While I'm responding to you with a quote Grumpy I think the heart of this message is also directed to Irongron as the head of the server. There is a shared sentiment that it's disheartening having your PC affected by multiple and continuous nerfs/mechanical changes. This creates a "why bother" kind of feeling that has kept me (and others) from logging in on many a day if I'm being honest. On the flip side there's a warranted appreciation for investment by the volunteer community working to keep the ecosystem fresh and thriving.The GrumpyCat wrote: ↑Tue Oct 20, 2020 1:34 pmHonesty it's not even about abuses, it's about encouraging character turnover.
Please don't get me wrong, I entirely understand them when we have one massive change (the UMD change) or lots of incremental small changes (the recent skills changes) which effect almost every character.
But having some changes leave older characters behind a bit honestly isn't so bad.
Older characters have a lot of benefits. Often they have the best property, best items, huge amounts of gold, excellent contacts and a vast array of IC memory/knowledge to draw on, and it's reasonable that, as a payoff for this, they may not be on the cutting edge curve of mechanics.
Making rebuilds too ready would remove this. So I'd really like to keep such for really huge changes.
Honestly I am genuinly shocked by the change of culture of late in reguards to this. Back before the UMD changes, pretty much NO ONE asked for a rebuild, because Rebuilds... basically didn't exist. But now it's relitivly often we have to tell people, 'Sorry no, we don't do rebuilds, just -delevels.'
So whilst I don't object to rebuilds for huge, grand sweeping changes I really want to limit them in general going forward.
What Grumpycat said has been a sneaking suspicion of mine for some time. This is the first I've seen it overtly stated, that being the fact there is in a way deliberate value in this process because it encourages character turnover. I appreciate the honesty on this though it is a little frustrating to have this suspicion validated. For people that really invest into a character there is a natural arc to it and of course opportunities for graceful exits. Sometimes we overstay that line sometimes we don't. However the arbitrary timing of a release that changes how your PC is built does not necessarily even remotely coincide with the story arc/progression. There are plenty of people that find themselves in this position a month after creating a character when they are still making an impact and getting into their story building. Alternatively not everyone have the same playtime or ability to keep track of all this stuff.
The idea that one would incentivize rolling a PC and building a new one over "remaking" one seems to actually focus the OOC mechanical value of building a new PC to match the current meta rather than the value of developed IC narratives and plotlines. Not to mention I don't have the time/energy/inclination nor the trust that things are stable enough to follow this logic and invest in something new, as I feel it is likely to be nerfed/change at any moment. The focus on balance seems to emphasize (accidentally?) the importance of COMBAT & PVP balance over narrative. I find this to be a fairly overt, ironic cultural aspect for an RPG server but maybe (I'm sure) people disagree.
What we have now is a culture which is a little obsessed with mechanical balance, especially for what should be an RPG server. The grenades change is a perfect example. This is volunteer time and there is almost an infinite backlog. Did grenades really need to change? What did this accomplish? Was it negatively affecting server health, almost no one has said yes or presented a reasonable argument for it. Did it annoy a bunch of people and probably ruin a few niche grenadier builds? Yep! This is a perfect example though there are many.
Now let's look at a change like the ship functionality, which adds a whole new element of play and RP opportunity. This is fabulous. Disguise & cover changes, +1000. I'm sure there are dozens of other concepts like this that have zero impact on individual PC combat mechanics but add or expand upon new, rich ways to explore and interact with the ecosystem. These kinds of changes get added and implemented often, but I wonder why we so obsessively prioritize the constantly tweaking and nudging mechanical balance instead of more stuff like this.
I'm not saying ignore balance changes, but the cultural compulsion is a reaction to the regular griping of individuals/cohorts regarding builds/classes and it's pretty clear to follow the pattern. We could all just take a breathe and say, yah there's some wonky stuff out there but the server is amazingly well balanced for the game we're dealing with and the nature of people/gamers to power-build/optimize & find exploits. Make some changes to egregious things (probably the only one I could think of right now is monk AC on dips & maaaaybe insane save meta) but don't keep trying to hyper optimize balance ever week. Just accept that achieving actual "perfect balance" would SUCK as it would be equalized DPS per round and survivability per round, making the whole game very bland and boring. That's assuming it's even remotely possible. So do we even intrinsically understand that? Or are we just chasing our tail trying to approach this point of hypothetical "balance" with no end in sight.
There will always be a power gap & skill gap between build options and players. There will always be a "meta." Nothing you do will change that for about 100 reasons. If we see something that is so oppressively overpowered it bleeds over into the RP side and you have groups of (insert build) taking over settlements through mechanical power or destroying the joy of players across the server, then yah change it. Otherwise, please please please just leave it alone or change it more slowly/subtly so we can focus on stories and enjoy the characters we spent so much time investing in. Literally invert the logic used today. Be far more cautious and restrained towards making changes affecting the builds of PCs unless it is on the 1st standard deviation of extremes.
And lastly, yah offering relevels every week is insane. I agree that doing so for only things that substantively affect your PC makes sense. But often that is a grey area that people disagree on and then it leaves people feel screwed over. The fact that there are multiple updates which (at least) perceivably ~could~ warrant re-levels inside a given month represents a development strategy that is more akin to a game in beta phase, not that's been around for decades (not in the cadence of releases, this is awesome, but in the focus of releases as "fixing" balance issues etc rather than new content).
TLDR: Balance is impossible and in some ways maybe not even a worthy goal past a certain point. Make changes to balance only when something is so overtly broken it is negatively affecting RP in a empirically observable way (not just limiting build diversity or making one build slightly weaker than the other). Focus on narrative/content/RP tools. Avoid the trap of chasing perfect balance as it creates a culture of "PvP mechanical balance is the more important thing on the serer not RP!"