2012年4月21日星期六

Respec System - Page 4

You have some interesting ideas Bobby.|||Quote:








To solve this dilemma, I think the respec should cost skill points. ie: at any level, you can choose to spend your skill point on a 5 point respec instead of putting it into a skill. Of course the numbers don't have to be exactly that, it could be 3 skill points for a 10 point respec, or something like that.







Very nice idea |||Quote:








Here my take on repecs:-

-1 respec = the ability to reallocate ONE skill point (not a full skill tree reset)

-Player gets 5 respec points every 10 charater level ups

-Respec points are unstockable --> they have to be used before the next level up.

-Allows for --> fixing mistakes / adapting to new items and game changes by shifting points from an undesired skill to a desired one / experimenting with some new skills temporarily

-Doesn't allow for --> changing builds on the fly / abuse of skill system

I see no serious flaws whatsoever with this system.




I like this idea, with only a couple of changes. At each 10-level marker the user would have the OPTION to BUY their respec points from a NPC, and at each time a player reached a new bracket it would cost that much more. This way the level 10's could purchase their respec points at a price they could afford, say 5,000. Whereas a lvl 90 would have to pay a ridiculous amount of gold for their respec points, say 900,000 or something.

I don't think respec points should accumulate, but I also don't think they should be made unavailable at level 11 or something. Once you hit level 10 you will have 5 respec points available for purchase. You can buy and use these at any point between level 10 and level 19, except the longer you wait to buy them, the more they cost. So if your allocated 5 respec points cost 5,000 at level 10, but you don't purchase them until level 15 you would be looking at a higher cost, say 8,000 or something. Once you hit level 20 the number of respec points you have would go back to 0 - at this point you would have the option to buy your next five while you would loose any that you had purchased in the past. This would happen every time a player hit a new bracket. Maybe it would even be possible to only purchase one respec point at a time with a maximum of 5 at any given "10-level" bracket. So instead of 5,000 for 5 respec points at level 10, it would just be 1,000 per respec point at level 10 with a maximum of 5 respec points. Each individual point would cost more every time you leveled up if you neglected to buy them all at level 10.

This would help to make gold more valuable, while still allowing a very controlled and limited respec system.

So here is my version of Knight_Wolfs idea:

-Player gets the option to buy a maximum of 5 respec points every 10 character level ups

- Respect points could be purchased one at a time.

-Respec points are unstockable, but available for purchase and use until the next "10-level" bracket.

-The higher your level the more expensive it is to purchase your allocated respec points.

-Allows for --> fixing mistakes / adapting to new items and game changes by shifting points from an undesired skill to a desired one / experimenting with some new skills temporarily / one more use for gold

-Doesn't allow for --> changing builds on the fly / abuse of skill system



What do you think?

Oh, also, I disagree with having different realms for respecable and non-respecable characters.

Also, how do you suggest stuff like this to Blizzard? I would like to make this suggestion to them.|||Quote:








Oh, also, I disagree with having different realms for respecable and non-respecable characters.




Well, my thinking is that the strong desire among casual players for full respecs could be accommodated in singleplayer and, by association, Open Battle.net. Open Battle.net will essentially be a separate realm for respecable characters, anyway, even if unofficially so. It is in Diablo II - I often play on Open Battle.net with friends to test out builds before committing to them.


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To solve this dilemma, I think the respec should cost skill points. ie: at any level, you can choose to spend your skill point on a 5 point respec instead of putting it into a skill. Of course the numbers don't have to be exactly that, it could be 3 skill points for a 10 point respec, or something like that.




On the face of it, it looks fair. It just seems cruel to permanently weaken people's characters like that. I wonder if there would be another way to achieve the same end. A scarlet letter would almost be enough. "R" for respeccer. Hardcore players are very concerned with appearing as hardcore as they are.|||The reason I wouldn't want to have separate realms for re-spec-able and non-re-spec-able characters is because I already hate the rifts between all of the existing realms. I wish there wasn't even an East and a West or whatever. I wish they could find a way for EVERYONE to play together.

Perhaps instead of making different playing realms you could just choose "personal" difficulty levels or options. When making a character you can check some boxes on whether you want to be able to do certain things like re-specing or hardcore "one-life" characters. When people see your character they can see these stats and see how friggin' hardcore and awesome you are.

You could also make it to where only characters of certain attributes can join certain games, kinda like the level restriction games on D2 where only people within a certain level could join. Something like only non-re-specable characters can join or something. Same goes with hardcore. This would allow hardcore players to interact with friends who have non-hardcore characters. You could also make hardcore-only games, but not be in different realms.

This way the ONLY different realms would be ladder and non-ladder, but each could have a mixture of hardcore, non-respec-able, and other types of characters.

Maybe I'm overlooking something, but I don't see why that couldn't work if they made it possible to "filter" out certain kinds of characters from the games you create.|||Quote:










On the face of it, it looks fair. It just seems cruel to permanently weaken people's characters like that. I wonder if there would be another way to achieve the same end. A scarlet letter would almost be enough. "R" for respeccer. Hardcore players are very concerned with appearing as hardcore as they are.






How about with each respec, you lose plenty of Xp. Or exactly 3 times the level needed for you to reach the next level. For example at lvl80, you need 1 million xp to reach level 81.



