Well, with all the arguing back and forth, I figured I could try to post a proposal and see how both sides would agree with it.
Oh, and sorry to start another thread...
Goals:
- Allowing players to adapt to game change.
- Being affordable for everyone, casual and hardcore alike.
- Trying to address (or reduce) some of the anti-respec fears.
- Avoiding hundreds of nearly uncodable restrictions.
Basic idea:
When a character has to respec, he talks to an NPC (I'll leave the aspect lore out for now) that pops out the equivalent of the character creation screen. The players rebuilds the character as he would wants it to be (he can only use, as starting class, a class he had levels of previously however). Once the player is done, he confirms his choice and his character is transformed back to a level 1 character of the class he picked.
The NPC also gives him 'class level token' for each class levels he had. For an example, a level 16 fighter will be given 15 'fighter class tokens'. For a 14 wizard/2 rogue that picked rogue as starting class, he will receive 14 'wizard class tokens' and 1 'rogue class token'. (This could be changed into a percentage of tokens if necessary.)
The character can then use them by talking to a training to level back up. So, a level 16 fighter only wanting to respec his skill points or ability scores just has to respec the way he was all the way to level 16 by talking to the fighter trainer (each time you talk to the trainer a token is consumed). Since each token is class specific, the character is limited to respec back into the class he had. If he wants to change some of his class levels, he will have to gain those levels by collecting XP.
Favor, tomes and equipment are kept.
In order to avoid the respec mechanism to be used as a quick way to skip a few levels, the token would have a Maximum Level at which they could be used and would be destroyed if the character still has some upon reaching that level (for example, if a 16 fighter respec into 14ftr/2pal, then his two remaining fighter token will be destroyed upon reaching level 16.
Since this means we will rerun quests more often, it would be nice if the 'You have run this quest too many times' message would slowly decay over time. This would avoid running into a scenario were all the low level quests would have been ran to death in a few years (ie it's not a priority but it will have to be done at one point in time0.
Timer:
I like either of those two proposals:
- Fixed one to two month timer
- Smaller timer, at first, but goes up with frequency use (and slowly reduces if not used)
I'd like to mention, though, that in both cases the timer would only start when the last class level token is used or destroyed. All the time that may lapse between the two will count as an 'additional timer', punishing those who are trying to regain more levels in a new class more than others.
Cost:
I will not list any distribution of cost, here, but I'll at least explain what I think should be done. Since this is an ability some lower level characters may be interested in using, a scaling cost would make sense - like Turbine did with Dragonshard. After all, the cost of rerolling gets higher the higher level we are and DDO needs more moneysinks.
The cost should be high but not out of reach for casual gamers to be able to afford it.
Advantages:
- Does not seem impossible to code.
- Can easily be used to adapt game changes.
- Increases the quantity of players at lower levels.*
- Reduces the cheesiness by making it a pain to change class drastically.
- Mimics more closely (although not perfectly) the tested models found in other MMOs.
*Since there is no restriction as to what levels one has to use his tokens, most players will retrain their new class levels at lower levels.
Disadvantages:
- Does not totally prevent drastic class changes.
- Reduces some of the game's grind.
Final words:
This, to me, sounds like a nice compromise between the two sides. Of course, I am biased so I am interested by the input of the those sides. However, the question I ask is not 'Should there be a respec?' but rather 'If Turbine was to implement a respec, would this be something you would oppose? If so, what would you want them to change and why?' since all the first question can lead to is a pointless debate on cost vs benefits, when none of us knows the cost.
Hopefully, we can stay civil and try to come to a proposal both sides can agree with by listening to the problems we see in this proposal and trying to fix them.
PS: Again, really sorry to start another thread but otherwise this would have been lost in the pro vs anti arguments.