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Why Mass Effect 1, 2, &3 are RPGs


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#976
Prince Zeel

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Il Divo wrote...



It's not an ad hominem, yet again. Demonstrate where he used some characteristic specific to you as a human being to invalidate anything you say. You're claiming, "Hey! He said I'm committing a logical fallacy! AD HOMINEM!". He doesn't find your thinking logical, ergo he attacked your logic. Arguments are funnny like that.





counter another’s claims or conclusions by attacking the person, rather than addressing the argument itself.

should I doubly bold "your". Or do we understand that my logic belongs to me.

Modifié par Prince Zeel, 08 octobre 2011 - 12:42 .


#977
ItsPhilsTime

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Phaelducan wrote...

ItsPhilsTime wrote...

Phaelducan wrote...

ItsPhilsTime wrote...

Phaelducan wrote...

ItsPhilsTime wrote...

Thats actually more of what were used to, before they were called RPG's now we know the ones we always know as RPG's are now know as Turn-Based RPG's, It has all the fundelments we use to in RPG's(ME1 at least) being able to customize almost everything and story, the whole 10 yards Role playing Story. All it is they broke it away and ME wasn't first to do it, I don't know what the first action RPG was but it was for computer and a few of my friends played it. But I fell in love with FF 12 when it came out cus of its style of play, to bad its old, and dont have a PS2 and not going to get it. lol.:ph34r:


Interesting point. Turn-based versus active was a pretty big shift in the JRPG genre. Final Fantasy 12 also added that whole AI component where you didn't need to really control 2/3 of the party. Fair to say that it was just as much of an RPG as FFIX or X? I would say yes, that the changes to the norm were not enough to remove it from the category.




Well 12 wasn't turn-based, it wasn't action but not next closest thing I think it was listed as the same as 7 & 8 Real-time RPG right. But when I first heard about it and you could only control 1 player at a time I didn't like how it sound, the only one I played like that before was Kingdom hearts but I did like it. To bad I was like halfway through the game and had to leave not one but two memory cards at the gaming area. Had left 3 there in total but the last 2 really counted cus they had my FF on them, other one was strictly my Sports game, if you remember or ever played sports games one memory card would be completely full by just saving one game LOL. that so sucked.:ph34r:


Yeah, thank god for built-in hard drives on consoles now. FF12 was the first RPG I ever played that literally played itself if you set your parameters a certain way. Certainly Oblivion, or even Quest for Glory in the old Sierra PC days could allow you do repetitive key-stroke your way to skill-ups, but FF12 could level your character for hours with the proper gambits.

I know for a fact that some people would argue that if you aren't even playing the game yet are advancing, it can't by definition be a role playing game, but I wouldn't make that argument. I think it's just another variation/innovation on the sub-genre. Liked by some, disliked probably by a few more, but no more or less relevant to the progression of the industry.


One of my friends played Every Quest I think it was it was for the PS2 and I didnt really care for it, I did how ever Love Diablo 1, 2 had a lot of problems though. But I like all of them, but if I go to turn-based I like the Vandal Hearts type best(Heard FF Tactics was a lot like Vandal Hearts), other then that I do like the action RPG now, but if it wasn't for story on ME I proble wouldn't like it. But DA I like battle System. Wild Arms was nice too but I liked the whole part it had where your characters had special ablities you had to use, like a bomb to blow up a big rock, graple to get to another side of the map stuff like that.:ph34r:


Funny that you mention Vandal Hearts. I loved that game, but only reason I picked it up was because it was Konami, and the Suikoden RPG series is my all-time favorite... at least RPGs but maybe overall. Pity Suikoden tactics wasn't very good. JRPG arguments are just as pointless as the Western ones though. I used to think that Suikoden was superior to FF just because you had 108 characters in each one and had a hub-upgrading system to go with the mini-games and stuff. 

I also didn't used to like the Elder Scrolls games because I hated not having a better idea of what to do and where to go. Now I love that part of what Bethesda does. Shrug, tastes change I guess.


Taste Change oh I had the biggest Taste change lol, lets see games I played when I was younger Top Gear, and there was another big racing game for SNES and N64. I played Vandal Hearts my dad "acidently" bought it lol for PS, then by christmas I wanted 8, I mean I remember that game back then the graphics were so damn great and theres were u actually get my change into RPG.:ph34r:

#978
Il Divo

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Prince Zeel wrote...

counter another’s claims or conclusions by attacking the person, rather than addressing the argument itself.

should I doubly bold "your". Or do we understand that my logic belongs to me.


And providing logical fallacies is the essence of addressing an argument. That's why they are logical fallacies. It tells you that argument X is wrong, according to some criteria. If you honestly can take offense because someone can point out to you circular reasoning or whatever and go so far as to consider it Ad Hominem, I'm really curious how you've ever managed to have any successful debates. You've already demonstrated far worse with your "Hey, I know more than you do."

Modifié par Il Divo, 08 octobre 2011 - 12:48 .


#979
Prince Zeel

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Il Divo wrote...

Prince Zeel wrote...

counter another’s claims or conclusions by attacking the person, rather than addressing the argument itself.

should I doubly bold "your". Or do we understand that my logic belongs to me.


And providing logical fallacies is the essence of addressing an argument. That's why they are logical fallacies. It tells you that argument X is wrong, according to some criteria. If you honestly can take offense because someone can point out to you circular reasoning or whatever and go so far as to consider it Ad Hominem, I'm really curious how you've ever managed to have any successful debates. You've already demonstrated far worse with your "Hey, I know more than you do."


He did not back up his logical fallacies. Thus is not an argument at all. I mean i will call you an idiot any day of the week, but then an argument follows. He had none. and not only that, his logical fallacies were wrong.

Modifié par Prince Zeel, 08 octobre 2011 - 12:59 .


#980
Phaedon

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Spectre and Lopez, I'll try to reply to your posts fully within the week, but Lopez, here are some categories of RPing I could think of:

ROLEPLAYING -------> EDUCATIONAL
|
|
|
> RECREATIONAL -----> Physical (Later known as LARPing)
___|
___|
___|
___>With Medium

With Medium: Books, Pen And Paper, Board Games, Video Games etc.

I'll try to branch it out later, this was rather rushed.

#981
darth_lopez

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Phaedon wrote...

Spectre and Lopez, I'll try to reply to your posts fully within the week, but Lopez, here are some categories of RPing I could think of:

ROLEPLAYING -------> EDUCATIONAL
|
|
|
> RECREATIONAL -----> Physical (Later known as LARPing)
___|
___|
___|
___>With Medium

With Medium: Books, Pen And Paper, Board Games, Video Games etc.

