So I was running numbers today, and I realized that we have a problem with a bunch of our critters in the game.
In 2.0, things were a bit different a bit more... let's say organic. The nature of the system in 2.0, however caused the best creatures to have much higher defenses than offenses. You got more experience for a higher-offense critter, and if you loaded yourself up with enemies their low offense was counterbalanced by the sheer number of experience ticks you would get.
This, in turn, led to great rejoicing when creatures had lower offense and high defense. There was basically no challenge, and you could whack at them all day long and get experience. Celps are the perfect example for this. Their defense is 20% higher than their offense, which is why everybody loves them so much. They're easy, nay, free experience for most players because it's easy to defend against them but they give wonderful weapon experience.
On the flip side of the coin, you have creatures whose attacks vastly imbalance their defenses. Even without magic or special abilities, these creatures have vastly more skill in attacking than defending. Creatures like this include alley thugs, skeletal sailors, and damaska boars - All of these have TWICE as much attack as they do defense. This means that IF you can stand toe to toe with them, they're very easy pickins. These are creatures you hunt if all you want is loot and you've got some backtraining to do.
So, that's the problem. There are creatures who are basically configured to either be pinatas or big dumb walls you can swing your sword at and learn a TON. It's the former I'm more worried about, honestly - By and large, pinata creatures are dropping worse loot than their counterparts, and aren't contributing egregiously to the economy in a terrible way. The big dumb walls, though, are a problem. Their existence actually damages the ability for experience gain to be balanced - Why fight something challenging if you could instead fight something NOT challenging for the same rewards?
So, to handle this, there are a couple possible solutions:
1) Fix these creatures so they're more balanced. This is the solution I prefer to go with, because it leads to a simpler system where things are more predictable.
2) Find a way to counterbalance the fact that divergent BDWs like Celpeze are giving experience in a way they shouldn't. One option is to apply an experience reduction based on how divergent the stats are, but no matter what road I go down with this problem, the result just feels kludgy or overcomplicated. It doesn't solve the problem at the base, which is that the creatures are unbalanced.
What are your thoughts? Something needs to be done to rebalance the system, because what we have breaks any risk vs reward model out there.
We're discussing this on our end as well, but I wanted to give you some insight as to why some creatures (particularly celps) aren't training that well.
--
"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
An Intriguing Problem on 12/19/2013 06:57 PM CST
Re: An Intriguing Problem on 12/19/2013 07:24 PM CST
>>1) Fix these creatures so they're more balanced. This is the solution I prefer to go with, because it leads to a simpler system where things are more predictable.<<
If you have to do something, this seems like the only reasonable thing to do.
Will the end result of fixing these creatures really change peoples' behavior much, though? It seems like people might reshuffle a little then carry on as normal, only less happy with their play experience. That doesn't seem like a really great result.
Mazrian
If you have to do something, this seems like the only reasonable thing to do.
Will the end result of fixing these creatures really change peoples' behavior much, though? It seems like people might reshuffle a little then carry on as normal, only less happy with their play experience. That doesn't seem like a really great result.
Mazrian
Re: An Intriguing Problem on 12/19/2013 07:27 PM CST
I vote #1 for sure Soch, sounds easier for you to implement, and in the end easier and more consistant for us players as well. Also A little late on this one dang! Wish it would of been changed 8 years ago.
Thanks for the info in your posts btw.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Thanks for the info in your posts btw.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: An Intriguing Problem on 12/19/2013 07:30 PM CST
>>Will the end result of fixing these creatures really change peoples' behavior much, though?
Sure it will - if training is more consistant between critters, people will possibly train on other critters and there won't be a single 'best' path which I personally always hated. I mean top-end which is like 40% of the game now don't have a huge choice so wont change much there!
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Sure it will - if training is more consistant between critters, people will possibly train on other critters and there won't be a single 'best' path which I personally always hated. I mean top-end which is like 40% of the game now don't have a huge choice so wont change much there!
