vary how you play your character and tweak it just the way you want. For a truly different feel and play-style however, you’re going to roll an alt, extending the amount of time you play quite a bit.

    In a game like Champions however, full re-specifications, while benefiting the player in the same way as the traditional MMO, actually have the potential to hurt the developer. Being able to completely change every aspect of your characters abilities down to its very play-style can significantly lower the amount of time you play.

    Example: I hit level cap as a ranged fighter, I wonder what melee would be like, a full re-specification would essentially give you a level capped melee character without any of the play time associated with rolling a separate character in that vein. The argument can be made that the flexibility of being able to do so could have the opposite effect, as flexibility would keep the game fresh and you interested, but so too could you just as quickly be bored of the game as you’ve experienced all it has to offer from all perspectives in a fraction of the time.

    How much or how little a risk that is to the developer is certainly debatable, but I think it would be naive to assume it wasn’t a possible reason for its original exclusion. In fact, the very inclusion of a limited re-specification system in a supposedly classless game binds you to your choices creating the very barrier built in to class based systems. One could even argue that its very existence turns Champions into a class based system as you inevitably pick and choose your way into a particular play-style (tank, healer, melee dps, ranged dps, etc), and that including full re-specification would actually cement Champions as a true classless system because you never have or will ever be imprisoned by your choices.

  39. dadioflex says:

    Solution – have a rare drop token that allows you a full re-spec. Or alternatively just give the option to re-spec completely once every ten levels, or whatever.

    Picking powers shouldn’t be a hassle.

    Very different (though MP) game Sacred 2 doesn’t allow re-specs, and that is irksome.

  40. DK says:

    “In a game like Champions however, full re-specifications, while benefiting the player in the same way as the traditional MMO, actually have the potential to hurt the developer. Being able to completely change every aspect of your characters abilities down to its very play-style can significantly lower the amount of time you play.”

    Fallacy proven untrue by many other games, including the ludicrously successful WoW or even City of Heroes.
    History has proven, time and time again, Fun Grind is good, Unfun Grind is bad – and remaking the character, playing through the same shit again not because you want to, but because you HAVE to, is Unfun Grind.

    “I’m a roleplayer, and by planning my character out properly (as any real roleplayer would), I’ve never actually had the need to respec, I know where I’ve been, I know where I’m going, and I’ve known this with every character. It isn’t the optimal build, but it’s my build (damn it!) and I strongly believe that’s part of what roleplaying is about.”
    Then what if, for Roleplaying reasons, your character needs to loose a power and gain a new one? Or even just plain loose a power? You can’t.
    RP – screwed.

  41. Bobsy says:

    I don’t see this as a problem in the long run. Full respecs are obviously needed and before too long they’ll be patched in. I forget offhand the name of the lead designer on Champions, but he always struck me as the sort who’d be rather contemptuous of the need to max out stats and abilities, but would insist you should always pick powers based on how fun they seem, in which case respeccing surely shouldn’t come into it.

    Well, anyway. I’m not bothered in the long run. It’s so blatently obvious that it’s necessary that I don’t think we’ll have to wait too long before full respecs are added.

  42. mrmud says:

    @Persus-9

    I think it is very naive to believe that no respecing will cause min/maxing to cease. In all probablity it is more likely to cause rerolling to be the standard form of gameplay with the side effect of your main character becoming less important.

  43. Moorkh says:

    In a persistent online world I expect characters to be persistent as well.
    Respeccing is a metagame, munchkin feature that detracts from the consistency of the game world and thus from my immersion.

  44. mrmud says:

    Everyone who believes that no respecs will prevent min/maxers from getting the new flavor of the month is badly mistaken. It will take the form of rerolling instead of respeccing. See the shifts in arena team composition in WoW.

  45. vasagi says:

    Mr Majestic cares not for min-maxing, just power biffing perps in front of hot chicks!

  46. Aphotique says:

    @DK

    I’m not sure you read my entire remark. I am presenting two separate viewpoints, a players, and a developers on the aspect of full re-specifications. In no way does the ‘grind’ being fun or not come into my argument or point. A fun grind will be replayed regardless of re-specs or not, and a poor grind will always be a poor grind, likely to cause the player to quit earlier than intended outright.

    Now, if you do want to take grind into account, then re-specifications in a class system (WoW/CoH using your examples) matter little as you will be forced to replay that same grind for a different play-style (rolling an alt) whether you enjoyed it or not. In a classless system though (Champions in this case), you can avoid the re-grind altogether and change up your play-style on the fly with full re-specifications. Both cases benefit the player, as I stated in my previous comment.

    My overall point, in case I was unclear, is that there are legitimate reasons not to include re-specifications of any kind in an MMO (ie, why they might not have included them to begin with), but as they don’t harm the players in any way, and more often than not are beneficial to that particular games community, it would be within Champions best interest to allow them in some form, be it in-game currency, or item shop equivalent (though that would invoke the ire of many I’m sure).

  47. Pod says:

    As long as no skills are shit, why does respecing matter?

    Also:

    “(i.e. In Champions you respec, and you’re still fundamentally the same sort of character. In Champions, you may not be.)”

    eh?

  48. Scylla says:

    With the way MMORPG work with patches, with stuff getting nerfed, changed is really crazy to have a game where you can’t respec. When the nerf/change some powers will they gonna say to everyone that used the powers to reroll another character?

    The most likely is for they to put full Respec in the Cryptic Store fro some Euros.

  49. Choca says:

    As it stands, Champions Online needs a full respec system.

    The UI information about powers, stats and everything is so lackluster that people WILL make gimp characters during their first few weeks. The website is hardly helpful on the game mechanisms and you have to actively search the forums right now to learn about “the way things work” in the game.

    The fact that it’s a MMO and that powers will obviously get nerfed/buffed to oblivion at some point also makes me think that they should at least give a free full respec when a patch is released.

    If they don’t, the day Personal Force Field get nerfed, half the players will have to reroll. Or to quit.

  50. devlocke says:

    I’m not a multiplayer-game player in general, and the only MMO I’ve ever played was LOTRO, which I spent three or four months with. It was fun, but I got laid off from work, so I cancelled it and I haven’t had any reason to go back. Other things are also fun. I tell you this because it’s possible I’m just missing something and/or just naive.

    I don’t like the idea of just randomly being allowed to re-do entire characters, and I don’t think anyone who was playing the game in order to, y’know, play the game, would have any interest in doing so. I don’t care about PvP, because it’s not the game. Not for me, anyways. If you’re obsessed with killing other people, and see the game as a chance to pit your character-building skills against everyone else’s, that’s fine, but it’s also an argument against a full re-spec because it renders the stakes you’re playing for meaningless. If at any time, you can research what you should have done according to other people, and just arbitrarily do that, then what you’re doing isn’t a proof of skill, and any victories you attain from doing so are worthless. If you’re doing what you think you should do, and it sucks… well, you fucked up. Do it again and do it better (i.e. make another character).

    But what’s the point of a super-hero game with limitless customization if all you’re trying to do is beat other super-heroes? The whole point is to make a character that’s awesome. To make this thing you envision as hilarious or bad-ass or whatever progress through the game. To just randomly use an RPS example that I might be totally wrong about, you don’t create a super-hero called the Entomologist because you want to destroy everyone else who’s playing the game. You create the Entomologist because it’s fucking hilariously awesome that there’s a super-hero called the Entomologist and you want to see whatever THAT guy would be, doing whatever you envision that guy doing, and being super-heroey about it.

