The problem with your Ai example is that it's real time strategy. I'm actually a CS major finishing up as well (AI is what I'd like to specialize in and AIs in relation for games is a graduate class I just finished) so we have that in common, interestingly. RTS games give AIs a significant advantage in how fast they're processing and deciding actions; there's also the sheer breath of options to consider at any given moment. It's not that AI is inherently better than the player.....it's that the player can't keep up with the AIs processing power. In an effort to keep up, a player prioritizes and must be faster at deciding, this creates error propagation over time. Comparing AI for RTS to a turn based game is in error. There's also the fact that the type of AI used and how it's developed comes into play. Machine learning is generally how the best RTS AIs are made (correction: I'm not 100% sure on this as they might also use another method for just calculating risk and gains based on what they know so far given player actions)....we don't exactly have that advantage in EA where the devs are planning to try out different systems and permutations; the machine won't have enough time to develop high level skills for a given permutation if the devs are tru to the desire to try new things alot in EA.

Also, the air ability is their for a reason for mages to destroy mage armor and field control is more important than straight damage. Bodybuilding would regelate warrior CC the same way mage CC would get treated. And I think that it creates diversity to have a player decide whether they want to build up CC chance, damage, field control, and so on.

The only reason the last game devolved is cause of how powerful CC was. The armor system already mitigates this. Different skills and anilties also effect how this would effect things. Leaving out drain willpower would be an option, for instance. Or placing in options that increase chance to resist along side chances to cause effects.

If the defensive abilities were directly changed out and the chance system placed along side the armor in the current system, right this moment? ... I think a lot of people would feel better, myself among them. I'm not quite sure how'd it effect peoples build choices but thats what the EA is for. I actually think more diversity would open up, in some respects.

Would you concede that implementing the system combination for an amount of time right now while they'er trying things would shed light on what works better for all involved? Obviously the current system needs work cause it's not satisfying for many people....and not everyone wants the old system. Trying a quick permutation of both and other systems would help quickly narrow down whats best rather than constantly tweaking one. Think Big O: n^2 vs logn vs nlogn .... at the moment going through every possible tweak of a system type starting from the starting one sounds like it'd take n^2 time since it means we introduce a system then go through permutations and then do the same with another.

Last edited by aj0413; 02/10/16 10:11 PM.