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: An Intriguing Problem on 12/19/2013 07:44 PM CST
>>DR-Socharis: 1) Fix these creatures so they're more balanced. This is the solution I prefer to go with, because it leads to a simpler system where things are more predictable.
This seems like the better approach. What are the downsides to doing it this way?
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
This seems like the better approach. What are the downsides to doing it this way?
Mr. Gorbachev, tear down this wall rank!
Vote for DragonRealms on Top MUD Sites: http://www.topmudsites.com/vote-DragonRealms.html
Re: An Intriguing Problem on 12/19/2013 08:19 PM CST
Celps were actually a bit of a pain in the ass when one-shot super UN-lucky rolls were around for the record.
I also think critters like celps teach so well because their range of teaching is so large, mainly because they didn't release high level stuff to hunt for 97 years.
All that aside, I like #1.
I also think critters like celps teach so well because their range of teaching is so large, mainly because they didn't release high level stuff to hunt for 97 years.
All that aside, I like #1.
Re: An Intriguing Problem on 12/19/2013 08:46 PM CST
I literally just breathed a sigh of relief when I read that post, Socharis. As a character with very evenly spread offensive and defensive skills, I think the critter imbalances are one of the primary factors contributing to why I've been having such a rough time finding a hunting ground where I can not die but still gain experience in 3.1.
I'd definitely vote for #1. Sounds like an easy fix and should clear up a lot of headache.
I'd definitely vote for #1. Sounds like an easy fix and should clear up a lot of headache.
Re: An Intriguing Problem on 12/19/2013 09:19 PM CST
Re: An Intriguing Problem on 12/19/2013 09:53 PM CST
Re: An Intriguing Problem on 12/19/2013 10:02 PM CST
FWIW, my 65thish barbarian did a little testing in middle gryphons, and everything felt pretty similar. New maneuvers might need some examining; I felt the attacks to be extremely powerful. I'm not sure if they're in line with the RT or the caveats, or how they scale with respect to accuracy or power or whatnot. Expertise XP seems weird, but that can be discussed in the Barb thread I suppose.
Re: An Intriguing Problem on 12/19/2013 10:08 PM CST
From what others were reporting, it was taking 9-12 SLICE type attacks to kill an at-circle critter. It was taking 3-4 maneuvers to kill them. This makes sense considering maneuvers:
1). Have a long cooldown
2). Require 4 seconds of un-interrupted preparation time
3). Then apply a RT
But sure, they may require some tweaks. I want them to actually be useful! Which ones were you using?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
1). Have a long cooldown
2). Require 4 seconds of un-interrupted preparation time
3). Then apply a RT
But sure, they may require some tweaks. I want them to actually be useful! Which ones were you using?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: An Intriguing Problem on 12/19/2013 10:32 PM CST
>>Are those just examples and there are other critters in the game that fit the archetype that you want to fix or is that the extent of it?
This is just a subset - I only gathered a sample set of data from the recent active hunting grounds in DRT, getting a sample from Prime is in the works.
I think 1 is really the right choice. It might be a bit painful for some folks (like folks that train in Celps but are accustomed to being safe from danger), but ultimately it leads to a more consistent game experience for people.
The side effects will really be that creatures that have historically favored defense or offense will, largely, be brought into line. Since I don't have a comprehensive list of which critters those are, it's hard to gauge how many people will be affected, but in the end it's certain that some people will find their target creature harder or easier to fight.
I think for offensive training's sake, I'll bring the creature's offense to the same level as its defense, whatever that is. That way, creatures will still teach to the same cap for offense skills, but will train defense skills higher (but will also be more dangerous).
--
"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
This is just a subset - I only gathered a sample set of data from the recent active hunting grounds in DRT, getting a sample from Prime is in the works.
I think 1 is really the right choice. It might be a bit painful for some folks (like folks that train in Celps but are accustomed to being safe from danger), but ultimately it leads to a more consistent game experience for people.
The side effects will really be that creatures that have historically favored defense or offense will, largely, be brought into line. Since I don't have a comprehensive list of which critters those are, it's hard to gauge how many people will be affected, but in the end it's certain that some people will find their target creature harder or easier to fight.
