alright i lied when i said i might wait a little to write more of my feelings about things
-
A couple things about this game's general philosophy, with regards to design:
1. The number one goal with this game was making sure things were a relatively simple experience. I had fun with both of the recruitment games since revival, but I found the process of planning during MRM2 to be pretty much exhausting once we got to have a massive number of people in the united server. It was extremely important to me that most roles were simple to understand and plan for, both for the sake of players, and because I don't really like resolving overly complex games. Overall, I'm pretty happy with how this aspect of the game went, and I'm glad that this was something players seemed to really appreciate too.
2. I completely agree with the sentiment that the Job servers were pretty stranded in their purpose without the dream of Freelancer unification (and commented this in the informed chat as early as Cycle 1 I believe). To me, I really enjoyed the Framer server experience during the earlygame of MRM2, and found it to be less intimidating when not expected to have to be chatting up everyone during the earlygame, but that was probably naive to expect when nobody besides the people with a factional already had a definite "goal" within their servers, and really ended up backfiring and exacerbating the feeling of having little impact being a freelancer early in this type of game.
If I had a redo of any aspect of this setup, getting rid of Job servers would be my #1 change, and it's honestly not particularly close. I would probably have included Jobs in a smaller form still because I like the idea of grouped roles and they're a staple of Final Fantasy, but they would have been different overall.
3. Some people have expressed that damage was really high, but to be honest, server issues aside, I'm not that disappointed with how Aggressors turned out as a Job. I think the fault lies in that this game was pretty thin in regards to defensive options. We were really worried that without normal kills, the game might end up dragging on longer than intended, so we distributed roles that could help with damage not only with the various Aggressors, but also every other Job had at least one role that could help there. As a result, damage was in plentiful supply.
On the other hand, this setup only had 4 full-time roles that actually entirely blocked damage, which made the surplus of damage pretty hard to deal with. In retrospect, I would likely have cut back on the amount of heals (especially the low priority ones), added a few more direct protection roles so that there could be proper defensive counterplay, and let some roles be a bit more abstract if we had removed Job servers and didn't need to have strict classifications. Alternatively, I am not sure if this setup would have been better if no roles were changed at all, but job servers were removed and everyone had 4 HP to start with to have longer survivability without needing to adjust multiple defensive roles. Food for thought, I suppose.
-
On the starting roles:
Faction leaders: I wanted to keep these as a constant within each group and instead let their first recruit roles be what gave each team their own little flavor. One downside was that this made a lot of cool characters have kind of boring roles, but oh well. For the personal powers, I chose an inspect because I think every faction having the ability to find enemies/potential recruits/etc is important. I thought about every leader having some sort of choice of various minor powers (not dissimilar to sam's game), but out of a desire to keep things cleaner and not box out too many potential roles, I settled with mayor for each of them. Faction leaders in the other two games suffered from being entirely pointless (ipl's game)/relatively worse (sam's) to actually kill off themselves because of almost all of their power was in factional abilities. Mayor seemed like a reasonable incentive to attack in order to wrestle control of the vote when things got complicated midgame (which they kinda didn't, but I don't have a problem with how I set these up).
First recruit roles: A few people (Former I know specifically called this out) correctly identified that these roles were intended to be standouts among their Job. I think three of them ended up in a reasonably powerful spot with Squall, Cecil, and Zidane, although the latter two basically died instantly, which was unfortunate. Lightning was definitely too strong, and even though it won, I agree with bluedoom's statement that Tidus ended up being the weakest of these roles. Tidus could probably have just protected for 3 HP and been fine, although I'm not really sure what I would have done for Lightning to adjust it offhand (maybe some sort of debuff instead of that being on Ultimecia). I made a change to Cecil on Cycle 0 because I had wanted to make that edit before the game started and just kind of forgot. As it turned out, it performed no actions all game, so it really didn't matter.
-
On some individual Freelancer roles that I have further comments on, in no particular order other than I am putting the one I am most annoyed by first:
Bartz (skip): Oops! So this role lead to a lot of confusion in a way that wasn't really to much benefit. First of all, the real time component of the recruitment denial ended up being really frustrating for Hope Bearers while they were waiting to find out what it meant that they didn't get a recruit right away. Secondly, this role seemed to be one where the flavor of Freelancer being a useful Job in the context of FF5 bled into the actual function of the role a bit too much, and people mistook this role for having specific benefits for staying a Freelancer besides the inherent freedom of being able to choose a side later (which, to be honest, maybe isn't suited for this type of game in the first place). Third of all, and this isn't entirely related to the gameplay itself, it was probably a mistake to have an alias named Warrior as well as a faction named The Road Warriors AND an alias named Mimic which is what this role's ability was called. In hindsight, I think letting this role having editable conditions for letting it be recruited by certain factions would have made it work smoothly while preserving the spirit of the role.
