dtgreene: There are two issues I have with this:
1. player should be allowed to make whatever changes they want and cheat in whatever ways they want to.
2. I also feel that a game experience should be reproducible.
LootHunter: Well, both issues are easily solvable by releasing server part of the game to the public.
But then the company would lose money from those who use their own server rather than pay for microtransactions, so it would defeat the business model in the first place; at that point, you might as well omit such features in the first place.
LootHunter: Well, both issues are easily solvable by releasing server part of the game to the public.
GameRager: Also I hope she meant in SP only games....as imo it'd be wrong to cheat in MP when others choose not to.
I was thinking single player (note that playing against only bots counts as single player), but I think cheating should be allowed in multi-player if all the players agree to it. (Also, cheats should be allowed for zero-player mode; that is, when there are no human players; it can be fun to see how the game/AI behaves when the rules change.)
DadJoke007: Which brings me to the next unpopular opinion: Balance is overrated in multiplayer and can make the game more stale and bland. Not every multiplayer game out there needs to be competitive.
Some semblance of balance should still be present in every game for which that concept makes sense. It would be no fun if, in an idle clicker, you could get a huge amount of the counter (cookies in cookie clicker) without having to do much work, for example; it also isn't fun if certain interesting playing styles are not viable.
The ideal amount of balance is certainly more than, say, Morrowind, but perhaps less than Oblivion. (Interestingly enough, I think Arena may be more balanced than either Daggerfall or Morrowind.)