    If I play CO, which sounds interesting and if I get around to upping my desktop to 21st century spec, will probably happen, I won’t build my character based on whatever current opinion holds to be the most powerful build. I’ll build him based on what would be amusing to me to see as a superhero. Because I want to play the game, and see my creation come to life. If that creation ends up organically growing into something that’s suboptimal… then I guess I’ll have to group with other people to progress through the game. Horrors! Being social in an MMO. I don’t really like grouping, and I’d rather have soloing be an option, but the beauty of an MMO is that even when soloing ISN’T an option, you can rock it out with a couple of friends and continue to progress. I played a bard in LOTRO because I like music. I was slightly annoyed that the class was sorta underpowered and unsoloable (possibly not true now?) but not enough to abandon the character. I wanted to play a bard.

    I guess I basically assume that it’s not possible to create a character it is impossible to view all the content with. And as long as you can progress through the whole game, there’s no reason to allow a full re-spec. IMHO, any respec at all is sorta silly, unless some powers/skills/whatever are so broken they make it impossible for you to progress through the content. If you don’t care about the content, and only care about PvP (the only situation where full respec seems like it would be relevant), then why are you bothering to play a game with content? Just play poker online or something.

    Mea culpa: I’m hammered. And I just typed a lot. I probably left stuff out that leaves my argument totally weak, and/or completely failed to express my opinion. I don’t think I did, but past experience posting drunk tells me it’s likely. If so… my bad. I could just be stupid. Hope not.

  51. Blast Hardcheese says:

    The only real problem I’ve had is not being able to change my energy-building power, which has caused quite a few headaches as I’ve had to run the tutorial for at least the fifteenth time just to pick my starting powers better. If you can pick one of the other energy-building powers later on, great! If not, we really need more respec options.
    Say I do something positively inane like give a low survivability high damage character a melee energy build and everything else ranged? Then I am screwed.
    Unless you can pick a second power. No one has mentioned if you can, or cannot.

  52. devlocke says:

    Drunken afterthought: When I said that if you were not interested in seeing your creation experience the content, and only interested in PvP, you should play poker, I think I should have said you should play Eve. And now I’m curious: since Eve seems like an MMO without content to experience, much, from what I’ve read, and having a plot/story created by the players rather than the developers… does it offer a complete respec? Is that even something that’s relevant? I don’t know what kind of stat system Eve has, so I don’t really know if you even pick stuff for your character, or if your only stat is your bank balance.

  53. We Fly Spitfires says:

    Respeccing to such a large degree has a big impact on the structure of the game. Look at a “classic” MMORPG like WoW where once you’ve selected your character class, you’re stuck with it. If they implemented the ability to change classes, you’d likely kill off the entire low level game. Still, in Champions, I found that I really didn’t have enough knowledge about the game to make any informed decisions so I just picked the Might powerset and started smashing stuff :)

  54. vasagi says:

    Todays launch patch has changed the “retcon Prices” they have been lowered

    may be able to change earth flight now

  55. Choca says:

    As far as I’m concerned the problem was not (only) the price. The fact that you can only respec your ten last choices is a pain.

    I’m not asking for a “respec everything any time you want” system, I just think that a CoH-like system (where you need to do a long and limited mission to get your full respec) would be a nice addition to the game.

    Anyway, thanks to the patch I finally could respec out of super dexterity on my Ice character, which will now have the almighty super constitution (like pretty much every one of my characters).

  56. Tei says:

    For all I can see, the level of repec-ness is ok in champions. You can test the powers, undo, even more than one level of undo.

    Most powers at level 4 looks the same. Red ray, Gray ray, Green ray… Is like “Marx Attack” weapons, only this time the dead bodies are the same… no hilarious green dead people.. :(

    People say that at high level that “opens”, and theres more variables, and different powers. It could be true, or another hyped argumentation from a fanboy, I don’t know.

    – - –

    Offtopic:

    Endurance: energy regeneration
    Ego: criticals (burst damage?)
    Strengh: mele damage
    etc..

    It looks to me like very defined skills. People will maxmin *hard* with this game. This game will be a “builds” game.

    Also, with the travel powers, If you know the quest, you can level really fast at low level. The first time you do some quest, is really slow to figure out what to do.

  57. Calabi says:

    This is what turns me off of most rpgs. How do you know whats good and bad when you havent tried it before.

    To play Diablo 2 you have to look up tons of information just to get a viable build for later on in the game. It is not fun at all, you cannot make any choices for fun. You have to be so careful about every choice about where you put that one stat. Unless you have this build written down right next to you which you follow to the letter then you are going to make a mistake.

  58. Choca says:

    @Tei : “For all I can see, the level of repec-ness is ok in champions. You can test the powers, undo, even more than one level of undo.”

    Well the testing room is not all that great actually. Nothing like testing in a real combat situation to see a power’s usefulness.

    And the undo isn’t always enough to retcon the power that you want to get rid of.

    Example : My level 26 hero just got mini mines, which are awesome (really, try them) but make my munition bot pets completely obsolete. Too bad for me, I can’t respec out of the pets, nor the super intelligence super stat I took to buff their damage.

    So I can either stick with those two useless choices I made in my first 10 levels or reroll. And while I do enjoy the game very much, I can’t see myself restarting the same character already.

  59. Brian says:

    Sorry to complain but this article had a heck of a lot more typos than usual. Some sentences and thoughts were just outright indiscernible. Maybe give it just one read-through before hitting that publish button?

  60. Tei says:

    @Choca: Oooooh… I understand. At some level a full respect is better, since theres some skills that only make sense for a newbie and leveling, once you have a better skill.

  61. Brass Gerbil says:

    Any game with respec’ing is by definition NOT an RPG.

    1974, Chainmail: Roll 3d6, write the result under STR. Roll 3d6, write the result under DEX, etc. Your class selection is based upon what you rolled randomly. The “roleplaying” part is to try to make that character come to life and play to its strengths.

    1978, AD&D: Alternate rules for multiple rolls and optional (at DM’s choice) single-trait selection.

    1999: EverQuest: Infinite re-rolls with bonus point distribution to tailor character. The latter editions of AD&D also adopt this system, making much of the AD&D crowd the ADD crowd.

    Post EQ: Everybody’s equal. Just pick a cardboard cutout and start playing. If you run into a challenge, just remake the character mid-stream. Rules? What rules. Not coincidentally, this is also when the term “toon” (from the anime-tards) came into common usage. It is distinct from a “character” in classical roleplaying, and differentiates a generation of gamers raised on sensory overload.

    Designers may as well cut out leveling and just have everybody start at max level, focusing design energy on “high-level content.” At which point the MMORPG will have become… a multi-player version of a single-player game. Circle complete.

    I suspect a “hard-core” MMORPG would sell well to old codgers such as myself, but it’s a marketing risk that is probably too big for any publishing houses to swallow, considering the enormous overhead of developing and deploying modern MMOs. Ah, well… I’ll be over in the corner grumbling if you need me.

    And stay off the damned lawn, ya little bastards.

  62. Deadend says:

    Wow, yep… Retconning sucks as it exists. I can tell as the defenders of it amount to saying “well, it’s because YOU suck”. The powerhouse is shit and is incapable of putting your character into scenarios that they do encounter.

