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Author Topic: Class Based Modification vs. Justified Classes  (Read 24171 times)

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September 05, 2014, 10:17:32 PM
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Offline MusashiAA

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Class Based Modification vs. Justified Classes
« on: September 05, 2014, 10:17:32 PM »
Quote
Anything Goes

Talk about anything. Keep it clean and don't post pointless crap. Topics without any hope of becoming a relatively sane discussion will be locked/deleted.

I'll start up with this before anything, as goddamn fucking usual because some of you are just way too into rebuttals and like to see everything as a malicious attack.



As an opener, I'd like to confess two things: one is that I've always wanted to make a post about this. I tried playing KY back in its old devteam days, but it never really took off, and one specific dev is a self-righteous asshole with a rich vocabulary, and then it just died, God rest its soul. The other thing is that I'm fully aware of the salt my words might produce in some people, and that a post like this can be easily mistaken for flame bait. I assure you: I won't be reading your responses because I'm interested in what you might say about this, but rather to know when to tell mods to lock this shit and tell you to take it out to the school yard. Those with open wounds looking for beef, don't step on the mine field that is topics of mine like this. That is, the huge mine with my face on it that says "don't blow it".

Do note that I'll try to point out what I see as the good and bad things about both class modifications, or what you'd like to hear: I'll try to "be fair". That won't stop me from speaking my mind, tho.

So let's begin, shall we?

I'll start out pointing the good things that I see about Justified Classes, because it's easier. First thing to note is that I have not played Justified Classes for "a long enough time", and I believe I don't need to: this will be addresed later on. So I jump into Justified Classes, and the first big and consistent thing I noticed is that fidelity is still its highest selling point. Back when JC was KY Classes, fidelity was its selling point, and when the refurbishing was made, it still is. Not to say that it's a bad thing; in fact, it's a positive thing. The amount of detail put into the aesthetics and mechanics of each class' abilities is astoudingly accurate and appealing, ranging from graphical detail to attack and ability portrayals when compared to the actual games the classes come from. That moment I tried JC Search Man (to give one example), and used that altfire, and noticed I was firing an endless barrage of missiles while I was slowly gliding...that joy, you cannot buy. Another good thing I noticed about JC Classes doesn't really steem from the mod itself, but rather on the diligency of its developers at times. I'm calling you out Fyone and co., the passion you put into getting out new content and fixing old content is commendable, and the way I've seen you handling balance discussion with the playerbase is pretty on-the-spot, not being afraid or hesitant of talking about inmediate changes planned for the next release. Not only do you strive to make as much as possible, but also to make sure that what you've set on putting out as a class is as playable as possible.

Yes, as playable as possible. This I mean very specifically, because the worst thing I can point out about Justified Classes is its flawed design philosophy, and by definition the flawed vision on what a class is. There, I said it. Let me explain.

I am part of the Class Based Modification's development team. I have been a part of class design, participated in some discussions for, believe it or not, class balance, reworks and revamps, and discussion. I have seen the process of constructing a class from a concept to a design, and finally into a playable thing. With the little time I've been a part of this development process, I can say without any doubt that the main good thing about Class Based Modification is that it gets what a class is supposed to be made for: to fulfill an specific role, with conveyable limitations, and thus advantanges and disadvantages, that could fit a player's prefered playstyle: this implies that it tries to create a gameplay for its classes. The main process of creating/balancing/reworking a class in CBM or YD Classes or Jax Classes, your choice, is mainly this: it looks at the original source in a holistic way, then decide/emphasize on an specific role that could be given to said class based on the source, and finally attempt to make it playable.

That is, attempt to. The main flaw here with CBM is that it tries to work with roles that might just not make sense with what the source offers or with what the playerbase sees as effective, or just will not plainly work or be balanced at all: with the design freedom it takes, it also puts a huge weight on itself to make the things the devteam comes up with to work, and this conflcts with some of the playerbase's visions, which eventually lead to a group of players to make contestatary versions of the CBM classes, in an attempt to "fix what the CBM devteam does not want to".