Crono (internet): Former said he thinks Lightning (his role) was the strongest, but this has my vote for it. Motivating one ability sure adds a lot when quite a few roles only really HAD one ability that made up either the majority or entirety of their power budget. Adding on the super high priority one-shot ability on top of that was probably a bit much.
Sarah (C7): So I don't hate this role overall, but I think it's symptomatic of this game's issues that it was stuck in the Defenders server but with no way of saving teammates from actual damage. It's more of a Support role, but really the game would have been better off with a doctor variant. Oh well.
Balthier (Bass): I don't think this role is as bad as Bass says in his above post, but I do think it suffered from being made fairly early when we were not entirely settled on the direction of where the setup was headed (and, in particular, had not locked in on every recruiter having an inspect). I would probably have combined the rogue + inspect abilities and gave it something else, although it probably wouldn't have been damage because I wanted it to be distinct from Freya.
Sora (realiti): I think this was a fun role overall, but we should have constrained it to actually having to mix up its options rather than allow it to just kinda bounce back and forth between two options. That would've been a pretty simple fix to it that would've made a lot of sense to me.
Freya (sunny): So why was this jack of all trades not an All-Arounder? Well, it started off as one, but that relates to us not wanting to overcentralize the damaging roles in Aggressors and All-Arounders. Since the other 3 abilities all fell under the umbrella of the Support server, I felt it was appropriate to move there when we were shifting a few roles around while downsizing.
Ardyn (fairy): I actually stealth buffed this role Cycle 0 because Tommy's original intention was that this role would only get Starscourge if it successfully healed up damage, which I thought made the role total ass. The wording was a bit ambiguous, so I didn't even mention this to fairy, just gave her a point with her C0 result and resolved it as it worked before. I still think this role kind of sucked and I should probably have given it a closer look before game started.
Vayne (rssp) and Ignis (LN): These were by far the roles that gave me the most headaches in terms of resolving actions. zorbees and the Hope Bearers also asked questions about how LN's role worked a LOT, often in complex scenarios, not helped by the fact that LN initially told them how his role worked slightly differently than how it actually functioned, so they were asking for things that we hadn't really prepared for in terms of setup design. Vayne was a bit subtler but safeguards can honestly just be super messy, especially because it wasn't necessarily obvious what counted as a positive or negative action in some cases. Thanks to Nuxl and euklyd from eimm for helping me resolve some issues with these on Cycle 4/5 lol
Yuna (Celever): This role was not-stealth buffed Cycle 0, and honestly still ended up relatively weak I think. This role ended up being edited a bit late because Tommy wanted to keep Yuna instead of Seymour when we were downsizing from 40 to 35 players.
-
On player gameplay:
Yeah so to be honest I don't really enjoy going that deep into this. It's sooooo easy for a host to say what the correct play should be when they have the most omniscient view of the game in terms of actions but aren't really diving deep into conversations (even if I could see all of them, I ain't got time for all that). I'm not gonna lie and say I didn't do ANY sort of snippy comments during the game, but I think it would be neither interesting nor productive to do some in-depth grilling of people for their play after the fact.
I do think that Storm Squadron and Hope Bearers played well with seeking out Freelancers with useful roles, as well as coordinating with each other very consistently to maximize their actions. If there is one broader lesson to be taken from gameplay, I think there's a cautionary tale with regards to placing trust in factions before actually being recruited. For Cycle 3 in particular, a lot of people ended up surprised where they landed, and then an opposing faction had a lot of information about them, as well as some of them having directly hurt the faction they would be recruited to! Something to consider for future Freelance gamers.
-
Closing thoughts:
For anyone who missed it, the game sheet and role PMs are linked in the announcements of the main Discord. I'll be keeping that server and the faction servers around for posterity, but if you have anything you want to save from the Job servers for whatever reason, do so before I close them tomorrow because those were pretty quiet. I think I will be running some sort of postgame call this Thursday at 5 Eastern (same time as deadlines were), so be there if you wanna chat about things. As for my hosting, I will probably host a more traditional TVM game in the future, but I'm not in any particular rush- I'll figure it out when the right inspiration strikes for me.
I think that's all I got for right now. Thanks again to everyone!