    My Might character I am growing to hate due to the fact I took Thunderclap at a low level… a PBAoE, that had good damage at low levels.. but the damage rate has gone up slowly, and all it does is stun pretty much… a very SMALL radius around me. I’d love to dump it now that I see how ineffective it is. I also have no good way of stopping runners. I tried out Iron Lariat in Powerhouse… it SEEMED to be good, except out in the world, foes just kept running anyhow, making them unuppercuttable. They run around all the damn time making my uppercuts whiff.

    The way Defiance works, I shouldn’t have taken it, as I have defensive combo as well, turns out… Defensive combo can stack Defiance just as high as the damn buff could.

    I am fine with not being able to do a FULL respec, but the current method, aside from the cost is SHIT. AS All I want to undo are powers and Advantage Points, I don’t give a shit about the Talents, as I can live with possibly not having min/maxed stats.

    But hey, I should have to replay everything I did as a Might character with another Might character, but do it BETTER this time, because I didn’t sit there and plan out my character in exacting detail, because I was trying to have fun, but now I can’t have fun because it turns out my character sucks. Real great spirit you self proclaimed RPG hardcore.

    The game needs are more player friendly respec system as many of the powers SUCK for regular PVE, let alone for PVP or ultra-hardcore PVE min/maxing.

  63. Sanns says:

    That’s a particularly interesting observation about single player RPGs–that “people argue particularly in favour of no-way-back persistence”–but I don’t know that it’s a fair one. There are three critical differences between single-player and multiplayer (or, at least, MMO) RPGs:

    1.) In single-player RPGs, progression is infinite (or at least close to), while in MMOs it is extremely finite. If I don’t like the way I’ve spent Frau’s LPs in FFXII, I can just go grind out some more; however, once I’ve spent my 71 talent points in WoW I am done, no matter how much more time I spend playing.

    2.) Multiplayer RPGs work towards an “end game”, where all players have comparable base stats and abilities so they can work together (or against each other) to achieve marginally better gear and similar augmentations to increase their power. However, they are always limited by some type of “hard cap” (usually a max level) that normalizes the player base and prevents anyone from becoming undefeatable. Single player RPGs don’t have that same constraint, because they don’t need to sustain an endgame. If you want to grind until your entire party has more HP than the final boss, you can.

    3.) Single-player RPGs usually have parties, allowing you to partake in several play styles simultaneously. However, multiplayer RPGs limit the player to a single character with a single play style. In the multiplayer game, the player needs to redesign his character if he wants to experience a new play style (or start an entirely new character, which is extremely time consuming); in the single-player game, he needs only change his party.

  64. M.P. says:

    @Brass Gerbil: I’m also a hardened RPer from the pen and paper days (though I preferred Warhammer to AD&D), and tbh comparing them to MMOs is ludicrous. I had no problem playing the same character for months on end because combat was such a small part of the experience. There was interaction with the other players and with the GM, with NPCs, playing through the plotline and ACTUAL roleplaying! In MMOs, 90% of the gameplay is “activate skill 1, activate skill 2, etc.” How long will you want to do that for before you want to try something new? And how many times are you prepared to spend weeks or months levelling up an alt just so you can try out a slightly different gameplay experience?

    In the pnp days I really enjoyed sitting down before a new campaign thinking what kind of character I wanted to play, what he’d start like and how I’d evolve him, which careers he’d take etc. The difference was in those circumstances you played with a GM, and if he was any good he would adjust the challenge according to what the group could handle. Nor would your friends kick you off the party because you weren’t optimal! In MMOs, finding a group can be difficult, and finding a good group even more so. Endgame pvp in most of them is also more of an e-sport than an RPG, so having a good spec is important, and being able to respec easily is justified. And you know something? Min-maxing is fun, it appeals to the powergamer in me (you must have had moments of flicking through your AD&D rulebooks trying to work out how best to eke the most power out of your character, right?) Even more so in games like Guild Wars, where I wouldn’t just design my own character but spend hours coming up with innovative builds for 8-man teams, which my guild leader would inevitably reject :)

  65. eyemessiah says:

    @the RPers

    Saying that any game-world mechanic hurts the RP is always a bit of a stretch imo. If your character lives in a world with infinite respecs and you love to RP then shouldn’t you just RP you characters as though they live in a world with infinite respecs?

    Or does the infinite respec universe really make for less interesting RP fodder?

    Surely your RP already takes into account the millions of other “gamey” abstractions and restrictions that trying to play on a uber-spreadsheet rather than with a creative GM requires? Are infinite respecs really much more of a stretch than infinite respawns for instance?

    On the other hand, modern MMOs are very well suited to min\maxing, character building and PVP, given that the mechanics are absolute and consistently enforced.

    Given that MMOs are, by design and possibly necessity, far more G than R, I’d rather that they were non-punishing and not excessively time consuming (excessive time consumption being really just another form of punishment imho).

    In my opinion infinite respecs are desirable, provided there are many optimal paths, and your goal is for the game to be accessible and time efficient.

  66. Dean says:

    And again, this is another thing that WoW did right that people ignore entirely, but contributed hugely to it’s success.

    Vast majority of people I know that do raids, PvP and endgame content in WoW never intended to when they started. The number of people going into an MMO intending to be anything other than ‘casual’ players is minute. The success of WoW comes from converting so many people that “just wanted to give it a go” into raiders that keep paying the subscription once they reach the level cap.

    Champions kills this, as any endgame content will need to be balanced around those that min-max their characters (else the ones that do will just blaze through it then quit), thus making it impossible for those that were just playing casually.

  67. J. Kevin Carrier says:

    It seems obvious that more choices = more fun, but in practice it doesn’t always work out that way. Playing in open beta, I found myself wishing I could just pick some basic, reasonably-effective build “off the shelf” and get my feet wet with that, instead of having to pore over documentation for hours just to figure out how to make a non-gimp character. I suspect the combination of a (relatively) complex stats system and (relatively) restricted respec options is going to lead to a lot of newbie frustration.

  68. Lafinass says:

    Of course, when they make sweeping and undocumented changes to the game and don’t offer respecs…

  69. Wulf says:

    @invisiblejesus

    “I knew a lot of roleplayers, some of whom mini-maxed and some of whom didn’t.”

    You know a lot of people? Care to name ‘em?

    I’ve never known a roleplayer who min/maxes, and whenever someone says that I wonder how my definition of roleplayer (a person who plays a role) differs from someone else’s (a number-cruncher?).

    “I feel pretty confident that I am.”

    No, you’re not. You can ask them to speak for themselves but you cannot speak for them, you cannot speak for anyone who hasn’t had a quotable instance of something said that supports your viewpoint before.

    You’re not in a position to speak for anyone but yourself.

    This is the most annoying fallacy I’ve ever encountered, I almost feel like I’m going to pop a vein whenever I come across it.

    “Lots of roleplayers [...]”

    1) Your definition of a “roleplayer” may differ from the next person’s, I know it differs from mine.

    2) “Lots of”? You’re speaking for a large group of people again, you cannot possibly do this! You could only do this if you have a hive-mind link with a huge group of people, if you don’t then you cannot know what any one person is thinking at any moment in time, let alone every moment. Let them speak for themselves and you speak for yourself!

    But if you do have a hive-mind link then…

    …then…

    …then Gods damn it, as a transhumanist, I’m jealous! :<

    "[I] like them in CoH,"

    I fixed your typo for you.

    "[...] and I assure you many RPers in CO will feel the same way."

    On what grounds? Give me a basis if you’re going to make a claim like that! Do you even have any questionable statistics supporting such a statement?

    Though actually… I do respect you for not using questionable statistics. Still, you’re only speaking for yourself, and on a personal you/I level, I think your definition of what a roleplayer is is different to mine.