I'll try to branch it out later, this was rather rushed.


if you can get a nice branching working on that it could be good, though i've never heard of educational Role Playing >.> i do spose i see how it could in some cases be used that way, then of course there are educational games and i have proposed that all games require some degree of roleplay so Education should be there. There's also nothing stopping bioware from creating an educational RPG. 

i would suggest
starting it under Games

so that
games
-----------------------------------------------------------
|                                                             |
|                                                             |
|                                                             |
educational                                         |
|                    |                                          |
Non-RPG    |                                         |
[end]             |                                         |
                      |                                          |
                      |                                         |
--------------RPG                                     |
                   [end]                                     |
------------------------------------------recreational
                                                            |                |
                                                            |                |
          Mechanics->                           |                |
                                                            |                |
                                                            |                |
--------------------------------------Non-RPG         |
                                   - medium  application   |
--------------------------------------------------------RPG
                                                                             -medium application

then use Live Action as a medium(or simply cover it as Other)

and maybe include another branch in acting To allow for educational Role Play as technically Reolplay with no game is typically a form of Acting (in a general sense) therefor that would be the best segment for non-game related educational RP.

and dear lord i hope this proto-tree turns out ok.


The inclusion of books as a medium is definately a good idea for sure. I sorta overlooked it a wee-bit though i did give an example of it...It might be best to include those under the special story telling section, as a sister of Interactive movies.


Rp
|
|
story telling (choose your own ending/story spiel)
                         |
                         |
--------------------------------------
|                                          |
books                           Interactive Movies

Modifié par darth_lopez, 12 octobre 2011 - 07:14 .


#982
Phaedon

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I'll process the idea in my mind a bit and let you know. Educational roleplaying is the first recorded use of the phrase "role playing game" in the English language. It should still be common in places such as driving school or military/law enforcement training.

*sigh* I die little inside whenever I imagine that somebody has go through this wall of text.
Just like I have always stated in my PMs, please check my post and reply only if you do not have anything better or more important to do. I would hate myslef if I knew that I am slowing down new Mass Effect fanzine or something...

While I don't blame you for anything, beating around the bush less and focusing on the point on the debate more would stop this. And so:

1) For starers, your suggestion is completely flawed when it comes to the character becoming stronger and we have discussed this in the past. Scaling methods or levels are not consisent between the two games, so any comparison is utterly useless. Number of character levels is completely irrelevant to how strong the PC will get. It's not a telltale feature of anything. More freedom? Idividualized character? I have already suggested how this is wrong and how the method of using more levels than you can handle during specialization ends up removing specialization entirely, did I not? Multiple times, yes? And you even agreed with me that it is not (necessarily) a positive feature? And, therefore, you are suggesting at this point, that a feature that creates a conflict and diminishes the value of multiple other features is meaningful, when in fact the other features are becoming progressively less meaningful by the model you suggest? 

2) "that depth may mean quality as much as it may mean the difference between highest and lowest point,"
No, it can't. You may use the term "depth" incorrectly as a compliment or you may use it as the dictionary proposes, and by that, I obviously mean the metaphorical definition, which means "something meaningful".
Plato's Republic wouldn't be more deep if instead of having specific positions to present it had more that although they diminish the value of the original one, can attract a greater reading crowd that will agree with the variety.
Also, the closest that I can find about depth associated with quality is "profound" or "intense".

3)You are asking me to define "specialization" and "growth". Sorry, but...seriously? In my posts I even gave you examples of their executions in WRPGs and JRPGs, what are you on about?
You are either going to focus on picking a specific character build or you will allocate points to the "ATK" attribute until you get bored to death.

4) No, you are wrong. I have explained already (twice I think?) that specialization =/= leaving out some skills. You just don't distribute points EVENLY. That's it. Not only is not using points on skills you are not interested in as much not required, it's a stupid move, which some games go as far as to block, having "1" as the minimum value of the skill. 
Specialization? Yes, ME1's level up system hates it. The only way to achieve it is to "emulate" a point assignment identical to ME2's.

5) No, it's not BioWare's interpretation. One dev spoke their own mind. They even carry signatures saying "what I say is not to be associated with BioWare or EA" these days. You don't even know if they are honest. Either way, it doesn't matter.

When balance and OP items are a major whining issue for ME1, and people can get past Normal without dying once and without much effort, you have a problem. The game is NOT challenging the players enough, and is therefore getting boring and repetitive, screwing up player experience models completely.

6) So, you are saying that ME1 may as well be a JRPG with interactive roleplaying elements then?

7) Yes, you don't understand. Specialization isn't about NOT spending points, it's about spending points in a manner that ends up with you specializing in a character build.

8) You don't have a choice not to invest in the level up menu in order to maintain your level as you suggest. The level continues going up as long as you keep gathering XP by killing geth or completing mission objectives. Not a choice.

9) The fact that I was able to blast through geth in level 40 as much as I was able to in level 20 or level 10 doesn't mean that progression exists, it's the exact opposite. It's you who is saying that ME1 does not have WRPG progression. Check your posts. You are saying that specialization is sacrificed for JRPGish growth (and JRPGs are popular for adding new enemies, so that's not really the case either), and by growth you are suggesting a model where the characters just keeps becoming more powerful, while the enemies don't scale evenly. That's just wrong. Even JRPGs scale enemies, they just do it with a different method. The reason that ME1's balance is terrible is because BioWare failed on a concept level, if what you claim is true.


10) Then you are not searching well enough. Ask any forum about ME1's balance and you'll get outcries concerning "Spectre Weapons" or "lol 2 easy didn't die once". Or just check the old forums. I have yet to see a complaint about ME2's balance. Just Gatt complaining about enemies scaling but not new versions introduced enough.


11) ME1 has largest idividual levels? What. You are  using the word "idividual" and "level" when you mean "total" and "attributes/skills/powers". There is no question that ME2 has the largest idividual levels. An upgrade from Adrenaline Rush x to y means +100% improval of some sub-characteristic.


12) Which power has a greatest effect? You do realize that imba biotics were a huge issue when playing these classes, yes?


13) "However, I do not see a reason why shouldn’t I, as a player who is supposed to control powers, skills, armours, weapons etc., be interested in overall effect of my maxed out ability even if I am not a modder. " No, you won't even be able to reach them as a modder. And for the umptillionth time, no, you have no control over coding attributes. None. It's just that ME2's powers have greater diversity (and possibly affect more coding attributes, though that is not necessary at all), which you went ahead and praised. Surely you are being hypocritical if you actually CRITICIZE this diversity or even go ahead and claim that almost identical attributes allow more freedom?


14) "it can be batch of variables – e.g. damage + area of effect + some drawbacks. Sometimes not – health increase" I am pretty convinced at this point that you are not investing necessary attention at paying attention to what I am saying. All of those which you have listed? Not idividual attributes, just sub-patches. 


15) " it was you who wanted to deny Mass Effect 2 getting points for having much diverse powers"No, it was me who said that doesn't give "RPG points" to ME2. Just because ME1 had another terrible game design feature, that doesn't mean that ME2 deserves to be called more of an RPG or to have a better level-up system because of that.
You are actually crossing the line as we speak for actually cutting points for ME2 having a good design feature, when in fact you praised it a minute ago. And you even use it as an argument! 


16) "I do not see any conflict in my line of thinking. As of now, I haven’t expressed whether and how much i liked the stats in Mass Effects yet."
Yes you have. "Freedom = Better". As for the direct conflict, you have said by now, that what...is it 5, 6 times? I don't know even more? "Yes, I find this to be deeper, but that doesn't necessarily mean that it's a good thing!" as a line of argumenting, although it's an obvious argument shield. That's not how debates can work...