I think for offensive training's sake, I'll bring the creature's offense to the same level as its defense, whatever that is. That way, creatures will still teach to the same cap for offense skills, but will train defense skills higher (but will also be more dangerous).
--
"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
Re: An Intriguing Problem on 12/19/2013 10:33 PM CST
>>2). Require 4 seconds of un-interrupted preparation time
I was able to time it so I could do two maneuvers in a row, maneuver cleave then maneuver doublestrike or just doing maneuver cleave, then draw or feint a couple times then had it fire off... is it supposed to do that? or is it more like Flee where your character is supposed to freeze/charge-up while the attack prepares?
>>Which ones were you using?
cleave seems okay, impale seems to be the most useful(probably in a pvp situation too, espcailly against HP users). Suplex is fun, but you can only do it once a minute, maybe once a minute per creature? Honestly I see myself using fun things like suplex more often than the others(even if they seem more useful)
Probably bad data/input since I use a tyrium greatsword and it's overdamaging - but seems like it'd be faster if I did feint or draw a few times instead of cleave- for a 1 handed weapon I could see the benefits. I'll have to play more.
Being bow weapon primary - Powershot I probably wouldn't use. the whole chance of randomly missing thing (which I still feel is pretty bad for a full aimed bow when underhunting) seemed to happen a lot or I'd do less damage than a snap or un-aimed shot. Right now I aim for about 1-1.5 seconds before shooting instead of 5 seconds or 9 for full aim - The DPS(if you can really call it that with bows) is higher and seems to teach better/faster.
Maybe if it did something else? Knee-capper that aimed for legs and made opponent kneel(assuming you don't blow their leg off) - or like if it did an extra heavy stun or crazy blowback(like how foraged rocks blow people into other rooms when you throw them for grazing damage)
Even with full aim with a bow(and if I take my shield off, which is basically suicide), I have better accuracy with a weapon with 200 less ranks that's completely unbalanced compared to my bow.
*Anyone try an PVP over in test with these maneuvers? Did it change much or throw the balance drastically?
*Any future defensive maneuvers? I'd like to see something where we set it up, and do a counter/defensive attack, throw, etc - I can see empaths doing Akido sidesteps and throws and such, even drunken-style bards. Hell maybe something to prepare to catch a strike or ranged throw?
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
I was able to time it so I could do two maneuvers in a row, maneuver cleave then maneuver doublestrike or just doing maneuver cleave, then draw or feint a couple times then had it fire off... is it supposed to do that? or is it more like Flee where your character is supposed to freeze/charge-up while the attack prepares?
>>Which ones were you using?
cleave seems okay, impale seems to be the most useful(probably in a pvp situation too, espcailly against HP users). Suplex is fun, but you can only do it once a minute, maybe once a minute per creature? Honestly I see myself using fun things like suplex more often than the others(even if they seem more useful)
Probably bad data/input since I use a tyrium greatsword and it's overdamaging - but seems like it'd be faster if I did feint or draw a few times instead of cleave- for a 1 handed weapon I could see the benefits. I'll have to play more.
Being bow weapon primary - Powershot I probably wouldn't use. the whole chance of randomly missing thing (which I still feel is pretty bad for a full aimed bow when underhunting) seemed to happen a lot or I'd do less damage than a snap or un-aimed shot. Right now I aim for about 1-1.5 seconds before shooting instead of 5 seconds or 9 for full aim - The DPS(if you can really call it that with bows) is higher and seems to teach better/faster.
Maybe if it did something else? Knee-capper that aimed for legs and made opponent kneel(assuming you don't blow their leg off) - or like if it did an extra heavy stun or crazy blowback(like how foraged rocks blow people into other rooms when you throw them for grazing damage)
Even with full aim with a bow(and if I take my shield off, which is basically suicide), I have better accuracy with a weapon with 200 less ranks that's completely unbalanced compared to my bow.
*Anyone try an PVP over in test with these maneuvers? Did it change much or throw the balance drastically?