    “I dunno about DK,”

    You mean like you don’t know about all those other people? :p That’s the first honest thing you’ve said thus far.

    “[...] but I know enough roleplayers that I think I am in a position to speak for them.”

    So you claim to, at least.

    And assuming that these people even exist outside of your imagination, have you asked each and every one of them if they agree with you? Hm?

    Bloody fallacies.

    “If you don’t share that opinion, that’s fine, but it doesn’t change the facts.”

    What facts?! D:<

    Where's a fact? I see no facts! I wish to perceive these facts of the aether, for thus far I cannot!

    You have no 'facts', you have an anecdotal story about how you can speak for a huge group of people, and you have your own opinion, none of these things are 'facts'!

    Lordy…

    Here, look at this: http://www.merriam-webster.com/dictionary/fact

    A fact is actuality, it has to have a basis in reality and truth and yet you have provided no such basis, therefore you’re speaking as one person with one rather biased opinion, and one that’s making claims that have no anchors in reality.

    Not even the combined might of Witchcraft’s and Ravenspeaker’s magicks could turn your baseless warbling into facts.

    Seriously, lrn2fact.

    @malkav11

    “Not only do I not want to ever have to do that, but I’m not sure how you would given that it’s not exactly clear right off the bat what’s available or how things interact.”

    Now this is what I find strange…

    1) This is a roleplaying game, more so than any other MMO I’ve ever played. Why would you not feel compelled to plan out your character?

    2) Either I’m a sparkling intellect of immeasurable depth (I’m not, I’m not particularly smart at all, just rather creative) or it is clear off the bat.

    You can head into the tutorial and test things out, if you save your character like I pointed out, then checking things out in the tutorial so that you understand them isn’t a major concern. And after that, you have the Power House.

    All this I pointed out all ready.

    I really don’t understand your difficulty with constructing a character, I’m not the smartest cookie and yet I found it easy. I think you’re just putting too much thought into min/maxing rather than simply going with what your character would do.

    “I had regeneration. I still died like crazy.”

    This usually happens due to bad tactics and refusing to group rather than the actual character build.

    I could pick the worst build in the game and still avoid dying like crazy. In fact, the only times I’ve died is when I’ve done stupid things on purpose, just for a laugh.

    Ex: “I’m going to drop into that VIPER facility, aggro all of those guys who’re levels higher than me, and then run like hell to see what happens! :D”

    So yeah, death is usually due to that. And that I did just because I was feeling sadistic and thought it would be pretty funny, and it was. I ran past three heroes with about 20 VIPER guys chasing me, and they were all “what?”.

    Yes, I can be pretty stupid if there’s humour to be had in doing so, but I digress.

    “I should also add that while at that stage of the beta they didn’t have the Powerhouse yet, [...]”

    If you’d said that at the start, I would’ve just pointed out that the game is very different with the Power House and not have argued anything. The game without the Power House would be total arse.

    This I freely admit.

    “I don’t think it would have helped.”

    You don’t know that without having tried it, the Power House is an incredible concept.

    “But then I got higher level and the foes changed and I was losing a lot.”

    The foes became harder and you have to use more intelligent tactics, yes. You can’t just rush into a huge group of people and hope to survive, only the mightiest (Might-based) heroes can do that.

    If you’re not primarily Might-based (which it sounds like you weren’t), then you’re not going to be able to survive that.

    You need to learn to use the environment and travel powers to your advantage.

    @Zyrusticae

    Going by a lot of posts I don’t think anyone even bothered to look in the corridors of the Power House, and are now too embarrassed to admit this.

    So I wouldn’t be surprised if what you’d pointed out was new to a lot of people.

    @Moorkh

    That’s exactly what I was getting at when I asked “Where’s the loyalty to characters?” earlier. In a game like Champions Online, it’s nice to see someone and think to yourself… hey, I know that guy.

    Myself, I’m becoming a once-hobo werewolf crossed with a hardened military vet, and I’m building on that and making the character stronger instead of desiring to change things. I want people to see me and know me, if I run by I want people to be able to recognise my character by how he looks and how he’s fighting, rather than just his name.

    And that’s how it is in the comic books too, heroes are memorable.

    @devlocke

    Thank you! I couldn’t have said it better myself.

    As I’ll get to with another reply in this post, I think the game is about character building. I see many heroes which are just min/maxing. They have horrendous, random costumes, they have no backstory, their name makes no sense, and they just look like a bloody pointless abomination.

    I ask myself: What’s the point?

    In a superhero Universe, you’re out to create an individual aspect of awesomeness, whether it’s hilarious, simply brilliant, or something that makes someone stop and think. And then it’s absolutely bloody beautiful to talk to that person and find out they’ve planned out their entire character, that they can effortlessly answer any questions that you have for them. They become their character, and their character has almost endless depths and facets.

    I love that shit.

    When I see someone who’s just min/maxing and a random pile of junk with no backstory and a pointless name… well, they’re not someone who I could really talk to or enjoy the company of.

    I welcome people, like you, who come into the game to make their own hero, something that they’ve put real effort into and that’s individually theirs.

    Not number-crunchers, but people with history, stuff that’s actually, genuinely interesting.

    @Calabi

    You can completely test every power from top to bottom in the Power House, and frankly, it sounds like anyone who doesn’t realise this just hasn’t plumbed the depths of the Power House yet.

    You can know what’s good and bad, because until you leave the Power House you get free refunds on every choice you make.

    @Choca

    Your complaint isn’t in regards to the Power House though, the Power House has let you test every power you’ve had. Your complaint is whining about how you’ve picked one power that makes another power you have obsolete.

    I think that a worthwhile solution there would be that certain powers should be classified as an upgrade of previous powers, so that if you select power A that makes power B obsolete, you get a refund token for the obsolete power, and I think that idea could be posed to Cryptic.

    Really though, I don’t mind “obsolete” powers, because I keep plugging advantages into everything, and eventually powers that seemed obsolete make themselves very worthwhile again as A) one works them into their tactics and B) one upgrades them with advantages.

    But that’s just me, and I do support the refund token idea for powers which are truly obsolete.

    @Deadend

    I find the irony of the way you begin your post delicious, you claim that the defenders amount to saying that you suck and yet you go on to say that the methods of powers management in the game sucks. So you turn the whole thing into “You suck!”, “No you do!”

    That made me giggle, but it wasn’t at all constructive.

    To you and anyone else who’s whining instead of playing the game: What’s so bad about the Power House? I’ve seen people talk ill of the Power House, and I’ve seen people say that it’s not like a real combat scenario. Uh… okay. Want to tell me why?

    Let’s examine what the Power House has…

    - Target dummies for ranged and close quarters.

    You can test your powers here and see their animations, visual effects, and effectiveness in general.

    You can also test offensive drones here.

    - Attack lasers.

    You can use these to test your basic defense buffs, blocks, and combinations thereof, just keep activating the lasers and watch what happens.

    You can also test how defensive drones will respond to you being damaged via the attack lasers.

    - A huge room with platforms at various heights to romp in.

    This place is fantastic for giving travel powers a go, and the Power House itself is pretty spacious, too.

    So at the end of the day, we have the ability to test close quarters attacks, ranged attacks, response to damage, and drones. What is the Power House missing? Give me a constructive write-up on what the Power House could use, and then give that write-up to Cryptic as well.

    Because Cryptic will fix the Power House system if it needs fixing, they’ve already responded to no end of player feedback, and rarely does anything ever go ignored.

