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Is optimization on a common ground such as teamwork good for an rpg?
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<blockquote data-quote="GSHamster" data-source="post: 4348234" data-attributes="member: 20187"><p>Xechnao does have a point. I don't think it has happened in 4E yet, but if you look at other games this occurs. The prime example is high-end raiding in World of Warcraft.</p><p></p><p>There are specific builds for each class which are widely acknowledged as the "best" builds. If you wish to raid (at the very high end), you are expected to use the "best" build, in order to maximize the chances of the team's success.</p><p></p><p>And sometimes the best build is at odds with a player's vision of their character. For example, rogues are all about daggers. However, the current best rogue build is Combat Swords, which is really frustrating for rogues who like daggers. Now, there's a little room for variance, and this extreme happens mainly at the very high end, the true hardcore. The other builds are usually only a few percent behind. Combat Daggers is ~5% behind, I think. But that 5% <em>matters</em> at the high end. </p><p></p><p>Lower-tier, more casual guilds, don't really care as much. Personal skill and gear makes much more difference at that level of play. But it's an example of how the demands of a team-based game can straightjacket individual choices to an extreme degree.</p><p></p><p>However, D&D has a DM which can moderate that. The DM can tune encounters to the party's strengths and weaknesses. If the group can't handle large numbers of minions, the DM will probably feature less minions, but maybe one more regular monster.</p></blockquote><p></p>
[QUOTE="GSHamster, post: 4348234, member: 20187"] Xechnao does have a point. I don't think it has happened in 4E yet, but if you look at other games this occurs. The prime example is high-end raiding in World of Warcraft. There are specific builds for each class which are widely acknowledged as the "best" builds. If you wish to raid (at the very high end), you are expected to use the "best" build, in order to maximize the chances of the team's success. And sometimes the best build is at odds with a player's vision of their character. For example, rogues are all about daggers. However, the current best rogue build is Combat Swords, which is really frustrating for rogues who like daggers. Now, there's a little room for variance, and this extreme happens mainly at the very high end, the true hardcore. The other builds are usually only a few percent behind. Combat Daggers is ~5% behind, I think. But that 5% [i]matters[/i] at the high end. Lower-tier, more casual guilds, don't really care as much. Personal skill and gear makes much more difference at that level of play. But it's an example of how the demands of a team-based game can straightjacket individual choices to an extreme degree. However, D&D has a DM which can moderate that. The DM can tune encounters to the party's strengths and weaknesses. If the group can't handle large numbers of minions, the DM will probably feature less minions, but maybe one more regular monster. [/QUOTE]
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Is optimization on a common ground such as teamwork good for an rpg?
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