17) "I am not sure if volume would be correct. The volume usually reflects more than just size of differences between two marginal states. It also encompasses everything in between. Both you and I agree that the amount of states between two marginal ones should not be important."
That's not how...err, physics work? Or English? Volume may refer to marginal or total states based on the reference system you are using. In fact, volume is just about perfect. Not only does it show the difference between total values, but also everything in between. And this actually can work as a small theoretical experiment that proves your suggested system wrong. As I have noted already, your system is extremely flawed, as you have agreed on me on this matter: You can divide the space between two total values using any natural number (other than zero, obviously). You can for example, go ahead and divide the total values in ME1 in a trillion levels. And according to you, it will still be a better system than the one ME2 uses, because it allows more "freedom".


18) "Because what is and what is not practical is quite subjective. I wanted to take personal preferences out of the calculations."
That's interesting, seeing as how you keep saying "I personally see more freedom of choice as depth"


19) "Each idividual attribute change in ME2 could have been theoretically game-breaking, yes. Is it? I have yet to see a complaint over ME2's balance.""Unfortunately, it is. "
You are not reading what I am posting. The only complaint about ME2's balance is that Insanity can get a bit too easy after multiple playthroughs. That's it. ME2 is without a contest, the more balanced game according to public opinion.

--
I found everything else just to be repeats of the already mentioned arguments. Let me know if I am missing anything.

Modifié par Phaedon, 12 octobre 2011 - 08:16 .


#983
darth_lopez

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Phaedon wrote...

I'll process the idea in my mind a bit and let you know. Educational roleplaying is the first recorded use of the phrase "role playing game" in the English language. It should still be common in places such as driving school or military/law enforcement training.


ah i see what you're getting at, I'm not sure exactly where that would fit honestly, i'm still fairly certain it would come down more as acting but in that sense might also pass as educational larp a sepcial case of larp that is still an RPG but relies on mostly non-RPG mechanics.

Perhaps it could fall under the other on the non-rpg side E-Larp.. my biggest difficulty in sorting that is whether it counts as a game or something else?....Ah! i got it Make a Tool Node and Drop Educational into their along with Medical! Problems solved ^^

Modifié par darth_lopez, 12 octobre 2011 - 08:46 .


#984
Phaedon

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Yeah, as I said, the idea is still premature in my head, I'll fully reply to your post when I am ready/have time and all.

#985
darth_lopez

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no worries pheadon ^^, in any case as my new edit says i suggest a tool tab >> if that helps at all.

#986
Varen Spectre

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Yess, finally the post that is not bigger than the previous one.:o I guess it means that at worst, we are past the halfway...

[quote]Phaedon wrote...

While I don't blame you for anything, beating around the bush less and focusing on the point on the debate more would stop this. And so:[/quote]

I really like (no sarcasm) that "And so: " It has that "Here it comes - brace for it!" feeling.:P 

But more on topic... I would like to stop beating around the bush, but by far the most important points have been discussed long ago - why do you consider the stats in Mass Effect 2 deeper than in Mass Effect 1 and what do you mean by deeper… In comparison to that, everything else looks like beating around the bush, well unless you really want me to adopt your approach...

[quote]1) For starers, your suggestion is completely flawed when it comes to the character becoming stronger and we have discussed this in the past. Scaling methods or levels are not consisent between the two games, so any comparison is utterly useless.[/quote]

I am glad that you start to realize how tricky and difficult the calculations, measurements and comparisons of stats of two games the level-scaling systems of which we do not know and which are very likely different from each other can be.
 
I have been pointing out this problem for a very long time in our discussion while you resisted quite heavily (let me remind you your: “I am not sure it complicates the calculations, I'd say it does the exact opposite.” or more recent “Not when you are comparing individual changes from one game to another based on percentages, not at all.”).

Going from claims that level scaling does not complicate comparisons at all, to assertion that level scaling renders any comparisons of stats utterly useless is a quite a change of opinion. But I don’t blame you. To the contrary, as someone who is most likely responsible for it, I can say that I like this approach much more and I am convinced that you are much closer to truth than before.

Still, it’s not completely where I would like it to be. Why? Because you were able to perceive that level-to-level or item-to-item changes in Mass Effect 2 are generally larger than they are in Mass Effect 1, right? You were able, if not knowingly, then at least intuitively perceive that Shepard can kill the enemy faster after you upgraded the
damage of his (her) assault rifles or after you invested another point in some of his (her) skills at least in Mass Effect 2, right? Despite the fact that Mass Effects have (most likely different) level-scaling.

If so, then my approach can’t be that far from yours. It’s based on the same principles (that my perception that after
leveling up my MC was able to kill enemies little bit faster or die little bit slower than before is correct) but instead of relying on my own impressions, I want to verify it by exact methods (measuring and calculating).

You as a person who likes to tell other people or say about other people (even developers) that they have rose tinted glasses by nostalgia or other positive feelings should support my approach which prevents it (e.g. You said that weapons from Collectors’ ship can give player impression of growth which actually is false - I don’t know so I won’t commentate on this, but it is an example of situation in which exactly the measurement or calculation would provide definitive and uncontestable answer).

And last but not least, like you said – the levels between the games are not consistent. That might be another reason why comparison of level – to – level changes is not a good method of comparing depth of stats between two games. Therefore I prefer comparison of differences between minimum and maximum levels since it represents the comparison of limits of what stat systems can offer to player. 

[quote]Number of character levels is completely irrelevant to how strong the PC will get.[/quote] 

I agree. It’s not the number of levels (or number of choices) that determines the depth of stat(s) for me either. Though, I am convinced that there is even a decently large group of people who use the number of levels [options] as their indicator of depth of stats (e.g. I have seen people describing simulators as games with deep stats not because the differences between individual options were big or meaningful, but exactly because of opposite - that the player was able adjust the stats to the smallest degree and they brought this habit into assessing the depth of stats in RPGs as well.), but I have decided not to take number of levels (or options) into my account.

My reason was that the mere number of levels (or options) does not indicate the size of effect on gameplay – i.e. I do not care how many levels does it take for main character to kill enemies twice as fast, I care whether killing
enemies twice as fast is the maximum, that the stats of the game allow or whether the maximum limit is even higher.

[quote]And, therefore, you are suggesting at this point, that a feature that creates a conflict and diminishes the value of multiple other features is meaningful, when in fact the other features are becoming progressively less meaningful by the model you suggest?[/quote]

I am not sure whether I understand your point, because you are using very abstract language here, but I’ll try to answer anyway…

The only thing that can look like contradiction at first glance (especially to a person who uses depth in metaphorical way), is that my perception of depth does not correlate with my (or your) perception of good and balanced gameplay. However, it is not a contradiction  at all.   