    I don’t think the Power House is broken, I think it accounts for every combat scenario. If you disagree, then why? And why not do something about it by asking Cryptic to implement your ideas instead of just whining on comments threads about it?

    @M.P.

    Here we go again…

    “(though I preferred Warhammer to AD&D)”

    I’ve only played a tiny bit of Warhammer, but having experienced Warhammer at least a couple of times I can tell you it’s a very, very different beast to D&D.

    “[...] here was interaction with the other players [...]”

    You’re claiming that there’s less interaction between players in MMOs than in PnP? I disagree as I can spend six hours or more roleplaying in a good group in PnP or in an MMO that supports roleplaying.

    I have to say that the people in Champions Online are bloody marvellous. I haven’t wanted to leave some zones because the players there were so much fun!

    “[...] and ACTUAL roleplaying!”

    Let me give you my definition of roleplaying: The playing of a role, the personality of an imaginary character and building upon these things over time, creating a rich story in the process.

    This is something one can do anywhere, isn’t it? One could even do this writing a book, or acting in a play that has a loose plot.

    In my opinion, to suggest that PnP is the only system that allows for roleplaying, and indeed that roleplaying can’t be achieved anywhere else is elitist, dis-ingenious, and utterly fallacious.

    Number-crunching and die-rolling isn’t my definition of roleplaying, not at all.

    “In MMOs, 90% of the gameplay is “activate skill 1, activate skill 2, etc.” How long will you want to do that for before you want to try something new?”

    Uh, I have a varied selection of skills even as a low level Champions. Good grief, did you even bother to examine Champions before making a post in a comments thread about Champions?

    My low-level werewolf already has guns, kick-boxing, feral attacks, smoke bombs, and he can travel by swinging around on a grappling hook, soon I’ll add even more to that arsenal. He’s as detailed as any of my similarly levelled D&D characters ever were.

    “And how many times are you prepared to spend weeks or months levelling up an alt just so you can try out a slightly different gameplay experience?”

    You really aren’t talking about Champions Online. No doubt in my mind at this point. Seriously.

    Go play Champions Online, understand how the game works, then form your opinion. You fail at arguments because you’re arguing without knowledge of all the elements present within the current topic.

    If you’re not arguing about Champions Online then why bring up this argument in a thread where that’s the said topic?

    In Champions Online you can have an incredibly varied power-set off the bat (it’s a classless game) and one which can become even more varied as time goes on.

    This isn’t World of Warcraft, where you select Priest or Druid and that’s that, but I’m sure that’s the picture you have in your head due to the points you’re positing, like people are locked into a class.

    “In the pnp [You mean Warhammer? - Wulf] days I really enjoyed sitting down before a new campaign thinking what kind of character I wanted to play, [...]”

    Did you even read my big post about how I describe doing just that with Champions Online and how strongly I recommend that people do so? Once again you’re speaking from the perspective of MMOs only having cookie-cutter classes which you simply pick and then run into the game with.

    “[...] what he’d start like and how I’d evolve him, which careers he’d take etc.”

    Seriously, read my post above. I always do the same thing; why my character has the appearance he does, explanations for disfiguring scars, or other individual visual elements, stories behind his clothing and equipment, a detailed write-up on his personality which would define what kind of training he’d opt for, an origin story behind whatever powers he might possess, and so on.

    This is seriously getting old because you obviously haven’t played the game you’re supposed to be arguing against. Champions Online is more like PnP than any other MMO I’ve ever played.

    I might be wrong though, you may have played Champions Online. If you have, care to link a Champion profile?

    “The difference was in those circumstances you played with a GM, and if he was any good he would adjust the challenge according to what the group could handle.”

    And you can do this with Nemesis content, in Champions, you’re your own GM.

    “[...] or would your friends kick you off the party because you weren’t optimal!”

    Uh… that happens in many MMOs out there and it’s pretty shit, I hate min/maxing. Is that your idea of what roleplaying is? Because if it is then I’m not sure it’s worth discussing this any further with you because our ideas of what roleplaying is vary greatly.

    It’s sounding like your idea of roleplaying is carefully tailoring numbers, stats, and abilities, rather than giving a damn about the history of your character, his personality, or anything else.

    The end result is that you’re throwing around an algorithm, a mathematical formulae, and one without a shred of personal character or charm to speak of. In my opinion that’s number-crunching and a pure staple of past MMOs, that’s not PnP at all (or Champions Online).

    If my assumptions are right, you’ve performed a bait and switch by moving from talking about PnP — in which one creates and roleplays a character — to MMOish number-crunching. But let’s continue and see where this goes…

    “In MMOs, finding a group can be difficult, [...]”

    Not in Champions Onlilne as I find the zone chat is pretty much occupied by people trying to group, a second doesn’t go by where a person asks if people want to group to do this or that, and it’s always met by a positive response.

    This isn’t Final Fantasy XI, where you’d sit around for ages waiting for a group, you can just do your own thing until someone wants to group with you just for fun, and I’ve found no shortage of people who want just that!

    I admit that’s just my take on it, and it’s anecdotal, but speaking from my own experiences I find myself grouping more often than not.

    “[...] and finding a good group even more so.”

    Now you’re doing the elitist thing again. Show me a good PnP group that has no weak links and I’ll show you an Elder Myth.

    “Endgame pvp in most of them is also more of an e-sport than an RPG, [...]”

    PvP is almost pointless in Champions, but I don’t care because I always roleplayed with friends and I never took a weapon or spell to any of them.

    “[...] so having a good spec is important, and being able to respec easily is justified.”

    Now you’re doing the min/max MMO number-crunching thing again and ignoring your original argument regarding PnP. I suspected this earlier on though so it’s hardly surprising.

    To me, it sounds like you’re actually supporting having an eSport PvP system in a game, and potentially even sacrificing the rest of the game to promote that PvP system. So PvP > character-growth? That doesn’t sound very PnP to me.

    Hmmm…

    “And you know something? Min-maxing is fun, it appeals to the powergamer in me [...]”

    I’m sorry, I don’t do this often, but…

    LoL.

    I saw that coming a mile away!

    I had a feeling that this was less about PnP and more about PvP, number-crunching, power-munchkinry and wotnot.

    Still, let’s continue, for amusement’s sake.

    “[...] (you must have had moments of flicking through your AD&D rulebooks trying to work out how best to eke the most power out of your character, right?) [...]”

    Er no, that’s not how I play D&D at least, and speaking from personal experiences I’ve never been in a group where any of my favourite players have been min/maxing.

    There was the odd person who loved min/maxing but they were often the weak link in a PnP group because they were all about phat loots, number-crunching, and they couldn’t roleplay or get into character worth shit.

    Has anyone else with D&D PnP experience actually experienced a helpful min/maxer who they didn’t end up wishing wasn’t a part of the group?

    Ex: I’d honestly claim that a Paladin who’s all ‘omigawd, i got to have that sword’ instead of playing up his role and acting on in-character motivations is invariably a D&D detriment.

    “Even more so in games like Guild Wars, where I wouldn’t just design my own character but spend hours coming up with innovative builds for 8-man teams, which my guild leader would inevitably reject :)”

    So this is all about being a PvP fanboy and damning games which don’t embrace PvP? Oh, and nice bait-and-switch between PnP and PvP, by the way.

    Well, PvP isn’t a staple of D&D, and it isn’t a staple of Champions/Champions Online. Champions Online is the most D&D/D20-like MMO I’ve ever played, and that includes Dungeons & Dragons Online (which had a ludicrous XP curve which made no sense to D&D players).

