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  1. #1

    Default Can we come to a compromise? - My respec proposal

    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:
    1. Does not seem impossible to code.
    2. Can easily be used to adapt game changes.
    3. Increases the quantity of players at lower levels.*
    4. Reduces the cheesiness by making it a pain to change class drastically.
    5. 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:
    1. Does not totally prevent drastic class changes.
    2. 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.
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  2. #2

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    Getting warmer

    still have a few issues though

    here is one
    "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.)"

    So if I am a 16 wizard I can do this and then level up to level 5 and then pop my 15 tokens and be 20 without workng for 17-20?

    I know this is not what you intended but we need something to prevent this.

    How are you addressing tomes? Specifically INT
    Last edited by FluffyCalico; 03-11-2009 at 05:39 AM.
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    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
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    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  3. #3
    Community Member Damionic's Avatar
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  4. #4

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    Quote Originally Posted by FluffyCalico View Post
    Getting warmer
    Good.
    Quote Originally Posted by FluffyCalico View Post
    So if I am a 16 wizard I can do this and then level up to level 5 and then pop my 15 tokens and be 20 without workng for 17-20?

    I know this is not what you intended but we need something to prevent this.
    I addressed this in the OP (although maybe not at the best place):
    "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."
    Quote Originally Posted by FluffyCalico View Post
    How are you addressing tomes? Specifically INT
    Well, since there are already people who can use +2 tomes at level I figured respec'ing would keep whatever Int tome and consider you ate it at lv 1.

    I personally don't view this as unbalancing. No idea if I am part of a few but it would save a lot of headaches, though.
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  5. #5

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    Quote Originally Posted by Borror0 View Post
    Good.


    Well, since there are already people who can use +2 tomes at level I figured respec'ing would keep whatever Int tome and consider you ate it at lv 1.

    I personally don't view this as unbalancing. No idea if I am part of a few but it would save a lot of headaches, though.
    Issue with this is then if you ate a int tome after level 1 you NEED to respec just to gain the points from previous levels. While I don't think super punishment is needed for respec I can't support a reward for doing it beond correcting mistakes or changes in the game.
    Perhaps all toons reguardless should get back int skill points when they eat a tome.
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
    Quote Originally Posted by MadFloyd View Post
    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  6. #6

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    Quote Originally Posted by FluffyCalico View Post
    Perhaps all toons reguardless should get back int skill points when they eat a tome.
    That would be a way.
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  7. #7
    Community Member bandyman1's Avatar
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    I think it addresses most of the concerns of both sides of the debate.

    Good idea Borr. And good compromise.

    I agree with Fluffy that a few things may need to be ironed out, but I really don't see how anyone could seriously be opposed to this system.
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  8. #8

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    Quote Originally Posted by bandyman1 View Post
    I think it addresses most of the concerns of both sides of the debate.

    Good idea Borr. And good compromise.

    I agree with Fluffy that a few things may need to be ironed out, but I really don't see how anyone could seriously be opposed to this system.
    Oh trust me I won't use it, but As long as the int tome issue is delt with then I can pretend this respec guy isn't there.
    Last edited by FluffyCalico; 03-11-2009 at 06:24 AM.
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
    Quote Originally Posted by MadFloyd View Post
    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  9. #9
    Community Member sephiroth1084's Avatar
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    Well, one of the prominent writers of 3.5 wrote somewhere in a response on the WotC site (specific, I know) that, were he to go back, he'd make permanent changes to intelligence affect skill points retroactively.

    I think that translating this to DDO would be a good idea.

    As far as your respec idea goes, Borr, I think I like it, with the caveat that something would have to be done about skill points if the retroactive Int thing isn't dealt with otherwise--I don't want to see everyone hit the respec button the moment they get a +1, +2, +3, etc... Int tome. Nor do I want this to happen at lvls 4, 8, 12, 16 and 20 for wizards and other Int-based characters.

    Would you be able to select the number of levels you want to drop at a time? You might have said so and I missed it, it's early/late and I haven't slept yet.