I have said from the beginning that my deeper does not (necessarily) mean better. Why? Because instead of pursuing that, like you said, metaphorical use of words “deep” and “depth” which are usually used to describe attributes that can not be measured (deep story, character, love, etc.) I wanted to go after, like you said literal meaning, which is often used when the difference between two states can be quantified and measured (deep water, tone, field of view, etc.) and that is IMO possible in case of stats.

I guess, I like the exactness and non-questionability of using “depth” this way too much to abandon it.

I mean, just like it is possible to say which one of two seas is deeper, it is possible to say in which game the maxed out stat has bigger effect. When one game allows increasing shield by 100% and the other by 200% and it turns out that indeed in the 2nd game, main character’s shield lasts longer in comparison to un-upgraded shield than in the 1st game, then there is no question, in which game the maxed out stat has greater effect (of prolonging the time during which the shield is active under fire).

Like I said, I leave the question whether this bigger effect of stat on gameplay is a good thing out of my perception of depth in the same I would leave out the question whether it is a good thing that particular sea, tone, field of view, etc. is deeper than the other one.

Moreover, I don’t even know how I would use words “deep” and “depth” in metaphorical way, if I had to incorporate my personal preferences. Like I said, the effects of individual levels in Mass Effect 1 were too small for me to like them. At the same time, the levels in Mass Effect 2 were too big. I would like to have 8-9 levels each adding around 10% to particular ability. In other words, I as a fan of somewhat slower progression, did not enjoy the big levels in Mass Effect 2 that much. Should I call them deep despite it? Would not that contradict your 2nd rule that deep can’t be used in negative way? Because, too deep levels in Mass Effect 2 kind of is a negative thing for me (of course not to the point that I would actually want to complain about it) in the same way that too shallow levels in Mass Effect 1..

[quote]2)You may use the term "depth" incorrectly as a compliment or you may use it as the dictionary proposes, and by that, I obviously mean the metaphorical definition, which means "something meaningful". [/quote]

I am not sure I can see the difference between using the term deep incorrectly as a compliment and using it as an expression, that something is meaningful for the user. I mean when you want to compliment somebody or something by saying that it is (has) “deep” (something), don’t you mean that it is meaningful for you?

How and why I have decided to use words “deep” and “depth” in different way was explained in previous paragraph.

[quote]Plato's Republic wouldn't be more deep if instead of having specific positions to present it had more that although they diminish the value of the original one, can attract a greater reading crowd that will agree with the variety.[/quote]

Wow. That’s pretty … umm… deep.^_^ And I don’t mean it solely as a compliment (hopefully:innocent:). Really, from wording to point, it’s quite sophisticated and seems to fit your point. As for the topic, I haven’t read Republic, so I can’t say whether it would have been perceived as deeper if Plato has... proposed or discussed more positions. Still, given how philosophy is about approaching problems from different perspectives :innocent:... No. JK. I really don’t know, but nice example anyway...

[quote]3)You are asking me to define "specialization" and "growth". Sorry, but...seriously? In my posts I even gave you examples of their executions in WRPGs and JRPGs, what are you on about?

You are either going to focus on picking a specific character build or you will allocate points to the "ATK" attribute until you get bored to death.[/quote]

So what does focusing on picking specific character build mean in terms of leveling up characters in Mass Effect 1 and 2 and what role do the differences between individual levels, between minimum and maximum level and level-scaling play in it?

[quote]6) So, you are saying that ME1 may as well be a JRPG with interactive roleplaying elements then?[/quote]

Well, you will have to give me more information about JRPGs. Like I said, I have never played any. So far you only said, and please correct me if I interpreted you in a wrong way, that JRPGs allow player to make main character progressively stronger and stronger in comparison to the same enemies (well that is only my guess based on how you started to compare Mass Effect 1 to JRPG after I mentioned that this might be quite probable possibility) and that they replace the weaker enemies with new stronger ones as the game progresses.

Based solely on this characteristics,… I don’t know.  IMO, Mass Effect 1 does allow player to create a main character that becomes slowly stronger and stronger in comparison to the same enemies (enemies do not scale at the same speed as main character on majority of difficulties and even if they did, some items or abilities, at
least IMO, would still give Shepard the advantage). As for replacing enemies,... I don't know. I would say that obviously there were some replacements throughout the game, but whether it would suffice to qualify Mass Effect 1 as JRPG,... I have no clue. ¯\\_ :blush: _/¯

However, according to this characteristics, games like Fallout 1 and 2 meet requirements to be classified as JRPGs much more than any of Mass Effects. Their main characters indeed became stronger and stronger (try to fight Metzeger and his band on lvl. 3 and on lvl. 50 and see the difference) and the enemies were slowly replaced with different ones (as you went to the south from Aroyo, the system of random encounters as well as habitants in predefined locations was quite obvious: from bandits / dogs / geckos /scorpions through supermutants / floaters / centaurs to enclave soldiers / deathclaws, put in a very simple way) and yet almost no one claims that Fallouts were JRPGs.

[quote]7) Yes, you don't understand. Specialization isn't about NOT spending points, it's about spending points in a manner that ends up with you specializing in a character build.[/quote]

So then please help me understand this concept… Can you make an example of how you make a specialized character build in Mass Effect 2 and 1 (providing that Mass Effect 1 even allows it according to you, which I am not sure based on your posts:?) and say where, how and how many points you have invested to make your character specialized and how do you know that at that point, your character was indeed specialized or more specialized than before?

[quote]8) You don't have a choice not to invest in the level up menu in order to maintain your level as you suggest. The level continues going up as long as you keep gathering XP by killing geth or completing mission objectives. Not a choice.[/quote]

But how does this affect the ability of Mass Effect 1 or 2 or both to create conditions in which player’s character can “grow” or “specialize” or both?

[quote]9) The fact that I was able to blast through geth in level 40 as much as I was able to in level 20 or level 10 doesn't mean that progression exists, it's the exact opposite. It's you who is saying that ME1 does not have WRPG progression.[/quote]

Mmm, could you please explain (preferably with example) what is WRPG progression in greater detail? So far you only said that JRPGs allow the player to “go higher” while WRPGs allow player to “go deeper”. I simply don’t understand what you mean by that. ¯\\_ :( _/¯

[quote]Check your posts. You are saying that specialization is sacrificed for JRPGish growth (and JRPGs are popular for adding new enemies, so that's not really the case either), and by growth you are suggesting a model where the characters just keeps becoming more powerful, while the enemies don't scale evenly. That's just wrong. Even JRPGs scale enemies, they just do it with a different method. The reason that ME1's balance is terrible is because BioWare failed on a concept level, if what you claim is true.[/quote]

I do not think that the option to allow or even support “specialization” has to be sacrificed in order to allow “growth”. Well, I am still not sure that I understand your definition of specialization (besides the fact that requires or at least works better with larger individual levels) let alone you definition of growth but still, from what you have stated
about them, they do not look like mutually exclusive alternatives to me. Still, I would need to understand these two concepts better to make any judgment about them.

[quote]11) ME1 has largest idividual levels? What. You are  using the word "idividual" and "level" when you mean "total" and "attributes/skills/powers". There is no question that ME2 has the largest idividual levels. An upgrade from Adrenaline Rush x to y means +100% improval of some sub-characteristic.[/quote]

I am not sure what part of my post you are refereeing to. 

