Topic: Discussion on the probelms of attributes
I'm just on the 4-day trial checking out the various systems in the game, and one thing in particular struck me as being problematic. I talked about it with some people in-game with mixed agreement and resistance, and thought I'd just lay my argument down as clearly as possible here on the forums.
The issue is related to how attributes alter the EP cost of the various skills in the game. Specifically, the problem lies in making people choose starting attributes that will drastically alter how quickly they can learn new skills later in the game.
Now, we all know that this game is heavily inspired by Eve Online, and the extension/skill system is an example of this. Perpetuum is at an advantage, though, as the developers can look across the 7 year history of Eve Online's live servers to predict the future of their own version of the system. Here are my thoughts.
Different MMORPGs give players varying opportunities to "gimp" their character at creation. Looking back over the last decade, there are some reasonably forgiving games: in Ultima Online, you could start with a stupid set of skills and stats, but over time they would shift towards something more appropriate, and it was possible for any character to reach any combination of skills/stats with no disadvantages at the cap. Shadowbane was always seen as less forgiving, with the potential to essentially "break" some classes by not spending stats and talents correctly during the level progression.
Eve Online has a reputation for creating the most frustrating "gimp chars" of all, though. This may sound counter-intuitive as any character can train any skill in time, so as we tend towards infinity all chars homogenize. The difference between Eve Online and Shadowbane, though, is just that: character progression is infinite. There is no barrier beyond which a character's skills cannot be improved. Combined with the fact that choices a player makes at creation permanently influence the progression speed across different skill vectors, we hit a problem that caused CCP a lot of pain.
The problem is, "gimped" chars in Eve Online suffer more and more as time goes on. Someone who focused on Willpower and Charisma back in 2003 in Eve would have been a bit miffed that his gunnery skills were taking a bit longer than his friends those first few weeks. A year later and his friends - taking the same skillpath - are getting into tech2 cruisers a few weeks before him. He's comparing total SPs and finding he's a million or so behind. The next year he finds out he's a couple of million behind, and so on. The gap between the total progression of his "gimped" character and his friends constantly increased over time.
By then, though, he's got 3 years worth of SPs invested with his character. He wants to reroll but even with good stats it'll take him over 2 years to get back to where he was. But every year that follows he keeps falling more and more behind.
Eventually a respec option was implemented, despite CCP originally saying they would never implement such a thing. Of course, it was an excellent fix. But surely a game that adopts this skill system can -- in a system of infinite progression -- think of better ways to do things that the bandage that is the "respec"?
For this issue, my suggestion would be to minimize the "damage" that a player can cause to his character on creation. The simplest way to do this would be to have everyone start with the same attributes, and for players to be able to raise attributes later in their characters progression, once they have a better idea of the consequences (for example, an equivalent of implants, or more permanent options). Remember, a large number of players - particularly those who just want to get in the game and see what it's like (i.e. are on the trial) arn't going to do the full research necessary to make a truly informed, long-term decision on their starting attributes.
My implementation:One thought I've had that might be worth investigating is to allow attributes to shift up and down over time depending on what skills are trained. Starting with a relative blank canvas, someone who trains a lot in combat skills will see the relevant attributes start to increase (with some form of soft/hard cap), while the non-relevant ones potentially decrease. This rewards players for specializing, the same way that attribute choices at creation are supposed to, but is much more intuitive for the new player and makes characters "ungimpable" in the long term, because any character that might be considered "gimp" at one point in time can - in the long term - have their attributes shifted to match the player's new focus.
In a game so heavily inspired by Eve Online, it would be stupid to make the same mistakes that CCP made over the years. I really, really recommend that the devs consider this now, while the game is still fresh, because this problem - as CCP know all too well - becomes harder and harder to deal with as the game - and its player characters - gets older.