Originally Posted by Mero
Sorry Brad, but although it was beautifully written, it lacked any utterance of content or meaning. Every paragraph appeared to be another way of saying:
"balancing can be great, individuality is desired, fun is the ultimate goal, but Vanguard is not Utopia, thus perfection is not possible."
And what exactly were these "examples" he kept referencing? I read alot of general discussions, some more "general" than others, but I never read a "detailed or specific" example regarding any class or ability or archtype or even a specific action or nerf or anything for that matter with any degree of specificity. Sorry.
Just my opinion.
Sorry Mero, but the post came from our official boards, from the middle of a huge thread, and therefore when posted here, lacked both context and an audience already in the midst of these issues. That said, I appreciate Braen posting it nonetheless. I guess if I'm going to put that much effort into writing a missive, I should remember that it will likely be posted elsewhere, and therefore word it so it's more clear to everyone and therefore gets more milage.
In a nutshell, there has been some concern by some posters on our site that certain ideas, or mechanics, or systems that we've announced we intend to employ by beta are similar in some cases to those they've seen used in another game. And, not only that, they assert that the end result of these applications were substandard, at best.
What I've been able to discern is that, at last from their perspectives (I need to careful here and definitely NOT criticize the distinguished competition) is that another MMOG became so obsessed with balance, perfection, playing the game the 'right way', etc. that they went overboard and sucked the fun and freedom from the game.
I was trying to make the point that even if we are using some similar methodologies (and I don't necessarily agree to that, always, either), that it's the intent that matters. Specifically, when it comes to a job or archetype system, you can take it too far in an attempt to make the classes oh so balanced that you basically make each class within the same archetype or job so similar that you ended up doing far more harm than good.
I was trying to reassure them that our intent is certainly balance, but also fun, and that while balance in general is VERY important to us, class balance is something that people will always be complaining about, so they needn't worry that we'll go overboard and suck the distinct nature, abilities, and playstyle out of a class just to get it a little more 'balanced'.
I then provided some other examples, and tried to reaffirm that both balance and fun were very important to us and though they are usually linked, sometimes they're not, and one of them has to lose.
Again, sorry if I was too wordy then or now, or even given this additional context you find my points not worth making I will say that at times my wordyness has benefit in that it can make dilivering a tough message not come across as so harsh, which can be very important when doing community management. Abandoning restraint, being blunt, etc. are not always luxuries I have (probably one of the reasons I personally like this site so much, even if you're flaming me -- you speak your minds, and you do so concisely.)