"Poor Player Growth Strategy. This
was a rookie mistake, and we should have
known better. MMOs grow over time, and have
a lifespan of five to ten years. A smart designer
would plan for plenty of room to grow the game
and grow the characters along with it. We, however,
chose to box ourselves in and make it difficult.
The first basic problem is that we chose to
use a percent scale for many of our equipment
and advancement modifiers. Accuracy, damage
increase, damage resistance, and other attributes
lie along on a scale of 1–100 percent (some with
caps lower than 100 percent). This means that we
have a hard ceiling on how much power we can
award the player through the course of the game.
Here’s an example: players use power points
(pips) to cast spells in combat, and more powerful
spells require more pips. Players gain a pip at the
beginning of each turn in combat. As players earn
power and equipment, they gain the chance to
get a double pip. Here’s the sad part—the double
pip chance is on a scale of 1–100 percent, and we
launched the game with players able to achieve
near 90 percent. Given that 100 percent is the max,
we have very little room to make more powerful
equipment or grow the player beyond what they
could achieve when we launched. Additionally the
equipment upgrades we designed ended up not
being very compelling. With only 100 points to
grant, we have upgrades that go from 2 percent
Fire Resistance to 3 percent—not very exciting.
The second problem is that we didn’t give
characters very many attributes. We thought
that because we were making a collectible
card game, we wanted the majority of player
power to come from
and building decks.
However, when you only
have a few attributes
on the character, you
don’t have many ways
to create valuable
equipment, so your loot and advancement
options become very limited.
The last major problem related to player
advancement was that we didn’t launch the game
with any true boss fights. Really, the only way we
had to make fights more difficult was to increase
the health of the monsters, which just resulted
in longer fights. Additionally, we added some
scripted boss fights after launch, and there was a
huge backlash from our player community.
Now that we’re well past launch and it’s
quickly becoming time to increase the power
scale, we’re faced with some difficult challenges.
The prospect of building and testing a new
equipment and character development scheme is
daunting, not to mention re-balancing thousands
of pieces of gear. The anticipated community
response alone is enough to make me cringe"
You know, it made me think why is 100% as a power pip chance considered bad? I guess I always saw in my mind the "super pip" (a pip with the value of 3) as being the natural evolution of the power pip. Wouldn't it make sense that once a power pip chance reaches 100% that then it would "unlock" a percentage chance for a super pip? And after level 50, power pip counts get applied to secondary schools? To me it just kind of seems like a non-problem for power pips.
As for resistances, I'm hoping astral magic balances the playing field there.
Do you guys have any ideas or theories on how this challenge is going to be met in game? What do you think about the super pip and power pips applying to secondary schools post-50?
From reading this, it makes me think Celestia might be bringing some major changes to the entire game, not just to Celestia.