After this, it's very clear that the difference between JC and CBM is source fidelity and class playability, at least from my point of view. JC struggles to make the fidelity as playable as possible without giving up on the source, while CBM struggles to give each class a functioning and reliable role, without being restrained too much by an specific source.

The strives the JC devteam has taken to "make canon work" are commendable, but they will not be enough because of trying to be as close to the source ends up being detrimental in terms of playability: no matter what you do, the source you've chosen to hog uses a game design philosophy that just won't work if translated as literally as possible. This is something the core game's original developer understood right off the bat when making a first person shooter based off the NES Mega Man games: stuff like weapon or level translation cannot be made as close as possible to the NES games, because NES-styled/SNES/PS1 2D platformer design is not the same as PC 3D shooter design: a close direct translation, with limitations included, will not be an enjoyable experience. Some classes that you've taken liberties with are great, but many still suffer from these stubborn canon limitations. This is what I meant earlier about not needing to play Justified Classes for a long time, because I highly question if I can play a class modification that has classes with a lot of source fidelity but little actual design behind them other than "the main games did that, so it does that too". I could easily just believe that the amount of detail and fidelity JC classes have are a way to hide these class design lagoons, and just call this a "novelty mod", like that really old mod that literally remade each core weapon to behave exactly like they did on the main series games.

Not to say that CBM is free of class design problems, of course. There are always misunderstandings on why a class does an specific thing, when it has a plethora of abilities based on what the sources show that hint on a potential different role or playstyle. When JC Search Man seems to have a frontal offensive role based on its attacks and the source, CBM/YD/Jax Search Man was meant to have a long wide range and stealth playstyle. Some classes in CBM (because may I remind you, most classes prior to MM6 were made by many different people) still suffer from clear signs of imbalance, lack of direction and harmful simplicity, and the response time the devteam takes for addressing these matters is extremely mood-dependant. While they do nail what I believe a class based game is, or at least what a class should be made from and for, the delay between the discussion process and the execution of the discussion makes it seem like the devteam just plain doesn't care about balancing.

To this, I come up with this conclusion: no big surprise, I like my boy Jax and I prefer the entire role-centered and less-restrained source fidelity concept behind CBM, or at least what I'd call the concept behind CBM, and I benignly call out JC for mantaining a flawed class design philosophy of trying to stay as close to the main games as possible, or at least what I'd call a flawed class design philosophy. But from another point, I wish that CBM showed as much passion to make things look as appealing as possible like the JC peeps, or that it tries to incorporate other aspects of the characters into the class roles that were given to them and JC wasn't afraid of trying. I can see the appeal in both mods, but deep inside I wish that I could help JC to just make canon not just "balanced", but also legit classes, with defined and well-thought roles.

Uh




I guess that's it.

Now let's get it on!

September 05, 2014, 10:44:20 PM
Reply #1

Offline Bikdark

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Re: Apples vs. Oranges
« Reply #1 on: September 05, 2014, 10:44:20 PM »
Two entirely different mods for two entirely different groups of people.

You're literally comparing solitaire to minesweeper.

September 05, 2014, 10:50:37 PM
Reply #2

Offline MusashiAA

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Re: Class Based Modification vs. Justified Classes
« Reply #2 on: September 05, 2014, 10:50:37 PM »
They have different approaches on the same thing: the middle ground here is that they both are class based mods. I'm trying to explain which of the two approaches nailed that same thing better. I'd say it's more like comparing solitaire to poker. That the design approaches are different doesn't mean they both don't try to make player classes.

September 05, 2014, 10:52:13 PM
Reply #3

Offline Korby

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Re: Class Based Modification vs. Justified Classes
« Reply #3 on: September 05, 2014, 10:52:13 PM »
So should I compare MMSP and its variations to class mods?

