I already gave an example above of the impossibility of using the same type of weapon (dual daggers).
We have a very large number of different items and at the moment I see unnecessary running from chest to chest to sort it out. It’s no fun
It’s the hoarder inside you, you got to confront
several solutions to that problem:
- increase the missing stat with your new attribute poitns you get from lvling further until you can wear them,
- think about what weapon/character archetype you want to play as before putting 32 points in a single weapon proficiency stat,
- start a new journey.
- accept the fact that you wont be able to try them and trade them with other players (like you did in games like Torchlight 2 or Diablo 2 when you found equipment, that your hard-chosen class couldn’t wear)
I want to play dual daggers. Let’s say I’m already at the maximum level and I don’t have any free characteristics. Daggers fall better to me, but they require strength…
Each dagger has a different animation and fighting style.
We play an arpg where items matter a lot. These restrictions force me not to use a large number of items.
I already said starting from 0, I don’t like it. There are a lot of people like me. I can’t play 24/7 to have 15 characters for every situation.
Diablo 2 2000 year. And even in it this feature was added over time
There doesn’t have to be any rules or boundaries, it’s a co-op game, there is no competition, there is no reason to not allow players to try and be as powerful as they can be.
If people want to min-max their characters by adjusting their stats to use something better, then let them, that’s where fun comes from, playing something you want to and enjoy playing, locking them into something they don’t like is not fun, forcing them to replay the entire game again because they made a bad decision is not fun.
If hardcore people want to not-respec then put it as a character option, but don’t hamstring the rest of the playerbase.
Infinite inventory space is by no means anything similar to stat respec and is a stupid comment, of course infinite inventory is ridiculous and shouldn’t be a thing.
You’re forgetting about play style and player decisions in the game to play how they want to play, if they started playing with a big 2h str weapon and then want to try out a full dex rapier then let them, there is no harm in letting the player experiment.
Add in a cost to respecing and it will disuade constant respecs.
Add in a resource that you need a new realm for or boss kills for and it incentivises replaying, they could scale the enemies on player level or something to add to this, but i’d not enjoy that.
Solid response
20 character fluff text
Yeah, I simply disagree with that logic.
This is a dispute, like a dispute between a player SC and HC. Where the player HC proves that this mode is better, because every mistake is fatal and therefore it is better. And SC is trying to explain that he wants to play and have fun.
There is already a fight here that is difficult for most. There is a challenge, the game is not mindless clicking.
If you specifically like to suffer, it’s your choice, I’m not saying anything against it.
So I take my leave, you won’t prove anything to me, I won’t prove anything to you… And the reset will be no matter how you want it
So what you’re saying you basically dislike having to play a game where you have to invest time to discover what it’s all about?
I partially agree that things could be worked on in terms of transparency, sure, but just a tinge and not an inkling more.
A gentlemans anwser. It all boils down to the subjective, and I respect that conclusion.
We already have confirmation that some sort of pvp will be in the game though, so yeah, that point is sort of moot
And no, i am not forgetting about player decision, i think exactly because the decision i as a player make when choosing how to spend my attribute should matter long term
And since this is the second time someone used the deadbeat argument “if you don’t like it, don’t use it”. Try using that argument with Elden Ring/Dark souls players in a discussion about adding difficulty to the game. The hardcore players there cant even handle ‘casuals’ using summons.
Yes i know, that’s not a good counterpoint, but i am tired of reading that particular phrase.
So basically, they might aswell make it a sandbox game while they’re at it?
Why even have a story? Or having to go through the game at a certain sequence at all, why not just give the player everything at the start and that’s it? Solves the problem right?
A great conclusion @CraniumBasher
Limited number of respecs per character would be enough. No respec is just a horrible decision.
I agree with a lot of this but if you allow it in the early game people will just make a new realm that they use for respeccing.
Someone said weekly which seems ok. , it should possibly be locked behind a weekly bounty for a difficult enemy.
Maybe every 5-10 levels.
Idk it’s a rough call. Like I wanna tweak my stamina and focus or be able to use a hybrid weapon occasionally but I don’t wanna feel like my choices don’t matter. Maybe it would be better if it was locked into the item like a one time change of what the weapon scales off of at the enchanter.
Awsome input!
It’s a tough nut to crack sure
I think its a pretty easy nut to crack.
You want people to try new things and experiment but don’t want the leveling decision making to have no weight behind it?
Just make it a limited number of times per character(3-5). Achieves both those things at the same time.
If what you are after is something different then idk. But this works well for what I think the devs want.
EDIT: You can even do stuff like “you will lose x number of levels every time you respec”.
Lets be honest, the majority of people will not research, or google before specing their character.
Out of them players i’d say that the majority will not create a new character once it’s past a certain level to try another spec.
The majority of people will only have 1 high level character.
So the majority of players will either play 1 character the entire game, or stop playing all together because they don’t like the character they’ve built and they aren’t going to make another one.
It can’t be disputed that there will be player falloff if there is no respec options.
What you get with respeccing is lots of players playing all the time because they can play all types of characters and try everything with one character.
I assume everyone here wants lots of players playing all the time.
The issue is balance, how do we keep players playing, while restricting mass respecs, which comes down to time, cost, and scarcity.
Respeccing shouldn’t be finite or you hit the player falloff, and majority don’t have lots of time to spend so it’s mainly cost that’s the issue.
So make it cost something to respec, but don’t limit it because there will be player falloff when they hit this limit.
If players need to grind for it, so be it, but it would need to be visible that you’re making progress to it, not just a % change drop from world/bosses. It should be some visible value you grind up towards.
Haven’t no or limited respec options will just hurt the game in the long run. I for one don’t want that and want the game to do really well and the devs to do really well so they make more of it.
I don’t understand what you are suggesting. What could it be that you grind towards to get a respec while you can see your progress?
Also that grind you need to do to get another respec would also cause player falloff anyways because people don’t want to grind(I don’t either).
Respec will keep me playing. I don’t have time to level up multiple characters. Nor do I have the drive to grind endlessly, grinding is boring. I have plenty of difficult and boring work in life, I don’t need to have it in-game as well.
Difficult and boring is perhaps the worst type of task. It requires constant focus, when you combine that with a boring task, it makes it feel like it takes longer.