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On the Issue of Power Creep and How It Relates to Nexon
#45
valhala556 Wrote:Its somewhat focused. I think you are taking his examples a little to literal. He probably used WoW because it has a Larger more mature fan base which I think is his primary audience. The mature part. And yes thinking back it is more focus of the PvP aspect but the same thing can be aplied to the PvE with alittle more thought. For Maplestory they can get rid of the -1second of inviable after everyhit. Implement a new system where everysecond has a max cap of 5 hits. So you can get hit a max 5 times in one second for any second. Which actually seems to be a quite complicated way of programing. Only way I can see if after first hit it counts number of hits in that second. So that way is bad. But the concept still works with maplestory in some sense in that its simple & You can have potential to change it up.

To look at another angle of this idea. Which MS has kinda already used in awsan. You can have specific attacks that can be stacked over your invincibility frames. The % attacks in Aswan. But instead of having that you can have the attacks still go through damage, and calculate the hit/miss rate and any other dodge skill. So players can still get hit more frequently without it being too annoy/hard to play with.

And Again I know you don't like the examples but they are just examples. They don't have to be exactly what they mean but its for other people to understand what they are trying to say.

I don't see how the having your item look like something else has anything to do with power creep. So could you explain that one?

The main point of the video is that power creep is bad because 1. it invalidates older content and 2. the treadmill feels bad. This is definitely an issue with WoW. Until mid Cataclysm, whenever a new raid tier came out, the older content up to (and later, including) the previous raid tier would become completely obsolete. The gear was no longer useful, because all of the new stuff was statistically better in every way. After they introduced higher level dungeons to help people catch up without slogging through all the old raids just to gear up for the current raid tier in late BC, the only reason you'd ever do it was to farm for a specific (shiny but useless) legendary or get an achievement.

Transmog has alleviated that, somewhat. A lot of the old item sets look awesome, so people have incentive to go back and farm for those. This keeps the older content somewhat useful, even if it is no longer relevant to current gameplay.

Back to what I was saying about LoL, I just thought it was a pretty stark transition between his examples. LoL is an entirely PvP game in which your characters do not retain progress between games. There doesn't need to be any increase in power over time, because they are selling champions based on completionism and aesthetic whimsy. Which is of course, good design, but entirely inapplicable to a game where characters are persistent and get stronger over time. He needed to look at examples of how power creep has been handled in other MMORPGs. To my knowledge, there aren't any systems that work well without giving players more power over time in some way, at least numerically, though Guild Wars 2 looks like it will do a pretty good job of keeping old content relevant, with the level downscaling, and since it's PvP focused and there are a lot of completion and cosmetic upgrades to work for in PvE, they may be able to keep power creep reasonable in expansions.
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On the Issue of Power Creep and How It Relates to Nexon - by Dusk - 2012-08-30, 03:47 AM

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