*Any future defensive maneuvers? I'd like to see something where we set it up, and do a counter/defensive attack, throw, etc - I can see empaths doing Akido sidesteps and throws and such, even drunken-style bards. Hell maybe something to prepare to catch a strike or ranged throw?
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
Re: An Intriguing Problem on 12/19/2013 11:04 PM CST
>>if I did feint or draw
I am always surprised when people say FEINT works so well. It has a slight OF penalty, and less than half the DPS of SLICE. The way armor works, lower damaging attacks tend to work less effectively anyways... so FEINT generally should be better for gaining balance or when you are low on fatigue.
DRAW uses 3x the stamina of SLICE, does about 40% less damage for only 25% less RT, is more accurate, gains more balance... so it is a different kind of attack. But not really hands down "better".
A CLEAVE would do 3x the damage of a DRAW. Maneuvers in general are GREAT for getting past armor, barriers and buffs/debuffs to OF. But only every so often.
>> Attacking in between
I would like to make it cancel the maneuver if you attack in-between. This is how we justify their great power. Just need to pick at the combat system some more.
>>Right now I aim for about 1-1.5 seconds before shooting
The large OF penalty from not aiming is likely why you find yourself missing so much and doing so much less damage.
Powershot gets almost full aim bonus in half the time. No reason NOT to use it?
>>I have better accuracy with a weapon with 200 less ranks
Mastery skills skewing your results? That's a catastrophic bug otherwise :/ I wonder if people are just more conscious of missing with ranged weapons due to the load/aim times involved.
Oh, and I do intend to cut the chance for critical misses with a bow by half. Still need to add that.
>>Any future defensive maneuvers? I'd like to see something where we set it up, and do a counter/defensive attack, throw, etc - I can see empaths doing Akido sidesteps and throws and such, even drunken-style bards. Hell maybe something to prepare to catch a strike or ranged throw?
It'd take me several months of overhauling the combat system to implement such a thing... so not likely to happen really soon. Reactive maneuvers don't seem like they'd be very useful because:
1). Faster/easier to just attack one more time
2). Player enemies would just retreat and chuck a brick at your head until you die
3). Not sure how we'd begin to balance such a thing. At the point where it becomes useful, it also becomes overpowered for being "free" attacks.
Right now we have plans for channeled and situation maneuvers, and some toggle maneuvers that periodically Proc an effect when you strike for a period of time.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
I am always surprised when people say FEINT works so well. It has a slight OF penalty, and less than half the DPS of SLICE. The way armor works, lower damaging attacks tend to work less effectively anyways... so FEINT generally should be better for gaining balance or when you are low on fatigue.
DRAW uses 3x the stamina of SLICE, does about 40% less damage for only 25% less RT, is more accurate, gains more balance... so it is a different kind of attack. But not really hands down "better".
A CLEAVE would do 3x the damage of a DRAW. Maneuvers in general are GREAT for getting past armor, barriers and buffs/debuffs to OF. But only every so often.
>> Attacking in between
I would like to make it cancel the maneuver if you attack in-between. This is how we justify their great power. Just need to pick at the combat system some more.
>>Right now I aim for about 1-1.5 seconds before shooting
The large OF penalty from not aiming is likely why you find yourself missing so much and doing so much less damage.
Powershot gets almost full aim bonus in half the time. No reason NOT to use it?
>>I have better accuracy with a weapon with 200 less ranks
Mastery skills skewing your results? That's a catastrophic bug otherwise :/ I wonder if people are just more conscious of missing with ranged weapons due to the load/aim times involved.
Oh, and I do intend to cut the chance for critical misses with a bow by half. Still need to add that.
>>Any future defensive maneuvers? I'd like to see something where we set it up, and do a counter/defensive attack, throw, etc - I can see empaths doing Akido sidesteps and throws and such, even drunken-style bards. Hell maybe something to prepare to catch a strike or ranged throw?