[quote]13) "However, I do not see a reason why shouldn’t I, as a player who is supposed to control powers, skills, armours, weapons etc., be interested in overall effect of my maxed out ability even if I am not a modder. " No, you won't even be able to reach them as a modder. And for the umptillionth time, no, you have no control over coding attributes. None. It's just that ME2's powers have greater diversity (and possibly affect more coding attributes, though that is not necessary at all), which you went ahead and praised. Surely you are being hypocritical if you actually CRITICIZE this diversity or even go ahead and claim that almost identical attributes allow more freedom?[/quote]

So do I criticize diversity or do I praise it? :huh: If so where and how?

Secondly, speaking of taking into account things over which player does not have control over and accusing from hypocrisy, let me remind you:

Ph: ”And that's of course exclusively for character progression. I won't need to mention the items of ME1 that are essentially, just better or worse. That play, sound and look the same.” VS: “Does the sound and look of items, skills, etc. fall within game’s stats?” Ph: “It very much has to do with what one considers deep gameplay.” That was one of your first explanation why you consider stats in Mass Effect 2 deeper than stats in Mass Effect 1.

I am still not sure what do you mean by not having control over stats, but it surely wasn’t me who started with taking into account things over which player does not have any control whatsoever (sound), unlike in case of stats.

As for not having control itself, is being able to decide whether and to what degree (to what predefined level from offered ones) the player can up-grade certain ability, not a sufficient level of control to justify an interest in what is the maximum effect of such maxed out power, weapon, item, etc.?

[quote]14) "it can be batch of variables – e.g. damage + area of effect + some drawbacks. Sometimes not – health
increase" I am pretty convinced at this point that you are not investing necessary attention at paying attention to what I am saying. All of those which you have listed? Not idividual attributes, just sub-patches.[/quote]

If I really decided to calculate or measure the depth of individual stats, I surely would be open to proposals of what variables should I measure (calculate) and how. After all, all powers, weapons, items and all their changes have exact values in registered in games’ codes and can be measured, so it would be just a question of appropriate allocation.    

[quote]15) " it was you who wanted to deny Mass Effect 2 getting points for having much diverse powers" No, it was me who said that doesn't give "RPG points" to ME2. Just because ME1 had another terrible game design feature, that doesn't mean that ME2 deserves to be called more of an RPG or to have a better level-up system because of that. You are actually crossing the line as we speak for actually cutting points for ME2 having a good design feature, when in fact you praised it a minute ago. And you even use it as an argument![/quote]

Well, firstly what is and what is not a good design is again quite subjective and like I said I tried to avoid incorporating mine or anyone else’s subjective preferences into my definition of depth.

Secondly, in case of more varied powers or items in Mass Effect 2, which affect more variables, I did not give Mass Effect 2 “good points“ because it was a good design choice in my book (and it was), but simply because Mass
Effect 2 used more variables (e.g. adrenaline rush does not only effect the damage but also the speed of game, so in terms of influencing the speed of game Mass Effect 2 would win) or allowed to modify them to greater degree. 

In another situation, if what I might have considered a good design choice was accomplished by using less variables or not allowing to modify them to a such degree (e.g. the accuracy of assault rifles IMO), I did not give Mass Effect 2 “good points” for it, because in the end it was still a result of reducing the effect of stats on gameplay and reducing the size of differences between the lowest an highest level in comparison to Mass Effect 1. 

[quote]16) Yes you have. "Freedom = Better". As for the direct conflict, you have said by now, that what...is it 5, 6 times? I don't know even more? "Yes, I find this to be deeper, but that doesn't necessarily mean that it's a good thing!" as a line of argumenting, although it's an obvious argument shield. That's not how debates can work...[/quote]

I would like to ask, what part of  “… it would be possible say that the 1st game gives player greater overall freedom in developing the attributes of main character. What it does not tell though is if the people would enjoy this freedom. I’ll leave that to individual preferences.” in my previous post implied that “Freedom = Better”? As for some of my other thoughts on the relationship between my perception of freedom and my enjoyment from game, please check point 18.

[quote]17) That's not how...err, physics work? Or English? Volume may refer to marginal or total states based on the reference system you are using. In fact, volume is just about perfect. Not only does it show the difference between total values, but also everything in between. And this actually can work as a small theoretical experiment that proves your suggested system wrong.

As I have noted already, your system is extremely flawed, as you have agreed on me on this matter: You can divide the space between two total values using any natural number (other than zero, obviously). You can for example, go ahead and divide the total values in ME1 in a trillion levels. And according to you, it will still be a better system than
the one ME2 uses, because it allows more "freedom".[/quote]

No, I have said that number of states (choices) between two marginal states does not indicate the depth of stats for me.

You have already tried to accuse me of this claim twice (first time when I gave you an example of two statistical systems [A and B] which had different sizes between lowest and highest levels to which you replied as if they had the same differences between them, so you basically made another example instead of replying to mine and the second time when you made an example about two pies to which I immediately replied that I do not care into how many pieces they are divided, but how big they are) and I have always strongly disagreed.

I have always focused on the size of differences between the lowest and highest level, not on how many levels between them are or how big these individual levels are.

So whether I would consider particular stat in Mass Effect 1 (e.g. barrier) deeper than in Mass Effect 2, would not depend on number of segments (levels) into which that stat is divided, but on the overall effect of leveling that stat up on gameplay.

Secondly I have never said that deeper automatically equals better.

As for your example, my perception of Mass Effect 1’s depth would not change because it is not dependent on number of choices but on size of effects of maxing out stats on gameplay. Also, I have never heard anyone to say that for example Fallout 2 has shallow stats, despite the fact that skills are divided into 300 segments.

[quote]18) "Because what is and what is not practical is quite subjective. I wanted to take personal preferences out of the calculations."

That's interesting, seeing as how you keep saying "I personally see more freedom of choice as depth"[/quote]

And at the same time I always add that more freedom (just like more depth) is not necessarily always a good thing (according to me or other people or both). I have already given you an example (accuracy of rifles which was
represented by size of reticule and spread of shots) in which I have stated, that I would have been happier if Mass Effect 1 had little bit smaller reticules and spread of shots – i.e. ”less freedom“ (if the accuracy rating would not have varied from 1 to 81 but for example from 21 to 81).

Another example might be that barrier I mentioned. I think that addition of 20 shield points per most of levels is little bit too small. But at the same time I do think that if barrier in Mass Effect 1 can be maxed out to greater
degree than in Mass Effect 2, then it’s safe to conclude that Mass Effect 1 does give player greater freedom in deciding to what degree he (she) wants to develop that barrier. E.g. does player want to increase barrier by 25%? Sure, he (she) can do that both in Mass Effect 1 and 2. Does he (she) want to increase it by 50% or 75%? Sure, he (she) can do that in both games. But does he (she) want to increase it by 150%? Well, he (she) can’t do that in Mass Effect 2. Only in Mass Effect 1.

