@groth said in Constructive (keyword) Criticism of Arx Systems:
@sparks said in The Arx Peeve Thread:
But telling other people that their fun is "wrong"—that they need to adjust their sheet or their very concept to be more "effective" mathematically instead of playing the thing they want to play—is what staff's really not okay with.
"Oh, you need to be a combat character, social stuff isn't really useful."
"Oh, you want to do market stuff? You need to pick these specific skills, in this specific order, or else you aren't maximizing your effectiveness and XP spends; if you do anything else, you're just wrong about it."
Being pressed on those things is not usually fun for the people who are being told they're "doing it wrong", when they have a character concept they want to play. It's especially bad if it happens to someone brand-new to the game who doesn't know any better.
If you don't want people to feel pressured to optimize characters this or that way, why are the game systems built to give such massive advantages to specialized characters? Almost all Arx systems involve high base difficulties combined with massive multipliers.
I wasn't staff back in alpha so I can't speak to decisions early on, but I played in the latter part of alpha and I saw a fair number of people complain that specialization/high skills didn't matter enough, and so there was no advantage to playing specialized characters. So I suspect some of that fed into the system designs going into beta.
And honestly? There should be some advantage to playing a specialist; someone who is focused solely on combat should be better at it than someone who's a combat-social-crafter (and also dabbles in occult lore on the side). Otherwise there's no purpose to character concepts who do specialize.
To me, I feel like it'd be disheartening to be someone whose whole Thing—whole character concept—is this one niche area, only to have someone else who's a total generalist who does All The Things blow you away at your one thing you wanted to shine at.
And there's a difference between "if you specialize in this system/archetype, you will be significantly more effective" (which, I think, has a place in systems) and players telling other players "oh, social skills aren't useful at all; you should play combat" or otherwise insisting someone has to play a given way (which is what the post you are quoting from is referencing, in particular referencing a specific instance of precisely that happening). I feel like you've mistakenly conflated the two things here.
I mean, not everyone cares whether their sheet is optimized to eke every single last silver from the market; some just want to be able to haggle at a decent level as part of their character concept. Insisting they have to do it that way or they're doing it wrong is really unfriendly to other players, especially new ones. People have remarked on that in this very thread, that they don't care about whether they're super-uber-optimized down to the last possible point of XP.
Now, perhaps some of that benefit to specialization is too high! It's possible. System balance is not an exact science, since so much of it relies on player feel, and no system design ever completely survives contact with the playerbase.
But I am willing to bet you that that if we stripped those benefits out—if there was no significant, tangible benefit to specializing in a given area—people would howl about that too, and about how now the only thing that makes sense is being a generalist because having level 5 in something is worthless.
To be fair, maybe the real answer is "we need to just stop listening to complaints about system design until everything is done, and then do any re-balancing afterwards." Because the systems are meant to facilitate RP, not replace it.