    So please don’t present your post as though you’re damning Champions Online as a PnPer, when really you’re damning it as a a PvPer.

    You can damn it as a Guild Wars/Warhammer PvP gamer and number-cruncher but you haven’t made one single good, solid argument with which to damn it as a PnPer or by my definition of what a roleplayer is.

    Champions Online is a brilliant game for anyone who subscribes to my definition of roleplaying, and to compare it to D&D/D20 is entirely fair. To compare it to the PvP element of Warhammer isn’t fair, sure, but to be honest … when I think of PnP (Pen & Paper), I think of D&D (and D20 in general).

    The reason I think of D&D is because D&D is pen & paper. Whereas PvP-oriented Warhammer is more about figurines and boards, no? It’s not as focused around the singular character as D&D is.

    So to draw this to its inevitable conclusion: In Champions Online you don’t PvP and you don’t min/max so much, but you actually play the role of a character. That comes first and foremost, the playing of a role > stat-crunching.

    If you want to stat-crunch and number-juggle, well… there’s always Warhammer and the MMOs that love that kind of thing. But you’re not really roleplaying a character, are you?

  70. Wulf says:

    @eyemessiah

    “If your character lives in a world with infinite respecs and you love to RP then shouldn’t you just RP you characters as though they live in a world with infinite respecs?”

    Sure… if respecs are a part of the lore of the World.

    But I’d just cringe if Captain America could just run off and respec as Commander France, going from Might to Mind Control in the process.

    “Or does the infinite respec universe really make for less interesting RP fodder?”

    It depends on the World. For something like Warcraft? It makes sense. For something like Champions? It doesn’t.

    “Surely your RP already takes into account the millions of other “gamey” abstractions and restrictions that trying to play on a uber-spreadsheet rather than with a creative GM requires?”

    Again, if they fit the World we’re roleplaying in? Yes. That’s very important and I’ll stress it until it sinks in.

    “Are infinite respecs really much more of a stretch than infinite respawns for instance?”

    Absolutely.

    Is it unreasonable to believe that Nightcrawler might teleport Cyclops away if he’s hurt in battle? No.

    Is it unreasonable to believe that Defender may reroll as Offender: Man of Insults? Yes.

    “On the other hand, modern MMOs are very well suited to min\maxing, character building and PVP, given that the mechanics are absolute and consistently enforced.”

    Which is what Champions Online tends to be veering away from, it wants to be different from games like World of Warcraft, and it is.

    Champions Online is actually more like Ultima Online. And in Ultima Online respecs don’t make sense either. If a woodcutter spends most of their life cutting down trees, is it really believable that they’d be able to forget that and reconfigure their brain so that they can take up blacksmithing? Err, yeah, pretty much.

    It all depends on the nature of the World in question.

    What works for Azeroth may not work for Sosaria.

    “Given that MMOs are, by design and possibly necessity, far more G than R, [...]”

    I think the balance of game and roleplay is pretty balanced in Champions Online, compared to say… World of Warcraft, where in my opinion the balance is strongly in the favour of G over R, as you’ve said.

    We have to accept that Champions Online is a different kind of beast, we need to accept its individuality, and see it for what it is instead of trying to make it into what we want it to be. No?

    “I’d rather that they were non-punishing and not excessively time consuming (excessive time consumption being really just another form of punishment imho).”

    I don’t find Champions Online to be either punishing or time consuming.

    “In my opinion infinite respecs are desirable, provided there are many optimal paths, and your goal is for the game to be accessible and time efficient.”

    That may fit other games, but it doesn’t seem to fit the ethos of Champions Online. It really sounds like your post is saying that you want Champions Online to be World of Warcraft with a cape and in spandex, and that you’re throwing a bit of a wobbly because it isn’t.

    Well, it isn’t.

    I wish you could see that and actually try to accept it for what it is, if you do that, you may find that Champions Online is a far more beautiful beast than World of Warcraft. That’s if you were to give it a chance, and allow it to be the unique and individual identity that it’s trying to be.

    @Dean

    You make the claims, but as is my clarion call: Where’s your evidence?

    You claim that the end-game in Champions Online will be focused around those that min/max. O rly? Have Cryptic said as much? If so, show me. If you have a magical basis to determine this, explain it to me.

    You’re assuming that the end-game of Champions Online will be like World of Warcraft, but the Nemesis-play tells a very different story, and one of a more dynamic end-game than Warcraft knows.

    In Champions Online, I would posit that the player can tailor their own end-game.

    @J. Kevin. Carrier

    You weave an argument based around the idea that it’s easy to create gimped characters in Champions Online that won’t last long without being min/maxed.

    Where is the basis for this idea that min/maxing is necessary in Champions Online? I can only counter your opinion with my own opinion, and with my experience (however anecdotal), but I’ve been and encountered high-level players in the beta (and working my way there in Live) that never min/maxed at any point.

    I’m truly baffled by the people who’re assuming that min/maxing is at all necessary in the game, whereas the game itself seems to tell a different story.

    How many Champions Online players have found that min/maxing is a necessity?

    @Lafinass

    Who’s to say that they won’t offer a coupon to allow a full Power House redo when they make such sweeping changes? We have no evidence as to how they’ll handle that either way, so making assumptions before the fact is rather pointless.

    But I’m seeing a lot of assumptions and baseless claims across the board, here. :/

  71. Wulf says:

    To emphasise the point of teleporters a bit, I’d like to ramble some more. Hear me out, eh?

    I find teleporters an ingenious concept, and one which fits with the World. To exposit a bit, if I may, the World of Champions is one where all the Champions (the heroes) are registered into a sort of International, militaristic force. This also explains why there are heroes everywhere, and why they’re so organised.

    Now let’s say that as an element of standard Champion outfitting, you’re given an emergency transmitter, one that monitors your vitals. When it detects that you’re in danger of dying, it sends your position to a nearby military outpost (a respawn point) and they mobilise to rescue you.

    One of a number of sanctioned teleporters is given the location of your body, and they bamf over there, via powers or technology, collect your body, and then bamf on back. Your body is then treated by medical services and you’re left ready at that military outpost for further Champions duty, if a bit weakened (you lost a star). But as your body recovers from its injuries, you work your way back up to full health (you gain a star).

    I believe that this is a reasonable explanation for the respawn system because the idea is supported by the World, that there are teleporters and that the Champions are part of an organised military effort. In fact, a similar thing is true in Kirkman’s Invincible Universe. The guy can teleport around using advanced Gov’t technology and sometimes he does pull people’s fat out of the fire.

    So I can explain the teleportation system, but there’s no system within the Champions game or in Champions Online to support the following idea, that: A hero may lose all the fantastic powers they’ve gained and then, within a very short space of time, become a completely different hero without haviing had any training in their new powers.

    I don’t know how that could be explained rationally within the Champions Universe, and to be honest I don’t believe it can. Any attempt I make comes out sounding improbable at best and utterly ludicrous and completely impractical at worst. Because it literally is wiping out the individuality of a person and replacing it with something else.

    The only thing I can come up with is if we were all robots, we could change our equipment and get reprogrammed. But what about the people that aren’t robots? Could we all be brainwashed every time we needed to become someone else? Is that healthy? Is that ethical? It sounds like something the villains would do. Mind Inc as a case in point.

    I have no problem with it if it does fit within the nature of the World, but in the case of Champions, I can’t make it fit.