But because you respec = you suffer a penalty of negative 3 Million Xp. In total you need 4 million Xp just to gain to level 81. Of course when you reach 81, the penalty will be removed, but if you respec again, you will lose say negative 3.6 million xp. So in total you need 4.8 million Xp to reach level 82.

Thus it makes re-specing fair. You can make mistakes on your lowbies and respec quickly (lowbies lvl fast) while highbies can be deterred, especially levelling whores.|||Quote:








IMO the benefit of a re-spec option is that the nerf bat can never ruin a character you've spent hundreds of hours playing.




Probably the one exception I'm willing to give. Nothing like Metzen just sweeping his hand and tearing a new hole in Sanctuary.


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Why would you want to make a whole new character just to experiment?




To properly learn how it works.


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Finally, the "cookie cutter" builds will be used no matter what. You cannot preserve your lol "leetness" by not allowing people to easily copy your strategy. Once an effecient build is found, people will flock to it even if that means starting a new character.




Yes, but if they have to level it, there's a good chance they'll learn how to play it right.


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On the other hand, if re-specing is ALWAYS an option, their is less "risk" involved in playing a build off the beaten path. In fact, a person could make their build on the fly in order to take advantage of their newest item find that isn't perfect but has some use with certain skills. I believe this will result in a more diverse player skill set base than the "blank slate" from Normal to Hell opinion listed above.




Not really, when you reroll, your previous character stays as is, so you don't have spend anything besides time to switch back and forth, and then you have a new guy up to speed if you liked the different skills. More diverse playerbase with respec? Hardly. People who tend to play cookie-cutters will still play them, and more likely all get on the same bandwagon since a few stray points is no longer a thing. Those who don't will still experiment with or without respec. Those people who are looking for better (more damage, more viable, less time-consuming) builds are not going to experiment that widely, and they would probably save time just looking up a guide. Respeccing is not going to save you that much time in terms of experimentation.


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Finally, if they want to make it "painful to respec." Give players one point every time they gain X # of experience. Then limit a character to only being able to hold a few points at once. Each point can be traded in to remove a skill point selection and then redistribute as desired. This would result in very slow character changes, but would always allow for the option to change one's build.




The people complaining about poor builds will earn exp slower, so in effect this restriction doesn't help them.


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By the way, what's the point in having two different battlenets for respecing or not? The only thing I can think of is bragging rights. Sure I might burn out faster on the game, but if I had the choice to re-spec, my outcome is guaranteed anyways.




One will have a better community than the other.

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Here my take on repecs:-

-1 respec = the ability to reallocate ONE skill point (not a full skill tree reset)

-Player gets 5 respec points every 10 charater level ups

-Respec points are unstockable --> they have to be used before the next level up.

-Allows for --> fixing mistakes / adapting to new items and game changes by shifting points from an undesired skill to a desired one / experimenting with some new skills temporarily

-Doesn't allow for --> changing builds on the fly / abuse of skill system

I see no serious flaws whatsoever with this system.




Heh. I'll give it a shot then. Player uses low-level skills to level up to a respec level, then pulls some points out and puts them in higher level skills. Essentially a staggered version of either saving your points and then spending them all on high-level skills, or leveling spec -> final spec. Not perfect, but exploitable. Agkistrodon's proposal is similarly flawed. At least with saving your points you have to forego the benefits of the skills you could have been using.|||Quote:








Heh. I'll give it a shot then. Player uses low-level skills to level up to a respec level, then pulls some points out and puts them in higher level skills. Essentially a staggered version of either saving your points and then spending them all on high-level skills, or leveling spec -> final spec. Not perfect, but exploitable. Agkistrodon's proposal is similarly flawed. At least with saving your points you have to forego the benefits of the skills you could have been using.






You can't save you respec points .. the next character level up they go poof, you can't change builds if you can't save you respec points.

For Ex. .... At level 50 you can only change 5 points of the previously spent 50 points, there is nothing exploitable about it.

And if you keep switching skill every 10 Chr. levels none of your skills will ever be effective enough and you will end up with a messed up character.

This system gives you tha chance to fix mistakes and try a new skill or two but it doesn't allow you to change you whole build at say level 40, 50 or 70 .. that's is NEVER possible.|||Respec should still have bigger penalties like crippled leveling (screw casual players) or ridiculous gold cost (which means casual players are screwed). I don't like respecs to be too easy.

I want people to think long and hard before they respec. Like asking themselves, "Is it worth to respec if it will take me another 3 days to gain another level ?"

Respecing should only be for hardcore players not casual because you got to earn it. Not have it hand to you on a silver platter.|||Quote:








Respec should still have bigger penalties like crippled leveling (screw casual players) or ridiculous gold cost (which means casual players are screwed). I don't like respecs to be too easy.

I want people to think long and hard before they respec. Like asking themselves, "Is it worth to respec if it will take me another 3 days to gain another level ?"

Respecing should only be for hardcore players not casual because you got to earn it. Not have it hand to you on a silver platter.




I don't think that's how Blizz wants it in D3, if it should ever be made it should be easily available for both types of players equally (just like the skills), although it is understandable the Hardcore players will always have a slight edge over the casual ones (like in the case of items).

And the only way to do that IMO is to link it with something systematic (like character level) so casual players can get the chance to fix any mistakes or try new skills if they want while Hardcore players (who played the game to death and know how to level up fast) will use it for refining their builds and making them way more effective.

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