by Ungkor » Sat Sep 02, 2006 6:56 am
Also, it doesn't hurt to point out that when designing any system, as a developer, you are always faced with grey areas. Oftentimes, its not just "right or wrong" choices. That is especially true when you start talking about very complex systems, and doubly especially superfantastically true when you talk about trying to balance all the EQ classes.
Say the choices were this:
1. New regen system as is, bringing with it all the problems described above. Pros: Speeds up the gameplay of EQ, making it more attractive to new players. Takes out some of the boredom across the boards for all classes recovering from wipes. Etc... Etc.. Now, descriptors like "makes a game more attractive", and "reduces boredom" are VERY subjective. They are very difficult quantities to define.
or
2. Same new regen system, but instead of 30 seconds in groups, the wait to activate is 1.5 minutes. Pros: Much less impact on classes designed around mana regen. Only a 1 minute addition to recovery time, so still serving the purpose of 'wipe recovery'. Still speeds the game up, still etc..
or
3. Completely redo all spells so that their power is based around the new regen rates, etc.. etc..
I am pretty sure, that just like we are doing now, the Devs have sat around and debated various ways this will impact EQ. They might not know them all, but I bet most of what we discussed in this thread was brought up at 'the table' in some way shape or form. Its just probably being balanced against the health of EQ as a whole, as well as balanced against the time/money required to fix things properly. Namely, major overhauls of spell systems to accomodate the new regen rates.
And that is where our activism comes into play. The time and money issue. If the EQ dev team knows that Change "A" is going to cause X level of irritation and Y level of increased satisfaction, and both X and Y are fairly subjective, they might just indeed do "A" if it looks like Y>X. However, if a loud voice is heard, insisting that its not just X irritation, but X+100 (subjective), they might not "A", as it might end up costing money in subscriptions.
In this case, if I had to guess, its probably very simple. The Dev's know full well that classes based around mana regen and sustainability are getting bent over. They are just balancing that against the health of EQ and all the rest of the problems it fixes. What I still don't get, is why its so hard to retune those classes as part of the regen rollout.
Of course, I could be completely wrong and the Dev's cannot conceive of why this is bad for shaman. I haven't seen one comment from the Dev's about our Shaman issues with this change, so I guess that time will tell. I hope those of you in beta are screaming bloody murder though and adding +1000 to X for us.