So no, I have not incorporated my subjective preferences (what I find useful, practical or enjoyable) into my perception of depth. Just like, I would not put them in my perception of depth of other measurable objects.

[quote]"Each idividual attribute change in ME2 could have been theoretically game-breaking, yes. Is it? I have yet to see a complaint over ME2's balance.""Unfortunately, it is. " You are not reading what I am posting. The only complaint about ME2's balance is that Insanity can get a bit too easy after multiple playthroughs. That's it. ME2 is without a contest, the more balanced game according to public opinion.[/quote]

Well, I have already pointed out in what ways individual perceptions of Mass Effect 2's ballance can differ. As for the fact that there are less complaints - sure, I have never disagreed with that. The original problem was your claim that your perception of balance is not subjective.

[quote]I found everything else just to be repeats of the already mentioned arguments. Let me know if I am missing anything.[/quote]

I guess you’ve answered or at least offered your opinion on majority of my points. If something important has been omitted, I am sure it will come back in one way or another.^_^ I might have omitted two - three points as well, because I considered them too unrelated to current discussion, but if they turn out to be important, they will be surely back as well.  

Modifié par Varen Spectre, 16 octobre 2011 - 01:49 .


#987
Phaedon

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You should have PMd me when you made the new post, either way, I'll answer some now and some later.

Varen Spectre wrote...
But more on topic... I would like to stop beating around the bush, but by far the most important points have been discussed long ago - why do you consider the stats in Mass Effect 2 deeper than in Mass Effect 1 and what do you mean by deeper… In comparison to that, everything else looks like beating around the bush, well unless you really want me to adopt your approach...

Uh.

Considering that I have been restating my position every time you asked me about this every other post, I don't really think that you want to stop beating around the bush and face the actual issues.

There is one metaphorial meaning of deeper, one: Meaningful.

A meaningful statistical modification in a specialization system is one that causes meaningful specialization, therefore, a big advantage towards a single or a group of stats, and a disadvantage towards the rest.

How many times I have stated this? I don't know. At least twice per post.  I don't know what remark I am to state here. Whatever, do as you wish. If anything you are insulting yourself rather than anyone else when you are obviously not paying even a bit of attention to what the other person is saying.

I really don't care how you will take this at this point, but if you are going to do this (and you have been doing it for pages now, asking the exact same questions on topics you have just gotten answers to) you should probably stop posting. It's a huge waste of bandwidth and time.

1) For starers, your suggestion is completely flawed when it comes to the character becoming stronger and we have discussed this in the past. Scaling methods or levels are not consisent between the two games, so any comparison is utterly useless.


I am glad that you start to realize how tricky and difficult the calculations, measurements and comparisons of stats of two games the level-scaling systems of which we do not know and which are very likely different from each other can be.

Excuse me?

The fact that on a purely statistical basis, the stats of ME1 operate on a different group of variables (Such as 0-1000) than ME2's (such as 15-1015 or 1-100) has nothing at all to do with percentages. 

I am utterly surprised at how you came at that conclusion, even if it made a little bit of sense. 

You are basically stating that "Because ME1operates on a different variable group, the fact that the statistical increases of ME2 are at least 10 times are higher than that of ME1 are irrelevant and not comparable."

You can reject any theoretical work on statistics and math if it makes you feel better but not during a debate please. It's cheap and it doesn't help your argument at all.

 

I have been pointing out this problem for a very long time in our discussion while you resisted quite heavily (let me remind you your: “I am not sure it complicates the calculations, I'd say it does the exact opposite.” or more recent “Not when you are comparing individual changes from one game to another based on percentages, not at all.”).

Going from claims that level scaling does not complicate comparisons at all, to assertion that level scaling renders any comparisons of stats utterly useless is a quite a change of opinion. But I don’t blame you. To the contrary, as someone who is most likely responsible for it, I can say that I like this approach much more and I am convinced that you are much closer to truth than before.

Uh, what.

Group of variables =/= Progression.

There is in fact less progression in ME1, as you have repeatedly accepted by yourself, because the pre-modification to the post-modification Shepards are almost identical, unlike ME2. Therefore, I can't help but wonder out loud "What on Earth and Mars are you talking about?"

Still, it’s not completely where I would like it to be. Why? Because you were able to perceive that level-to-level or item-to-item changes in Mass Effect 2 are generally larger than they are in Mass Effect 1, right? You were able, if not knowingly, then at least intuitively perceive that Shepard can kill the enemy faster after you upgraded the
damage of his (her) assault rifles or after you invested another point in some of his (her) skills at least in Mass Effect 2, right? Despite the fact that Mass Effects have (most likely different) level-scaling.

In fact, I was about to post this earlier on, but thank you for disproving your own point, it does save me a lot of time.

No matter how you choose to perceive your post after you are quoted with it, you have dug yourself in a deep hole with both interpretations:

1. Difficulty. The fact that ME1 is consistingly an extremely easier game than ME2 doesn't affect progression or affect statistical alterations in any way.

2. Scaling enemies. You have actually brought this up two or three times already. I am not sure if you haven't actually played the game or don't understand why the fact that the enemies scale every time you select a level has nothing at all to do with statistical progression. Progression, and specialization, especially in the case of ME2 will occur when you assign your points something. This has NOTHING to do with scaling enemies.

Enemies scale as you gain XP and change from level to level, and their difficulty is generally consisent, other than ofcourse the 1/4th of ME1 since they have reached their limits very early in the game. That is definitely a problem of the game and NOT how the system is used.

If so, then my approach can’t be that far from yours. It’s based on the same principles (that my perception that after
leveling up my MC was able to kill enemies little bit faster or die little bit slower than before is correct) but instead of relying on my own impressions, I want to verify it by exact methods (measuring and calculating).

No, if you are looking at anything but numbers, that's your own fault and you shouldn't even bring this as an argument anywhere. About any topic. Ever.

You claim that you feel that each time you assign a point, in ME1, you feel you are making a difference. Despite the fact that any statistical change in ME1 tends to stay below 10%, and that I am honestly thinking that you are being dishonest, what you "feel" is irrelevant to the discussion, and you should have accepted that from the start.

Every single statistical alteration in ME1 and 2 show you the percentage of change that  will occur, and ME1's changes are consistently smaller than ME2's.  It doesn't matter if ME2's enemies are a quadrillion times more difficult than ME1, or that ME1's weapons deal a zillion times the damage ME2's do... Percentages for change still exist. It's basic Statistics. If you can't understand that, I can't enlighten you any further, as much as I want to.

And for heaven's sakes, for the last time, how many times you attempt to divide the pie, it doesn't make the always smaller and more unimportant pieces of it any more meaningful. I'd think that you'd have dropped that line of thinking upon the realization that this can go on till +∞.

Modifié par Phaedon, 28 octobre 2011 - 01:20 .


#988
turian councilor Knockout

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Uh i think i will leave again, wrong thread or should i go get some snacks and enjoy this:) hmm 

Modifié par turian councilor Knockout, 28 octobre 2011 - 08:04 .


#989
darth_lopez

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turian councilor Knockout wrote...

