Post by Twi on Mar 14, 2011 15:50:40 GMT -5
Well, I'd like to start off by saying thanks for putting the idea for the template system on the staff board- where I can't post... such a brilliant idea. /sarcasm
Now that I'm done with the sarcasm, I'll begin with my thoughts on the proposed rengeki system. To start with, though I don't like to be the type to jump on a bandwagon, I sorta agree with LK in disagreeing with it. Suprising ain't it- I never do that do I? Now, before you discredit me on the basis that it's El "I broke the world with Saber" Kay, I do agree that something needs to be done; however I'm not sure that this is the best way to go about it yet.
First of all, while quantifying the effects of a rengeki is a decent start... how do you begin to do that? How did you come to the conclusion that an increased number of targets was worth "3 points" or that an increase in attack modifier by 1 was worth "2 points"? How did you decide that giving the first rengeki 5 allotment points was "balanced"? The fact that we haven't even come up with finished skill trees (get your ass in gear LK!) or finalized everything dealing with the stat battles (yes, we know they will have an "action gauge" and that each action will cost time- but how much?) means that this is quite premature.
Secondly, if everyone is starting with the same base modifiers or effect levels, doesn't this decrease the overall creativity behind rengeki? This is especially true since if anyone wants to do some unique effect with a rengeki- it's added to the list of modifiers after they come up with it. I mean, don't get my wrong, I like the idea of crediting people for coming up with new ideas like you mentioned- but if its just added to the list of modifiers, does that really make it unique anymore? Suddenly, the awesome idea you had for that one rengeki starts showing up on everyone's rengeki- and it seems less unique and awesome than before.
Finally, how do you quantify the interaction of effects? Some abilities are not broken on their own, but instead show their power when you combine them with multiple other abilities. For example; if you put any one of Saber's rengeki on the average character they wouldn't be broken. It takes several before she gets to the level of broken that can't be fixed. Knowing this, I'm sure you all will try to catch attempts to break characters that way, but sometimes you just can't know until it actually happens. If you don't catch it, what will you do? Ban someone from using the ability[ies?] in question? That seems a bit too restrictive in my opinion.
I don't mean to criticize the idea as a whole- as I said earlier something definitely needs to be done about broken rengeki. However, we need to do a bit more refining and a bit more work on the other parts of the game before we come back to this idea. Knowing what I know now about the plans for R:X though, I'd say its a decent start, if not a completely finished idea. It just needs to be fleshed out and a completely objective rating system applied to it. But yeah, those were just the thoughts of a procrastinating white boy with too much time on his hands and a laptop handy. Try not to take anything too, too seriously, but I do feel like a few questions need to be answered in full before we can continue along with this idea.
PS. Sorry about missing the convo that went along with this, but I was too physically drained to stay up for it. I appreciate if anyone actually takes the time to read all this, and hope I expressed my ideas in an understandable way- if I did not, oh well.
Now that I'm done with the sarcasm, I'll begin with my thoughts on the proposed rengeki system. To start with, though I don't like to be the type to jump on a bandwagon, I sorta agree with LK in disagreeing with it. Suprising ain't it- I never do that do I? Now, before you discredit me on the basis that it's El "I broke the world with Saber" Kay, I do agree that something needs to be done; however I'm not sure that this is the best way to go about it yet.
First of all, while quantifying the effects of a rengeki is a decent start... how do you begin to do that? How did you come to the conclusion that an increased number of targets was worth "3 points" or that an increase in attack modifier by 1 was worth "2 points"? How did you decide that giving the first rengeki 5 allotment points was "balanced"? The fact that we haven't even come up with finished skill trees (get your ass in gear LK!) or finalized everything dealing with the stat battles (yes, we know they will have an "action gauge" and that each action will cost time- but how much?) means that this is quite premature.
Secondly, if everyone is starting with the same base modifiers or effect levels, doesn't this decrease the overall creativity behind rengeki? This is especially true since if anyone wants to do some unique effect with a rengeki- it's added to the list of modifiers after they come up with it. I mean, don't get my wrong, I like the idea of crediting people for coming up with new ideas like you mentioned- but if its just added to the list of modifiers, does that really make it unique anymore? Suddenly, the awesome idea you had for that one rengeki starts showing up on everyone's rengeki- and it seems less unique and awesome than before.
Finally, how do you quantify the interaction of effects? Some abilities are not broken on their own, but instead show their power when you combine them with multiple other abilities. For example; if you put any one of Saber's rengeki on the average character they wouldn't be broken. It takes several before she gets to the level of broken that can't be fixed. Knowing this, I'm sure you all will try to catch attempts to break characters that way, but sometimes you just can't know until it actually happens. If you don't catch it, what will you do? Ban someone from using the ability[ies?] in question? That seems a bit too restrictive in my opinion.
I don't mean to criticize the idea as a whole- as I said earlier something definitely needs to be done about broken rengeki. However, we need to do a bit more refining and a bit more work on the other parts of the game before we come back to this idea. Knowing what I know now about the plans for R:X though, I'd say its a decent start, if not a completely finished idea. It just needs to be fleshed out and a completely objective rating system applied to it. But yeah, those were just the thoughts of a procrastinating white boy with too much time on his hands and a laptop handy. Try not to take anything too, too seriously, but I do feel like a few questions need to be answered in full before we can continue along with this idea.
PS. Sorry about missing the convo that went along with this, but I was too physically drained to stay up for it. I appreciate if anyone actually takes the time to read all this, and hope I expressed my ideas in an understandable way- if I did not, oh well.