Death Knight Normalization Does not Balance Make – Part 3

Surazc – Death Knight Tank

Lost Steps, Forgotten Mechanics
Almost like the lost boys, but less playful.

In the world of MMORPGs, you would think that the rules updates would be simpler by a great margin. It makes sense, the only things you really have to work with are class skills and items. Vis-à-vis the “rules updates” should be easy.

Wrong.

Players are, and always will be, greedy. When it comes to the class they play, they only want improvement and not “fairness.” They want to have everything at no cost, and believe that their class is always in need of a boost in one way or another.

When the rules were looked at from the idea of pen and paper RPGs, they could be flexed ad infinitum because the DM had the final say. However when we approach the rules from the stance of an MMORPG, the “idea” becomes more of a disaster.

Changing the rules of an MMORPG (especially one as large as WoW) is akin to a changing a country’s government. No one wants things to change, and so you are met with global opposition.

D&D works because you don’t have a single GM managing 100,000 players. It works because the rules system allows you to do things which are beyond scripting. WoW could NEVER do something close to D&D because the complete rules are both too complex and too powerful to apply to a large player base.

The more players you have, the more restrictive your rules must be. Players are greedy and you can’t keep everyone happy. Refer to Part 2.

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Up next in Part 4: A Word on Classes and Roles

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13 Responses to Death Knight Normalization Does not Balance Make – Part 3

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  11. […] Death Knight Normalization Does not Balance Make – Part 3 Surazc – Death Knight Tank Lost Steps, Forgotten Mechanics Almost like the lost boys, but less playful. In the world of […] […]

  12. […] Part 3 – The problems with rule changes in an established game […]

  13. tarick says:

    Quelques bonnes info mais toujours un bon post merci !

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