It'd take me several months of overhauling the combat system to implement such a thing... so not likely to happen really soon. Reactive maneuvers don't seem like they'd be very useful because:
1). Faster/easier to just attack one more time
2). Player enemies would just retreat and chuck a brick at your head until you die
3). Not sure how we'd begin to balance such a thing. At the point where it becomes useful, it also becomes overpowered for being "free" attacks.
Right now we have plans for channeled and situation maneuvers, and some toggle maneuvers that periodically Proc an effect when you strike for a period of time.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: An Intriguing Problem on 12/19/2013 11:57 PM CST
>>I am always surprised when people say FEINT works so well. It has a slight OF penalty, and less than half the DPS of SLICE. The way armor works, lower damaging attacks tend to work less effectively anyways... so FEINT generally should be better for gaining balance or when you are low on fatigue
feint's 2 seconds, draw's 3, slice is 4 - with MEGAsword(tm) feint takes 1-2 hits longer than draw, but in the end they're the same amount of time(draw is more accurate) and I'm a lot more fatigued with draw, slice usually takes an extra 4-5.
Usually I do draw first to open them up with lots of damage, and follow with devastating damage feints. Because of accuracy Feint also does less damage so it keeps things alive a defensive hit or two longer sometimes, so I get a tiny extra parry.
Sometimes I'll do chop after a shove or knockdown, but usually it's basically the same damage as if I just feinted at it at that point.
Pretty much when I do an analyze combo if it's not a 2 hit combo, or it's like jab, thrust, feint, thrust, or something with less than 2 chop/slice/draws I just do face next and try another.
>>A CLEAVE would do 3x the damage of a DRAW. Maneuvers in general are GREAT for getting past armor, barriers and buffs/debuffs to OF. But only every so often.
is that damage cap breaking? MegaSword plus MOA, plus ignite, plus blessing when applicable is already super crazy
>>The large OF penalty from not aiming is likely why you find yourself missing so much and doing so much less damage.
I find myself missing as much with zero aim as I do with full aim, and in the case of the greatsword I'm still doing a large amount of damage(noticably less with zero aim - but 1 second compared to 9 second aim, the same accuracy and damage are basically the same)
-I'm milking underhunting while my shield catches up though
>>Oh, and I do intend to cut the chance for critical misses with a bow by half.
Imma point fingers at that for my bow issues - with LT or 2he i whiff 3-4 in a row sometimes, I see a little more often with my bow (underhunting) than with my LT axe (overhunting) - I'm more likely to miss 3 times in a row than just once or twice too
4-7 hits sometimes up to 10(cause of misses) to kill on average with all 3(greatswords on the low end, bow in the middle, and LT axe for most hits to kill)
>>It'd take me several months of overhauling the combat system to implement such a thing... so not likely to happen really soon.
that's cool, just some thoughts I figured I'd share, and see if I could fish for any future neatness that might come our way
>>Right now we have plans forchanneled and situation maneuvers, and some toggle maneuvers that periodically Proc an effect when you strike for a period of time.
kinda like that...
thanks!
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
feint's 2 seconds, draw's 3, slice is 4 - with MEGAsword(tm) feint takes 1-2 hits longer than draw, but in the end they're the same amount of time(draw is more accurate) and I'm a lot more fatigued with draw, slice usually takes an extra 4-5.
Usually I do draw first to open them up with lots of damage, and follow with devastating damage feints. Because of accuracy Feint also does less damage so it keeps things alive a defensive hit or two longer sometimes, so I get a tiny extra parry.
Sometimes I'll do chop after a shove or knockdown, but usually it's basically the same damage as if I just feinted at it at that point.
Pretty much when I do an analyze combo if it's not a 2 hit combo, or it's like jab, thrust, feint, thrust, or something with less than 2 chop/slice/draws I just do face next and try another.
>>A CLEAVE would do 3x the damage of a DRAW. Maneuvers in general are GREAT for getting past armor, barriers and buffs/debuffs to OF. But only every so often.
is that damage cap breaking? MegaSword plus MOA, plus ignite, plus blessing when applicable is already super crazy
>>The large OF penalty from not aiming is likely why you find yourself missing so much and doing so much less damage.