Uh i think i will leave again, wrong thread or should i go get some snacks and enjoy this:) hmm 


snacks methinks

#990
turian councilor Knockout

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darth_lopez wrote...

turian councilor Knockout wrote...

Uh i think i will leave again, wrong thread or should i go get some snacks and enjoy this:) hmm 


snacks methinks


Hell yeah, this will be fun :police:B)

#991
Geth_Prime

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Are people still arguing about this? Apologies for not reading the many walls of text above me, so maybe you're arguing about something different, but I can't believe there's still debate over this...

ME3 = RPG = Fact.

#992
nelly21

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Image IPB

#993
Phaedon

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That's not a horse, that's a kangaroo, silly.


Or perhaps a really small camel.

Darth_Lopez, I am preparing a revision to your presentation, not sure if I'll be done tonight, though.

Modifié par Phaedon, 28 octobre 2011 - 01:23 .


#994
nelly21

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Phaedon wrote...

That's not a horse, that's a kangaroo, silly.


Dammit, I always get those two confused.Image IPB

#995
SpiffySquee

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nelly21 wrote...

Phaedon wrote...

That's not a horse, that's a kangaroo, silly.


Dammit, I always get those two confused.Image IPB


Looks to me like the horse is just getting a nice back massage :D

#996
Varen Spectre

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Phaedon wrote...

You should have PMd me when you made the new post, either way, I'll answer some now and some later.


Mmm, I am sorry. I guess I am not very used to PM people.:( I kind of feel like I am disturbing them, but sure,
next time, when I reply to you I will notify you.;) But, you did not notify me about your reply either.^_^ Or was that a payback? Either way, here’s my reply along with proper PM notification.

Uh.

Considering that I have restated my position every time you asked me every other post about this, I don't really think that you want to stop beating around the bush and face the actual issues.

There is one metaphorial meaning of deeper, one: Meaningful.

A meaningful statistical modification in a specialization system is one that causes meaningful specialization, therefore, a big advantage towards a single or a group of stats, and a disadvantage towards the rest.

How many times I have stated this? I don't know. At least twice per post.  I don't know what remark I am to state here. Whatever, do as you wish. If anything you are insulting yourself rather than anyone else when you are
obviously not paying even a bit of attention to what the other person is saying.

I really don't care how you will take this at this point, but if you are going to do this (and you have been doing it for pages now, asking the exact same questions on topics you have just gotten answers to) you should probably stop
posting. It's a huge waste of bandwidth and time.


I have to disagree here with your claim that I keep on “asking the exact same questions again”, let alone that I am not paying attention to the answers. If anything, it is you who is perpetuating this discussion about depth of stats further and further by repeating your points continuously, as if they weren’t noted. Go back to page 34 and 36 if you don’t remember, but even back then I have already stated that I understand your point (your perception of depth) and ratio behind it. Understand and respect them, to be precise. I am just not going to adopt them (reasons were explained as well).

And what did you do? You said that you are basically O.K. with that, but that you are also curious about mine. So it could be said, that at that point, it was my turn to explain myself and your turn to offer potential feedback.

Feedback that would go beyond the obvious point, that you have your own perception of depth, that has been scrutinized here in this debate many times before. But whenever I started to explain how I approached the idea of measuring the depth of stats (because you asked me to do so in the first place), you just jumped at me with your own definition as if I haven’t heard it before. Well, I did. We have discussed it on pages 26 – 33 of this thread.    

And now that I finally managed to outline the ratio behind my approach, you just say “It's a huge waste of bandwidth and time” and that I should not post anymore? With reply like that, it indeed was waste of time and bandwith.:mellow: But I could not have known, that you can't keep track of what has been said and how the discussion has evolved.

Either way, I would like to suggest to forget about the discussion about depth itself and thus to stop wasting our times and bandwidths (we know our positions and know that they are not going to change), and focus on other aspects which are IMO interesting in themselves (level scaling, growth vs specialization, etc.).

Excuse me?

The fact that on a purely statistical basis, the stats of ME1 operate on a different group of variables (Such as 0-1000) than ME2's (such as 15-1015 or 1-100) has nothing at all to do with percentages.


Despite the fact that this does not address my point about potentially different level scaling mechanisms and how they may complicate calculations or measurements of effects of leveling up, I agree. 

Simply put, we are not comparing the values themselves (e.g. health in ME2 which for example was 250 for level 1 soldier with health in ME1 which was 119 for level 1 soldier or max health in ME2 which was, and as always, please correct me if I am wrong 475 for max. level soldier with max health in ME1 which was 860 for max level soldier), but the sizes of changes between the values (e.g. 622% health difference between the lowest and highest health in ME1 with 111% health difference between the lowest and highest health in ME2, and of course, same principle goes for level-to-level comparisons).

Like you said, the most common indicator of size of changes between two values is percentage. And those are comparable very easily. Of course, only on paper without knowing how they work in the game with appropriately scaled enemies. And that was my point.

I am utterly surprised at how you came at that conclusion, even if it made a little bit of sense. 

You are basically stating that "Because ME1operates on a different variety group, the fact that the statistical increases of ME2 are at least 10 times are higher than that of ME1 are irrelevant and not comparable."

You can reject any theoretical work on statistics and math if it makes you feel better but not during a debate please. It's cheap and it doesn't help your argument at all.


Absolutely no. I am all for theoretical and practical comparisons of effects of changes of stats (both from level to level and from the lowest level to highest level). It should have been obvious from my previous posts in which I have already made a direct comparison of some powers / effects (e.g. barrier) or from my formula which I proposed to use for calculations of damage increases...

But let’s take a look at your previous statement from your previous post:

“Scaling methods or levels are not consistent between the two games, so any comparison is utterly useless.

So on one hand you said that comparisons (like the ones we are talking about) are utterly useless because of potentially different level scaling mechanisms and / or discrepancy between levels and on the other, you
accuse me that I reject such theoretical comparisons?

If anything, your current reply (which says it’s not the values that matter, but their changes expressed in percentages) should have been directed at your previous post (which said levels [in other words values] are not consistent, so the comparisons are useless).

But my main point was something else…

Uh, what.

Group of variables =/= Progression.

There is in fact less progression in ME1, as you have repeatedly accepted yourself, because the pre-modification to the post-modification Shepard are almost identical, unlike ME1. Therefore, I can't help but wonder out loud "What on Earth and Mars are you talking about?"


I was basically talking about three things: how the level-scaling complicates calculations or measurements of depth of stats, how it is possible to do it despite it and how you changed your statement that level-scaling does not complicate things to claims that it renders any comparisons utterly useless.  

As for how LS complicates things. Simple example:

If the base damage is “100” and effect of leveling up by 1 level is “+25%”, then the new damage on this level is “125”. Theoretically, with this new improved damage (+ 25%), only 80% of attacks (shots, time, etc.) should be
sufficient to produce the same damage output (100 x 100 = 125 x 80) and therefore kill the same enemies. But most likely, it would not. Because the enemies have scaled when the player leveled up too – their health has grown by unknown margin (at east for me, because I do not know the exact level-scaling mechanism) too. As a result, 80% of attacks would not suffice.

