Post by Thrym on May 12, 2010 11:39:10 GMT -5
Hello everyone, Thrym here!
I'd hereby like to adress the community about a topic which I have found very confusing over the last months.
We all know NWN is not balanced.
Mechanically speaking, we have good options, we have so-so options, we have outright bad options, and we have options which are nothing but traps for new players who think it sounds awesome.
We keep talking about this on the forum after all, heh.
Now, here on the FRC forums, I frequently seepeople going 'this and that is to strong! Nerf it!'.
This makes me, both as an NWN player and a Pen and Paper DM always go:
'What?'
Really, people.
We have good options. You see that word? Good options.
These are things that make your character be awesome fighting stuff.
These are the things you look forward to getting on your level up!
And yet, all the time, people want the good options to become so-so options.
A so-so option is mechanically perfectly balanced, but you know what? It's just meh! Yes, meh. You can't express so-so much better.
A so-so option is something you're gonna pick next level because it's better then the bad options and looks more useful then the other so-sos, but you don't actually look forward to getting it.
It seems to me that, for some reason, people who post here on the forum are intent on taking all the good options and making them so-so options.
And as both a player in NWN and a DM in Pen and Paper, I just can't wrap my head around the why.
Let's think this through for the moment: Wouldn't you rather have a meaningful choice between multiple good options, instead of lustlessly selecting the next so-so option?
Then shouldn't it be our design goal to turn bad and so-so options into good options, instead of constantly trying to nerf the good options to so-so level?
Instead of constantly wanting things nerfed, why not try to get stuff that is too weak boosted up to par?
Nerfing something should be a last resort for stuff that is broken, not good.
Why not take a more positive approach?
If you nerf player one's favourite option to the level of player two's, you make player one unhappy, and if player two is happy about that, he should be ashamed.
If you boost player two's favourite option up to par with player one's, you make player two happy, and player one will most likely not get sad about it either.
So, really: What's up with all the call for nerfing? Should we not be concerned with making suboptimal choices good ones instead of good ones mediocre?
Just some food for thought from my end.
I'd hereby like to adress the community about a topic which I have found very confusing over the last months.
We all know NWN is not balanced.
Mechanically speaking, we have good options, we have so-so options, we have outright bad options, and we have options which are nothing but traps for new players who think it sounds awesome.
We keep talking about this on the forum after all, heh.
Now, here on the FRC forums, I frequently seepeople going 'this and that is to strong! Nerf it!'.
This makes me, both as an NWN player and a Pen and Paper DM always go:
'What?'
Really, people.
We have good options. You see that word? Good options.
These are things that make your character be awesome fighting stuff.
These are the things you look forward to getting on your level up!
And yet, all the time, people want the good options to become so-so options.
A so-so option is mechanically perfectly balanced, but you know what? It's just meh! Yes, meh. You can't express so-so much better.
A so-so option is something you're gonna pick next level because it's better then the bad options and looks more useful then the other so-sos, but you don't actually look forward to getting it.
It seems to me that, for some reason, people who post here on the forum are intent on taking all the good options and making them so-so options.
And as both a player in NWN and a DM in Pen and Paper, I just can't wrap my head around the why.
Let's think this through for the moment: Wouldn't you rather have a meaningful choice between multiple good options, instead of lustlessly selecting the next so-so option?
Then shouldn't it be our design goal to turn bad and so-so options into good options, instead of constantly trying to nerf the good options to so-so level?
Instead of constantly wanting things nerfed, why not try to get stuff that is too weak boosted up to par?
Nerfing something should be a last resort for stuff that is broken, not good.
Why not take a more positive approach?
If you nerf player one's favourite option to the level of player two's, you make player one unhappy, and if player two is happy about that, he should be ashamed.
If you boost player two's favourite option up to par with player one's, you make player two happy, and player one will most likely not get sad about it either.
So, really: What's up with all the call for nerfing? Should we not be concerned with making suboptimal choices good ones instead of good ones mediocre?
Just some food for thought from my end.