I find myself missing as much with zero aim as I do with full aim, and in the case of the greatsword I'm still doing a large amount of damage(noticably less with zero aim - but 1 second compared to 9 second aim, the same accuracy and damage are basically the same)
-I'm milking underhunting while my shield catches up though
>>Oh, and I do intend to cut the chance for critical misses with a bow by half.
Imma point fingers at that for my bow issues - with LT or 2he i whiff 3-4 in a row sometimes, I see a little more often with my bow (underhunting) than with my LT axe (overhunting) - I'm more likely to miss 3 times in a row than just once or twice too
4-7 hits sometimes up to 10(cause of misses) to kill on average with all 3(greatswords on the low end, bow in the middle, and LT axe for most hits to kill)
>>It'd take me several months of overhauling the combat system to implement such a thing... so not likely to happen really soon.
that's cool, just some thoughts I figured I'd share, and see if I could fish for any future neatness that might come our way
>>Right now we have plans forchanneled and situation maneuvers, and some toggle maneuvers that periodically Proc an effect when you strike for a period of time.
kinda like that...
thanks!
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.
Re: An Intriguing Problem on 12/20/2013 03:41 AM CST
On the critter deal, I'd say re-balance, and what makes celps so awesome is the fact the spawn is great (all hunting grounds should spawn like they do!!!), they don't use magic, and there's no stupidly powerful special attack that is super annoying (poisons I can deal with). They're just like sand sprites, awesome spawn, no stupid magic, no annoying special attack (tingle or whatever I can deal with).
And as far as celps being free experience, I've died there, a number of times, even in 3.0. And I've dragged a few others out myself. Anyways, if something has to be done, I'd say the re-balance would be the best bet, just my two cents!
And as far as celps being free experience, I've died there, a number of times, even in 3.0. And I've dragged a few others out myself. Anyways, if something has to be done, I'd say the re-balance would be the best bet, just my two cents!
Re: An Intriguing Problem on 12/20/2013 05:41 AM CST
Socharis, regarding your intriguing problem...
I'm a bit CDO (some might say OCD, but that's not in alphabetical order) and it annoys me that the creatures are not balanced offensively/defensively. There are critters who will train defenses 10, 20, 50+ ranks higher than weapons. I am all in favor of making critters balanced. It just makes sense. If a critter has higher defenses, shouldn't you need MORE offensive skill to kill them? Balanced is a good thing, and seems the easier route.
________________________________________________________________
"I only automatically kill players when they're asking for it or it's funny. Or both." ~GM Raesh
I'm a bit CDO (some might say OCD, but that's not in alphabetical order) and it annoys me that the creatures are not balanced offensively/defensively. There are critters who will train defenses 10, 20, 50+ ranks higher than weapons. I am all in favor of making critters balanced. It just makes sense. If a critter has higher defenses, shouldn't you need MORE offensive skill to kill them? Balanced is a good thing, and seems the easier route.
________________________________________________________________
"I only automatically kill players when they're asking for it or it's funny. Or both." ~GM Raesh
Re: An Intriguing Problem on 12/20/2013 06:58 AM CST
Balancing I think would be the better option, but a couple of comments:
How would balancing work for creatures that cannot parry and do not have a shield. Celpeze was mentioned as having 20% more defense. Is this taking into consideration that celpeze rely completely on evasion? If its effective defense is 20% higher than its offense, wouldn't that mean that its evasion is 2.4 times greater than its weapon ranks? For creatures without shields, how can you balance those against ranged and thrown attacks?
If all creatures are balanced, are the only differences going to be name, spawn rate and special attacks? Variety is good, and one concern with balancing is the loss of variety especially at the lower tiers where the special attacks are not as potent.
How would balancing work for creatures that cannot parry and do not have a shield. Celpeze was mentioned as having 20% more defense. Is this taking into consideration that celpeze rely completely on evasion? If its effective defense is 20% higher than its offense, wouldn't that mean that its evasion is 2.4 times greater than its weapon ranks? For creatures without shields, how can you balance those against ranged and thrown attacks?