    Can you?

    Honest question, I’m tasking creative writers here. If anyone can come up with a well-written explanation of how completely rewriting the nature of entities mechanical, biological, and mystical then I’m all for it.

  72. Wulf says:

    Er, oops. Let me try that last paragraph again:

    “Honest question, I’m tasking creative writers here. If anyone can come up with a well-written explanation of how completely rewriting the nature of entities mechanical, biological, and mystical can actually work in a practical and functional way, then I’m all for it.”

  73. Wulf says:

    In fact, I’m still not done! Ignore me if you like, no skin off my back, but I have thinkythinks and I must share! I have so much to say about this game, I love it! I haven’t been this passionate about a game in a while.

    Anyway, I support the idea of having a coupon which changes a few powers but not a complete respec, I mentioned supporting that early on but I never said why. I want to. It’s because I already had an idea in my head of how that could work.

    Every now and then, characters in comic books have life-chanigng events which change them a bit but never completely. An example of this is the Beast. Their primary powers will stay the same, but they may have minor additions or changes to their character profile.

    What I’m thinking is that at certain points in the game, it may be possible to acquire, via a micro-transaction or simply through questing as a rare-drop, a Life-changing Event.

    A Life-changing Event would be a coupon to allow someone to get refunds on up to three powers whilst ignoring the order of the retcon list that the Power House enforces, any more than that and it would be more than a life-changing event. It would allow a person to get rid of useless powers whilst still keeping their character mostly the same.

    I also think that there should be a maximum on how many Life-changing Events a character can have, not limited to the account but limited to the player. I’d keep this limit tight, perhaps even just to one or two, since this kind of thing doesn’t happen to heroes often. It is life-changing, after all.

    The reason for this is say … if a character lost their arms at some point in their adventures and had them replaced with cybernetic ones, it might not change the nature of their character, but they might want to drop a few of their close quarters powers in favour of power armour ones to go with the shiny robotic limbs they picked up at the costume tailor.

    So definitely not a complete respec, but the ability to earn a very partial one.

    It would also be nice if a life-changing event allowed for an addendum to the origin story of a character, so you’d get a second section in that field where you could scrawl something about how such an event actually occurred.

    So yes, I support the idea of Life-changing Event coupons!

  74. Calabi says:

    @Wulf

    If you want an example for the irrationality of super powers and people changing from one t other then you just have to look at Heroes(the series).

    They change powers more often than they have hot dinners, and they change their minds more often than that.

  75. Jaxtrasi says:

    Wulf:

    You’re clearly open to the idea of different people meaning different things by roleplayer. You’re clearly of the opinion that people who play the game mechanics are not your sort of roleplayer.

    In the ~GNS system you’re not a roleplayer either. You’re a simulator. You’re portraying a role, but you’re not portraying it in the sense of an actor playing a part – you’re portraying it in the sense of a simulation system. Your arguments hinge on the notion of *mechanical* enforcement of roleplaying.

    To many roleplayers, this idea is as anti-roleplaying as the idea of min/maxing is anti-roleplaying to you.

    To me, roleplaying is about a shared storytelling experience. Glossing over things is an intrinsic part of that process. Just as Superman never uses the toilet on screen, my characters (in MMOs) never die on screen. Some players like to incorporate death and respawn mechanics into their roleplay, whereas to me they stretch the believability of the world long, long past breaking point and so I simply ignore it “canonically”. (You can see the ridiculous consequences of not doing this in any story setting which ostensibly includes resurrection magic but then decides it wants a tragic character death – Warcraft 3 springs to mind.)

    A typical play session might go:

    Fight boss
    Die
    Die
    Die
    Die
    Die
    Kill boss

    In character, my character explains what he’s been up to as “Oh yes, we fought and it went this way and that and we looked like we were going to lose but then eventually we prevailed!” rather than “Oh yes, we fought and we five times and then we prevailed!”

    You don’t have to incporate mechanics into your roleplay to be a roleplayer. You can step back from them. To me the mechanics themselves – the literal script of events – is nothing but a framework to draw inspiration from. The official truth is whatever I want it to be.

    The relevance to respeccing is this; you are required to explain only as much as you want to. If someone isn’t a roleplayer, and their character literally leaps from powerset to powerset on a daily basis, then you as a roleplayer are not required to interact with that player in a roleplaying sense. As they’re probably called “xXxDarkKnightxXx” this is not a problem for you. You don’t need to explain how they’re doing it, and neither do they.

    Someone who is a roleplayer is free to respec as much or as little as they like, and explain as much and as little of it as they like. Although some people enjoy it, is it absolutely not a requirement in roleplaying to explain every detail. All Superheroes have changed radically over the years, and sometimes this is expained and sometimes it isn’t. Characters undergo gradual refinement as you bring them closer towards an emergent vision – all of this change can be retconned, off-camera.

    In a professional storytelling product, such aimless retconning would be completely unacceptable (I’m looking at you, Metzen). This is not a professional storytelling product. If I decide that actually my character’s ability to throw out chains is actually inappropriate or harmful to his premise, it doesn’t make me not a roleplayer to rub out that aspect and replace it with something else. I could explain that he’s undergone some transformation, or I could ask you to kindly pretend he’s always had XYZ power and just get on with things.

    Remember, simulation is not the be-all and end-all of roleplaying, it is simply one way to do it.

  76. eyemessiah says:

    “Has anyone else with D&D PnP experience actually experienced a helpful min/maxer who they didn’t end up wishing wasn’t a part of the group?”

    Yes, wholeheartedly yes. I’m sorry if you have had so many bad experiences that you can’t conceive of play that freely mixes the powery-G & high-R but yes, it is possible. If it wasn’t I wouldn’t bother!

    “It depends on the World. For something like Warcraft? It makes sense. For something like Champions? It doesn’t.”

    I’m happy to take your word for it that the WOW’s lore explicitly permits infinte respecs, but that CO’s does not, I haven’t played WOW for many years, and I don’t play CO.

    Personally I don’t tend to think of MMO’s as immersive-type games, and so have never paid much attention to the lore. For me the game-universe is a product of the mechanical features of the Game. The reason being that I have high standard when it comes to narrative and exposition and MMOs are so appalling crude on both counts that it doesn’t seem at all unfair to treat them like elaborate strategy games with lots of text boxes pasted on the front end.

    “Is it unreasonable to believe that Nightcrawler might teleport Cyclops away if he’s hurt in battle”

    Is this what happens in CO? PCs never “die”? Does the game intervene to provide an explanation for the PCs escape? One that isn’t pretty quickly rendered absurd by repetition?

    As I say I haven’t played CO much beyond a few hours in beta, and I’d love to believe that the mechanical shortcuts and abstractions don’t excessively impinge on the narrative and render it supersubpar, but I’m pretty sceptical. Complaining that a convenient and accessible implementation of one mechanic messes with the RP when the very medium itself is so far from being conducive to it seems to me to be a bit mean. If I’m wrong about CO and it is in fact at least as good a platform for real RP as other MMOs are for power-gaming then, hooray!

    “We have to accept that Champions Online is a different kind of beast, we need to accept its individuality, and see it for what it is instead of trying to make it into what we want it to be. No.”

    I may be underestimating how innovative CO is, but I suspect that like other MMOs its probably a decent platform for G, and a weak platform for pnp quality R. That being the case I I’d imagine that enabling the playstyle its inherently inclined toward will probably produce a better play experience (for me anyway), compared to trying to get it to facilitate a type of play it probably can’t, at the expense of what it probably can.