    This would have to be significantly more expensive than feat respec if that is to remain a functional option in the game. Sure, it'd be easier to respec a single feat taken at 3 on a lvl 16 character via Fred, but if you have to respec more than one feat, this becomes much better. Then, if any of those feats have prereqs you need to deal with as well, this becomes much much better.

    Not sure what you meant about the timer and token interaction. Were you saying that the timer starts immediately or when the last token is turned in/destroyed?

    The coding for tokens that are destroyed upon reaching the appropriate level seems like it would be clunky, though I'm no programmer. There has to be a more elegant solution to that. Perhaps having each token specify a class and level?

    So, for example, a level 5 fighter decides that he wants some paladin levels. He respecs and gets 5 fighter tokens, each marked lvls 1-5. He trades in the lvl 1 token to become a Fighter 1, the lvl 2 for fighter at 2. Then at 3, he takes a level of paladin. Next lvl, he trades in the fighter 4 token, which checks to make sure that he is lvl 3. He is, so he is now a F 3/P1, distributed as F,F,P,F. If he takes his next level in paladin, his lvl 5 fighter token will be useless unless he decides to repsec again.

    Looking at that, I can see several problems, but I'm leaving it up as something for you (and anyone else) to mull over in case there is some gem in there.

    Ultimately, I think that a long timer, coupled with having to actually relevel drastically changed characters (and the locking in of the first level according to a level you have already) avoids most of the issues I would have with a full respec.
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  10. #10

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    Quote Originally Posted by sephiroth1084 View Post
    I think that translating this to DDO would be a good idea.
    Well, you won't seem me disagreeing.
    Quote Originally Posted by sephiroth1084 View Post
    Would you be able to select the number of levels you want to drop at a time? You might have said so and I missed it
    Do you mean to what level you go back to? I said you were forced back to level 1.
    Quote Originally Posted by sephiroth1084 View Post
    This would have to be significantly more expensive than feat respec if that is to remain a functional option in the game.
    You won't see me disagreeing to that either.
    Quote Originally Posted by sephiroth1084 View Post
    Were you saying that the timer starts immediately or when the last token is turned in/destroyed?
    When the last token is turned in or destroyed.

    That way, it penalizes more those respecing more levels by setting a "longer timer'.
    Quote Originally Posted by sephiroth1084 View Post
    The coding for tokens that are destroyed upon reaching the appropriate level seems like it would be clunky, though I'm no programmer.
    That is the only way I found to prevent players from collecting tokens.

    If that is not seen as problematic, then they could code a 'maximum level' to it a bit in way they coded a minimum level?
    Last edited by Borror0; 03-11-2009 at 06:44 AM.
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  11. #11
    Community Member baylensman's Avatar
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    It seems a great compromise to me.
    So in this scenario 10 Pally 3 sorc 3 fighter having started as a pally

    lvl 1 pal with 9 pally tokens 3 sorc 3 ftr .
    I could then take the tokens in any order?
    I could toss the 3 sorc ,and level throuh 10 ranks of pally and three of fighter and stop
    at 13 ,then re-level as normal for the final three taking whatever I wanted?

    I think that the process should be contigious. When you level and get your tokens you don't level your 16 up to say six then go play a few quest then come back and level some more. It should be all at one time, that way the tokens drop when you leave the NPC, the same way keys and other items do now when you leave a quest.
    This would mean that you must have a well thought out plan, due to the fact that when you leave your stuck with the build for better or worse until the timer kicks in.

    I like the idea of a timer, but I think the spread should be greater Say once every six months.

    I think the problem with stats is minor, so what if a rogue gets 19 intel and 19 dex at level 1, he won't be playing any level one quests. So bassicaly feats would like the current feat repec system, only some of the minor abilities would really change.

    I think with a little tweaking this is the best idea ive read yet.