After all, they made classes that are different too, but they're played completely differently.

September 05, 2014, 10:53:23 PM
Reply #4

Offline Ceridran

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I'm more worried about this than the topic itself
« Reply #4 on: September 05, 2014, 10:53:23 PM »
Quote from: "Bikdark"
You're literally comparing solitaire to minesweeper.

Except he didn't mention Solitaire or Minesweeper once.

September 05, 2014, 10:59:24 PM
Reply #5

Offline MusashiAA

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Re: Class Based Modification vs. Justified Classes
« Reply #5 on: September 05, 2014, 10:59:24 PM »
JC and CBM are both class mods meant to be played online...by people...against each other...

I have to be very specific here, don't I?

September 05, 2014, 11:01:14 PM
Reply #6

Offline Korby

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Re: Class Based Modification vs. Justified Classes
« Reply #6 on: September 05, 2014, 11:01:14 PM »
Well yes, because now I'm going to bring up CSCC, Teaparty, and I think Unholy was meant for PVP originally too.

September 05, 2014, 11:02:43 PM
Reply #7

Offline Zytix

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Re: Class Based Modification vs. Justified Classes
« Reply #7 on: September 05, 2014, 11:02:43 PM »
They're both class mods that obviously strive towards different goals. JC wants to translate the characters as directly as possible while CBM tries to make the various characters serve a more specific role in an archetypical fashion. Both of these design goals end up creating very different experiences and preference between the two is mostly subjective. So I don't entirely understand the importance of which one handles the design better.

September 05, 2014, 11:08:13 PM
Reply #8

Offline Ceridran

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Trains don't work that way Korby
« Reply #8 on: September 05, 2014, 11:08:13 PM »
Quote from: "Korby"
Well yes, because now I'm going to bring up CSCC, Teaparty, and I think Unholy was meant for PVP originally too.

Why bring up class mods that aren't based on the contents of the Megaman series itself?

September 05, 2014, 11:12:10 PM
Reply #9

Offline MusashiAA

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Re: Class Based Modification vs. Justified Classes
« Reply #9 on: September 05, 2014, 11:12:10 PM »
Justified Classes, previously known as King Yamato's Classes Overhaul, and Class Based Modification are both class modifications for the Mega Man 8-bit Deathmatch modification, that attempt to make player classes out of the player and boss characters from Capcom's Classic Mega Man series, also known as Rockman in the eastern side of the world, for online play on the Doom 2 engine port Zandronum.

Each of these class modifications have a different vision on how to portray, design and balance the player classes: Class Based Modification attempts to assign each class a role based on the general characteristics given by the Classic Mega Man series lore, while Justified Classes attempts to translate the boss and player forms of these characters more directly.

While there are differences in how each class modification attempts to recreate these characters as classes, the goal to achieve class balance, diversity and playability, and thus an enjoyable online experience, is still the same. It is based on this common ground that I can see that comparing both is possible.

EDIT: I don't try to point out which handles design better from an objective point of view, as I try to make it clear on the opening post that this is but my opinion, but I am trying to spark a discussion about this comparison, and each of the class mods' view on class design.

September 05, 2014, 11:17:06 PM
Reply #10

Offline Zytix

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Re: Class Based Modification vs. Justified Classes
« Reply #10 on: September 05, 2014, 11:17:06 PM »
Well it seemed like the basis of your original post was which of these design approaches was superior, and if that wasn't your point then it's my bad. But if we're comparing them on the basis of balance, diversity, and enjoyability, then that's a very different discussion then what I was thinking of.

September 05, 2014, 11:22:56 PM
Reply #11

Offline MusashiAA

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Re: Class Based Modification vs. Justified Classes
« Reply #11 on: September 05, 2014, 11:22:56 PM »
Yeah, I was just pointing out my opinion. I am very well aware that each mod has its own taste and design direction, and that whether people like one or the other is up to their own taste. But: the comparison is fair as they both attempt to make the same thing, even if with a different approach from the other, and I'd like to open up discussion as to why some prefer one over the other, or to criticize one or the other in a civil manner so that each developer team and playerbase can get something out of this.