    I’m speculating wildly though, based on familiarity with MMOs in general. As I say CO might indeed be substantially different.

    “It really sounds like your post is saying that you want Champions Online to be World of Warcraft with a cape and in spandex, and that you’re throwing a bit of a wobbly because it isn’t.”

    Easy tiger. I don’t think I mentioned CO in my OP, and was responding to the discussion re. the mechanical aspect in general. I also laced my post with lots of imo, so the patronisation is, imo, unnecessary. I’m not at all invested in WoW, or CO, or CO-as-WoW.

    I’d love to play a graphical multiplayer rpg that was capable of facilitating pnp quality RP, and I’d be very impressed if CO specifically was a substantial step forward in that regard, but so far I’m not convinced. Feel free to correct me though, as I say I’m not intimately familiar with CO.

  77. eyemessiah says:

    @teleporters

    Its a bit a YMMV thing I suppose.

    Constantly teleporting away a few moments before death is a passable explanation for respawning, but its still going to seem absurd with lots of repetition isn’t it? It did in bioshock, (which may as well be Dostoevsky in comparison to narrative in MMOs) despite the fact that on paper it wasn’t complete nonsense in terms of what was possible in-universe.

    Is, what is a fairly trivial narrative patch job over the ugly mess that is constant respawning really so convincing for you that it doesn’t jar your suspension of disbelief?

    And don’t you think that someone could come up with an explanation for respeccing that was at least as serviceable? Nanobots rewriting the pathways in the brain, brainwashing, cloning, UBER-NLP, I don’t know it doesn’t seem that difficulty. I mean its a universe where people fly about with capes shooting energy beams from their foreheads and your telling me their isn’t enough space in the fluff to coherently explain repeccing? Really?

  78. Jaxtrasi says:

    It’s worth pointing out I think that many pen and paper games don’t support “RP” as Wulf defines it. D&D certainly doesn’t. Storyteller doesn’t. Conspiracy X (old system) probably does.

    Most RP systems I’ve played (the exceptions are the ultra-detailed ones… you can see where this is going) play merry havoc with realism and simulation in favour of broad strokes. Hit points inevitably lead to people surviving things they couldn’t survive (like falling from terminal velocity) or dying instantly from things that couldn’t possibly be lethal (like being punched in the leg).

    As a roleplayer you always have to choose; do the mechanics define the game world, or does the player’s imagination define the game world? In the former, you take hit points literally. In such a world (like D20 Modern) humans can, with sufficient combat experience, survive falls from terminal velocity. In the latter, you gloss over such things, typically at the GM’s discretion. A player claiming that the mechanics supported surviving a fall from terminal velocity would be told to get stuffed, and that their character was dead.

    Neither is superior or deserves the undisputed title “roleplaying”. Both work as long as the players involved want to play it that way.

    A typical example of this in action is D&D’s Paralyse spell. This spell has a mechanical intention – it makes someone inactive in combat – and a characterful explanation – it literally paralyses their whole body.

    Over the years this has evolved in two different directions. The attitude taken by hardcore 2E players is that the characterful explanation rules, ad therefore if you cast paralyse on someone and throw then in a river, they drown.

    The attitude taken by 4E is that the (balanced) mechanical effect rules. Paralyse is a “debuff”, not a “kill”, so it can’t be “exploited” to turn it into a death spell except as demarked by the rules (for example in 3E you could Coup De Grace the subject of a paralyse spell). How you choose to explain it is less important – 4E explicitly endorses this by encouraging the players to come up with alternate explanations for their powers. Whether the paralysis comes from magical force, or poison, or roots bursting from the ground is mechanically irrelevant and therefore up to the players to decide. Using a more literal system, this difference would be desperately important – where are you going to find roots on a glacier? What happens when you run out of poison or are fighting a golem?

    Most systems ultimately find an unwieldly balance somewhere along this axis, and most groups include players who would prefer it in different ways, which is where all this legendary “You’re just a rollplayer” etc etc comes from.

    Neither is better. Both are valid.

  79. Dean says:

    @Wulf
    Fair enough, Cryptic might not balance the endgame around people that min-max. But if they don’t do that it will be utterly boring and trivial for the people that do, and hence they’ll lose those people instead of losing the casual players.

    And while the hardcore min-maxers are fewer in number they really help drive publicity and word of mouth online. You need both groups. And you need catch-up and respec mechanisms to allow people to move back and forth between those two groups.

    Unless you’re talking about a truly dynamic endgame that adjusts in difficulty based on the efficiency of the player’s spec, but in that case you end up with the opposite problem, as customisation becomes entirely meaningless as it doesn’t actually make you any stronger.

  80. Bobsy says:

    Ha. You can now respec right back to the beginning. Which didn’t take long for them to patch in.

    And SPOOKILY it’s exactly what I said would happen. I’m a modern nostra-fucking-damus.

  81. Lafinass says:

    @Wolf

    “Who’s to say that they won’t offer a coupon to allow a full Power House redo when they make such sweeping changes? We have no evidence as to how they’ll handle that either way, so making assumptions before the fact is rather pointless.”

    I was actually referring specifically to the exact sweeping changes that happened the morning of Sept 1st. And while in the light of things they’ve made some changes to the respec system they haven’t given any coupon for a free respec to anyone but sorcery builds. Which, while appreciated, is not quite the same thing. So no, I was not making assumptions.

    I’ve got a relatively high level toon that was rendered fairly impotent by the changes that will now have to spend a significant amount of currency to respec. I’m not a min/max player. I roleplay, I build characters with certain images and pick from power sets that fit that image. My sword wielding wraith spartan is not going to have robots that heal him or any such nonsense. But in that same vein, I’m not going to pick skills that are useless to me.

    What I think it boils down to is that these aren’t RPG’s. They’re MMOs. Ever changing, ever evolving. As such, the system needs to allow for the players to do the same without having to re-start. The skills I picked in NWN aren’t going to change anytime soon, so I don’t need the respec functionality. But in a game with active development working to ‘balance’ the gameplay? Respecs are a must.

  82. malkav11 says:

    @Wulf:
    I’m not interested in roleplaying in this or any other MMO. I’ll save that for the tabletop, thanks. (Or IRC or whatever). And if I were going to roleplay in CO, I certainly wouldn’t plan out my character’s every power choice at creation, because that doesn’t allow for organic character growth.

    Beyond that…well, hey, thanks for assuming that I’m a terrible player who doesn’t know what he’s doing. Ass.

  83. Melf_Himself says:

    It’s poor game design not to allow respec. In every other aspect of gameplay, you learn by trying, failing, and trying again after obtaining feedback. That process is quashed if no respec is allowed because your cycle to “try again” becomes so much longer.

    Also, having to research optimal build combinations on forums is just… fail. Don’t get me wrong, it’s fun when it’s your first RPG. Once you’ve “done the maths” on a half dozen or so of these games, it gets pretty old.

    This is partially because RPG stat/combat systems are just so arbitrary. Compare it to an FPS game where at least your aiming skills will carry over to the next game you play, or an RTS where your micro skills can be put to good use next time, etc… all having the mad “build skillz” does is make you good at *that* game. No others. This promotes you playing the same game in your mother’s basement for 5 years (cough WoW cough).

    Just robs the motivation from me these days.

  84. Muckbeast says:

    Thanks for reading and discussing my article.

    Very interesting analysis here as well. I am definitely going to bookmark your site and check back.

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