    Again good job

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  12. #12

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    Quote Originally Posted by baylensman View Post
    When you level and get your tokens you don't level your 16 up to say six then go play a few quest then come back and level some more. It should be all at one time, that way the tokens drop when you leave the NPC, the same way keys and other items do now when you leave a quest.
    Sadly, we can't have that since the order at which you take your levels may matter for skills and some feats.
    Quote Originally Posted by baylensman View Post
    I like the idea of a timer, but I think the spread should be greater Say once every six months.
    Honestly, the timer varies a lot on how often Turbine updates the game.

    The best would be a 1.5-2 months timer, when they used to update the game every month. Sadly, we don't have that. =/
    Last edited by Borror0; 03-11-2009 at 10:50 AM.
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  13. #13
    Community Member feynman's Avatar
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    /not signed

    Sorry, still pulling for character age or other mechanism to force respec/reroll. Short of that, I disagree with any cost or limitation on respec.

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    Quote Originally Posted by feynman View Post
    /not signed

    Sorry, still pulling for character age or other mechanism to force respec/reroll. Short of that, I disagree with any cost or limitation on respec.
    right, so every character in stormreach is an elf or drow. that makes a lot of sense......

    oh, and nobody builds melees, because with age you lose 1 STR, 1 DEX and 1 CON, and gain 1 WIS, INT and CHA.

    and human characters seldomly see more than 6 months of game-time life.

    yeah, right. terrible idea.

  15. #15
    Founder EazyWeazy's Avatar
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    Great work Bor and a wonderful compromise of the two sides. I really hope that someone from Turbine takes notice of your efforts. Thank you.
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  16. #16
    Community Member Thanimal's Avatar
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    Default nice!

    Wow, this is excellent.

    I am very pro respec -- I believe it is necessary for the long-term health of a game and for player retention.

    HOWEVER, I recognize that it is possible to implement respec in such a way as to completely ruin a game. At one extreme end, completely free respecs of everything actually destroy the entire NOTION of a character. Each player would have one character and simply morph it into whatever was optimal for a given quest. So the answer lies between the extremes of "no respec possible" and "unlimited free respecs."

    DDO's character build system is more complicated than any other MMO (which is exactly why I play it), so designing a respec system that is at the optimal peak between the too horrible extremes is NOT easy.

    I think you may have just done it! I'm gonna keep mulling it over to see if I can think of any specific issues or suggest tweaks.

    But I'm pretty sure this is, at a high level, the right answer. Hope Turbine is reading this!!

  17. #17
    Community Member Kintro's Avatar
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    Why not just make them regain all the XP? This, combined with first time bonuses and the "You have repeated this quest X times" mechanism, would limit the frequency people would be able to respec.

    Some benefits:

    1) more low/mid level content being run as people relevel
    2) more of the less popular quests being run (repeated STK 15 times, where do we go this time?)
    3) less coding (no need for tokens)
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  18. #18
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    To me one of the main points of a respec would be to keep me from having to loose all my experience in the first place. I can't play as much as some, or even as much as I would like. Loosing all xp on a respec would be the same as delete and reroll to me.

    edit: I like your suggestion Borror0

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    Quote Originally Posted by Cinwulf View Post
    To me one of the main points of a respec would be to keep me from having to loose all my experience in the first place. I can't play as much as some, or even as much as I would like. Loosing all xp on a respec would be the same as delete and reroll to me.

    edit: I like your suggestion Borro
    agreed 100%

  20. #20
    Community Member Thanimal's Avatar
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    Quote Originally Posted by Kintro View Post
    Why not just make them regain all the XP? This, combined with first time bonuses and the "You have repeated this quest X times" mechanism, would limit the frequency people would be able to respec.

    Some benefits:

    1) more low/mid level content being run as people relevel
    2) more of the less popular quests being run (repeated STK 15 times, where do we go this time?)
    3) less coding (no need for tokens)
    Not to say there are no disadvantages, but the advantage of Borror0's proposal is that it's a fairly small barrier to a n00b who just screws up. Making a casual player completely regain XP to correct an error is, in my opinion, more likely to make him/her give up and quit the game. Borror0's proposal does force re-leveling for a true change of direction, which I think is appropriate and possibly even a requirement of any respec system. But re-leveling for "oops I'm an idiot" respecs is too high a bar in my opinion.

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