September 05, 2014, 11:41:32 PM
Reply #12

Offline coolcat7022

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Re: Class Based Modification vs. Justified Classes
« Reply #12 on: September 05, 2014, 11:41:32 PM »
Me, I think for my style, JC is better.
With Justified, I could hop right into Bot Rush and have a whale of a time with any class I damn wanted.
When using Yellow Devil/Jax's version, almost every class felt clunky and uncomfortable.

September 06, 2014, 12:36:28 AM
Reply #13

Offline Clayton

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Re: Class Based Modification vs. Justified Classes
« Reply #13 on: September 06, 2014, 12:36:28 AM »
I'd like to make this perfectly clear, Justified Classes is not limited to the original canon classic series. As you stated for Class Based Modification we consider all the Robot Masters' characteristics and descriptions from all official sources whether it be the CD data from Megaman & Bass or their descriptions officially portrayed by Capcom. However we keep their characteristics from their original games they appeared in as first priority. If we feel their original attacks and abilities are not enough to give them an enjoyable playing experience then we will add or alter moves to help them in a 3D FPS environment.

Your argument in stating that Class Based Modification has an advantage over Justified Classes because it designs classes with roles is highly flawed. In fact one of the biggest reasons why Class Based Modification is horribly balanced is because it assigns specific roles to classes. In Justified Classes we design classes so that they would be playable under most if not all circumstances. We try to make every class usable so that players can play as their favourite classes without the map or the opposing class drastically hindering their success. In Class Based Modification, classes such as Needleman, Stoneman, Junkman, etc. are pretty much useless in long and even mid range combat due to their lack of decent long range options. These classes however are straight up broken up close. Class designs such as these in the long run are highly ineffective due to most maps having a balanced map layout. Classes such as these also struggle against classes that posses long or mid range offensive capabilities. Assigning a specific role to a class also creates class counters that completely shut down another class, for example Astroman and Frostman where Frostman can't even touch Astroman due to his infinite flight. Then there are classes that don't seem to have any role where they exceed no matter what circumstance such as Tomahawkman, Punk, Dr. Wily, etc. May I add that there are also classes such as Darkman 3, Magnetman, Diveman, etc. who absolutely dominate in certain maps due to their "role".

I strongly believe that every class with the exception of Starman and Darkman 1 are better designed and balanced in overall playability due to them not being restricted to a specific role and creating an equal opportunity for each class to shine. (Also note that we are still thinking of ways to improve Starman and Darkman 1 to improve their playability in future releases.)

September 06, 2014, 02:33:50 AM
Reply #14

Offline LlamaHombre

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Re: Class Based Modification vs. Justified Classes
« Reply #14 on: September 06, 2014, 02:33:50 AM »
Just popping in to say I appreciate the acronym CBM much more than "YD Classes".

iunno I've just always had an easier time getting into individual classes with CBM - there are a lot of really strong and underplayed classes in that mod that get overshadowed by the likes of Galaxy and Magma nowadays. Justified's not bad, but I just don't feel like there's nearly enough of a following behind it to make mastering classes I like worthwhile. I still play them both here and there, but I generally have more fun with CBM.

Quote from: "Clayton"
Punk
As a Punk main, he's probably the strongest all-around class in the game. Strong rate of fire that can knock out squishies pretty easily, and an altfire that can be used to either drain through heavily-armored classes, help check burst classes like Tengu Man, and provide an exceptional escape from lock-down classes like Spark, Flash, and Galaxy. I guess trope-wise he probably fits best under an Assassin catagory? Exceptional poke against classes that aren't better at a specific range than him, and an alt with infinite possibilities for engaging or escaping. He still tends to get fucked by hard-melee or hard-sniper types, but he does decently against just about anything else.