by Massive » Tue Sep 11, 2007 7:52 am
I agree that the old way was interesting, created variety, and required foresight. (Although in those days, secondary stats were also variable, which is rubbish - any kind of randomness needs to be eliminated from character creation and progression.)
I'd much prefer the system whereby it makes a difference when you apply your stat points.
But of course, there's not only the drawback to someone who plans poorly. As EJ discovered, a game in development needs to evolve, but nerfing a character that cannot subsequently be repaired is inexcusable. If this system is to be employed, then is there a way to alter stat effects, classes, and the like without unfairly nerfing characters?
Perhaps the game needs to record at what point in the character's development a stat was actually added, and the effect it bestowed - its context - so that limited respecs could be applied (with limited points applied retrospectively, in the same way that shrines might work...)