OrsonM
Our man
- Joined
- Jan 1, 2011
- Messages
- 555
Anyone remembers patch 1.10 from Diablo 2?, the patch that positively fixed almost every issue within the game.
The state of Diablo 2 on those days was shaky, although there were 7 classes to play with, only 3 were playable (Sorceress, Amazon and Barbarian), the remaining 5 were "interesting" (yet not nearly as easy to play) and the game had degraded into players playing just 3 specific areas of the game (the infamous "secret cow level" being the poster child of this).
In comes Peter Hu, who comes up with the idea that instead of nerfing left and right (like the previous 20 something patches did), he instead left the popular classes pretty much the same, instead buffing the overall skills of the remaining classes and skills in the game, even twitching the popular ones to make them even more fun to play with. To add variety into the game, areas that were boring to play were buffed, and skills that nobody used were retooled under the mechanic of "synergies", which allowed lesser skills buff more powerful skills.
Peter had the right idea at the time, he was a big fan of Diablo 2 and his patch is a love letter to hack and slash. Even today people still play this extremely outdated game and talk of Diablo 2 as post patch 1.10.
If its is possible to fix the game, lets take a page from the book of Peter, and instead of nerfing the things we love (Policies!, ICS!, etc!), buff those we dislike, or hate, or just never use.
Am I being naive?, well, yeah, Peter Hu was fired from Blizzard and the patch was released years after the release of Diablo 2 and Diablo is a completely different game than Civilization V, and the lead designer of Civ 5 resigned/was fired for some reason. But lets not get ahead of ourselves.
Since Civ 5 policies uses a similar RPG system of skill points, why not take the idea of synergies there?. We all miss the illusion of multiple choices from the old civics system of Civ4 : there seemed to be thousands of combinations, while in reality there were just a few effective combinations for each play style with a few emergency ones for war time, yet the system just felt right, it really felt like the possibilities were endles.
Diablo 2 synergies worked something like the policy system: a Sorceress Firebolt gave the ability Fireball 5% extra damage and 15% extra damage to the ability Meteor (paraphrasing here).
How about one policy, say, Oligarchy (33% extra damage on empire's borders) had a small synergy with, say an unrelated policy from another branch, Military Caste (+1 happiness from garrisoned units) so that having both Oligarchy and Military caste would give a suitable extra bonus for having both skills (+0.2 happiness per unit inside the empire's borders, or anything around those lines as long as it seems as a marriage between both skills). Now imagine pushing these synergies all over different policies. It might be a mess to explain within the game, yet the possibilities might go back to Civ 4 levels (the feeling of being endless). The game already has 50 different policies, if you add synergies you'd have numerous extra ingame effects, not to mention the possibilities of triple synergies. These little effects might give the game an interest spin.
How about buffing less used civilizations (Aztecs, India or Ottoman) and leaving the more popular civs just as they are (China, Greece and Spain apparently). Rise of Nations overnerfed their most popular civilizations once, the result being that nobody played them anymore.
Core game issues could just use a simpler solution from Civ4, hopefully the stack of Doom would make a return only in the way units move, and maybe in the way workers work. 1upt could be more forgiving and just more fun. The same goes with diplomacy and production.
I really like the game, yet it pains me so many good ideas went sour along the way. Maybe when AI and multiplayer issues are fixed then we'll have a different perspective, but at least for now, how about some Peter Hu on the new patch?
thank you for reading, I'm sorry about wording and mispelling, english is not my native language.
The state of Diablo 2 on those days was shaky, although there were 7 classes to play with, only 3 were playable (Sorceress, Amazon and Barbarian), the remaining 5 were "interesting" (yet not nearly as easy to play) and the game had degraded into players playing just 3 specific areas of the game (the infamous "secret cow level" being the poster child of this).
In comes Peter Hu, who comes up with the idea that instead of nerfing left and right (like the previous 20 something patches did), he instead left the popular classes pretty much the same, instead buffing the overall skills of the remaining classes and skills in the game, even twitching the popular ones to make them even more fun to play with. To add variety into the game, areas that were boring to play were buffed, and skills that nobody used were retooled under the mechanic of "synergies", which allowed lesser skills buff more powerful skills.
Peter had the right idea at the time, he was a big fan of Diablo 2 and his patch is a love letter to hack and slash. Even today people still play this extremely outdated game and talk of Diablo 2 as post patch 1.10.
If its is possible to fix the game, lets take a page from the book of Peter, and instead of nerfing the things we love (Policies!, ICS!, etc!), buff those we dislike, or hate, or just never use.
Am I being naive?, well, yeah, Peter Hu was fired from Blizzard and the patch was released years after the release of Diablo 2 and Diablo is a completely different game than Civilization V, and the lead designer of Civ 5 resigned/was fired for some reason. But lets not get ahead of ourselves.
Since Civ 5 policies uses a similar RPG system of skill points, why not take the idea of synergies there?. We all miss the illusion of multiple choices from the old civics system of Civ4 : there seemed to be thousands of combinations, while in reality there were just a few effective combinations for each play style with a few emergency ones for war time, yet the system just felt right, it really felt like the possibilities were endles.
Diablo 2 synergies worked something like the policy system: a Sorceress Firebolt gave the ability Fireball 5% extra damage and 15% extra damage to the ability Meteor (paraphrasing here).
How about one policy, say, Oligarchy (33% extra damage on empire's borders) had a small synergy with, say an unrelated policy from another branch, Military Caste (+1 happiness from garrisoned units) so that having both Oligarchy and Military caste would give a suitable extra bonus for having both skills (+0.2 happiness per unit inside the empire's borders, or anything around those lines as long as it seems as a marriage between both skills). Now imagine pushing these synergies all over different policies. It might be a mess to explain within the game, yet the possibilities might go back to Civ 4 levels (the feeling of being endless). The game already has 50 different policies, if you add synergies you'd have numerous extra ingame effects, not to mention the possibilities of triple synergies. These little effects might give the game an interest spin.
How about buffing less used civilizations (Aztecs, India or Ottoman) and leaving the more popular civs just as they are (China, Greece and Spain apparently). Rise of Nations overnerfed their most popular civilizations once, the result being that nobody played them anymore.
Core game issues could just use a simpler solution from Civ4, hopefully the stack of Doom would make a return only in the way units move, and maybe in the way workers work. 1upt could be more forgiving and just more fun. The same goes with diplomacy and production.
I really like the game, yet it pains me so many good ideas went sour along the way. Maybe when AI and multiplayer issues are fixed then we'll have a different perspective, but at least for now, how about some Peter Hu on the new patch?
thank you for reading, I'm sorry about wording and mispelling, english is not my native language.