Now if taking these leveled up enemies down would require 90% of attacks in the game, then the real effect of leveling up would not be 25% as was alleged in the menu, but only 11,1% (approximately).

As a result, if the games had different level-scaling mechanisms, the only reliable method of comparing effects of stats would be measuring them first. And like I said, that’s difficult and demanding… and complicated especially if the enemies would level up faster than the main character.

As for my 2nd point, as I have posted in my previous post, I am convinced that despite this inconvenience, the measuring of  depth of stats is neither impossible nor useless. The reasons were stated in my previous post (since it is possible to perceive the differences between levels, it must be possible to measure them).

As for my last point, well, that one is self-explanatory. You started with claims that level-scaling does not influence the calculations or comparisons of depth of stats, then you changed your mind and said that it makes any comparisons utterly useless. I just thought that it was quite a big change to not to make a remark about it. Now that you are going back to your position, that LS does not affect the measurements and thus the perception of depth of stats at all I guess it does not matter anymore.  

As for the progression (your new point), my reply would lead back to the question of “fast progression” vs “far progression” which, IRC, has been postponed until you explain your concept of “growth” and “specialization” in greater detail and more importantly in more practical way (preferably on leveling systems in ME1 and ME2)..

In fact, I was about to post this earlier on, but thank you for disproving your own point, it does save me a lot of time.


No, I haven’t disproved anything except for your claim that comparisons of stats are useless because of different level-scaling and leveling systems.

No matter how you choose to perceive your post after you are quoted with it, you have dug yourself in a deep hole with both interpretations:

1. Difficulty. The fact that ME1 is consistingly an extremely easier game than ME2 doesn't affect progression or affect statistical alterations in any way.


I am not sure what do you mean by difficulty. If you mean overall more demanding gameplay because of less exploitable level design, A.I. and probably more powerful attacks (both Shepard’s and enemies’) in comparison
to health (at least IMO), which kind of make game less forgivable to mistakes, then yes, the difficulty does not have any connection to stats or their depth.

If you mean the relation between the intensity of level-scaling and difficulty setting (e.g. on easy the enemies do not scale as intensively as they do on insanity), then yes, the difficulty setting can influence the effect of stats (the effect of leveling up / up-grading) both within individual games and with respect to their comparisons. Well, at least in terms of relation between Shepard's strength and the strength of Shepard's enemies (see point 2).

2. Scaling enemies. You have actually brought this up two or three times already. I am not sure if you haven't actually played the game or don't understand why the fact that the enemies scale every time you select a level has nothing at all to do with statistical progression. Progression, and specialization, especially in the case of ME2 will occur when you assign your points something. This has NOTHING to do with scaling enemies.

Enemies scale as you gain XP and change from level to level, and their difficulty is generally consisent, other than ofcourse the 1/4th of ME1 since they have reached their limits very early in the game. That is definitely a problem of the game and NOT how the system is used.


O.K. I see what are you trying to say. Well, I guess it's up to everyone's decision, whether they want to track down Shepard’s progression in comparison to (same / similar) enemies throughout the whole game or not.

If somebody does not want to, then yes, it is very simple. All he (she) needs to do is face level scaled enemies with unleveled and leveled up Shepard and check if they indeed will die quicker by the amount of time (or shots or attacks, etc.), that should fit the new increased power. Unless the numbers in menus were wrong, it should.

However, I for example wanted to track down the effect of stats throughout the game. After all, it used to be, and in most RPGs / RPG hybrids still is, one of the most common traits, that the main character becomes stronger and stronger in comparison to individual enemies. Especially the enemies of the same type, class, etc. 

Not to mention that my results, which would take the effects of level scaling into account, would produce more realistic description of evolution of Shepard's powers with respect to enemies and what can player actually expect at particular Shepard's level.

As a result, in my case, the level scaling does alter the effects of stats because, in order to improve Shepard’s powers, player needs to gain skill points / talent points and the only way how to get them, is to level up. However, when Shepard levels up, so do enemies. When they level up, their health, maybe armor, maybe damage, etc. (like I said, I don’t know the exact LS mechanism) improves as well. As a result, the relation between Shepard’s
“strength” and enemies’ “strength” will not shift in Shepard’s favor by the percentage expressed in game’s menu.

Still, I am surprised how quickly you've adopted the idea of not taking level-scaling into account. Last time, when I suggested it as an alternative method of comparing the effect of stats for the highest difficulties where some enemies level up faster than Shepard, so it would not possible to track down Shepard’s improvement throughout the game you kind of dismissed that proposal (see your 1st post on page 37, one of the last points).

You claim that you feel that each time you assign a point, in ME1, you feel you are making a difference. Despite the fact that any statistical change in ME1 tends to stay below 10%, and that I am honestly thinking that you are being dishonest, what you "feel" is irrelevant to the discussion, and you should have accepted that from the start.


Probably not each time. Like I said, there were many situations when I did find the effects of levels / upgrades to be too small. However, and you must know it by now, my approach is not about individual levels but about what the stat systems can maximally offer.

And for heaven's sakes, for the last time, how many times you attempt to divide the pie, it doesn't make the always smaller and more unimportant pieces of it any more meaningful. I'd think that you'd have dropped that line of thinking upon the realization that this can go on till +∞.


Where did I say that the smaller the piece is, the more important it is? That concept may work in homeopathy (form of an alternative medicine), but obviously not with the games.

But, I have different analogy to represent my position better. The small pie, in bulk, will always remain smaller than the big pie, in bulk, even if it will be cut to larger pieces than the big one.

Modifié par Varen Spectre, 31 octobre 2011 - 01:59 .


#997
Varen Spectre

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nelly21 wrote...

- posts a "beating a dead horse" meme  and thus violates the point 2 of the site rules:P - 


I would like to ask whether your dead horse was directed at me and Phaedon.:huh:

Because, you might not have noticed, but Phaedon, who techinically revived this thread after 2 weeks of inactivity, has replied to my post which was about perception of depth of stats and how it should be measured or compared between the games, which sounds like pretty rare and unique topic to me.

Basically, neither mine nor his post had anything to do with whether Mass Effects should be considered as RPGs or not, so I am not sure if you consider our discussion as "beating a dead horse" too or to whom your post was actually directed since no one else has actually posted in this thread.:?    

Modifié par Varen Spectre, 30 octobre 2011 - 11:27 .


#998
Guldhun2

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SpiffySquee wrote...
Not sure if you just did not watch the video, or did not understand it, otherwise you would see how  far off the mark your statement is. If COD added a system where you can control the development of your characters personality, traits, and reactions to the story, as well as allow you to make decisions on how your character feels about events in the story or choose the people he/she cares about... then yes, it would be part RPG.

A conversation system does not = this at all.



Now that we know that the majority of dialogue in ME3 is A Renegade or B Paragorn, how does this still hold up that "ME3 is an RPG"

#999
matt-bassist

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in b4 the lock
pre-order canceled

#1000
AlanC9

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Jeez... sometimes I think thread necromancy should be a banning offense.