If all creatures are balanced, are the only differences going to be name, spawn rate and special attacks? Variety is good, and one concern with balancing is the loss of variety especially at the lower tiers where the special attacks are not as potent.
Re: An Intriguing Problem on 12/20/2013 07:22 AM CST
>I would like to make it cancel the maneuver if you attack in-between. This is how we justify their great power. Just need to pick at the combat system some more.
I feel this is a step in the wrong direction, as presently we have the choice of softening a target up a bit before applying a high damage attack. Given HP buffers, this may be a useful opening combo, or a potent finisher. If the issue is that you want MANEUVERs damage to be in line with the time (RT or 'charge up') takes to execute them, I feel like you're better off just changing it to straight RT.
Unless tactics maneuvers are still ok? Thematically, my impression of what is happening is you are orienting your body for a heavy attack, squaring your shoulders or planting your feet or whatever. Maybe instead of canceling the MANEUVER, place an OF penalty of some magnitude on the user for the span of time it spends charging? The choice to continue using position or balance favoring attacks while prepping a MANEUVER seems like part of the process, and I felt the pause (incidentally, does it scale according to weapon size?) was designed to allow lighter weapons a bit of an advantage, with an extra strike or two before the grand finale.
>it was taking 9-12 SLICE type attacks to kill an at-circle critter. It was taking 3-4 maneuvers to kill them.
I feel like this number is high for the testing I did with my barbarian on middle gryphons (~350 HE/HB, ~50 Str, ~40 Agl). 350 might be a little high for middle gryphons though. I'd place it closer to 4-6 attacks and 2-3 maneuvers. Ish.
>Which ones were you using?
All of them. I don't train QS, so not TWIRL. SUPLEX was broken in gryphons last I gave it a go. DOUBLESTRIKE is by far my favorite.
I feel this is a step in the wrong direction, as presently we have the choice of softening a target up a bit before applying a high damage attack. Given HP buffers, this may be a useful opening combo, or a potent finisher. If the issue is that you want MANEUVERs damage to be in line with the time (RT or 'charge up') takes to execute them, I feel like you're better off just changing it to straight RT.
Unless tactics maneuvers are still ok? Thematically, my impression of what is happening is you are orienting your body for a heavy attack, squaring your shoulders or planting your feet or whatever. Maybe instead of canceling the MANEUVER, place an OF penalty of some magnitude on the user for the span of time it spends charging? The choice to continue using position or balance favoring attacks while prepping a MANEUVER seems like part of the process, and I felt the pause (incidentally, does it scale according to weapon size?) was designed to allow lighter weapons a bit of an advantage, with an extra strike or two before the grand finale.
>it was taking 9-12 SLICE type attacks to kill an at-circle critter. It was taking 3-4 maneuvers to kill them.
I feel like this number is high for the testing I did with my barbarian on middle gryphons (~350 HE/HB, ~50 Str, ~40 Agl). 350 might be a little high for middle gryphons though. I'd place it closer to 4-6 attacks and 2-3 maneuvers. Ish.
>Which ones were you using?
All of them. I don't train QS, so not TWIRL. SUPLEX was broken in gryphons last I gave it a go. DOUBLESTRIKE is by far my favorite.
Re: An Intriguing Problem on 12/20/2013 07:41 AM CST
>I feel like this number is high for the testing I did with my barbarian on middle gryphons (~350 HE/HB, ~50 Str, ~40 Agl). 350 might be a little high for middle gryphons though. I'd place it closer to 4-6 attacks and 2-3 maneuvers. Ish.
Considering I mow through those with 200 rank weapons on an at level necro, yeah, you're a tad over them. The whole idea of 3.x is to slow things down to where 3-5 hitting things i abnormal, with such in mind giving us a potent cooldown based ability (maneuvers) that are designed to be above normal combat in damage makes for a nice addition.
On that note, I rather like the current setup of Engage Maneuver, wait a few, dmg/RT. This gives an aware combatant a chance to 'Do Something' to prevent it, as well as the user a chance to prevent the sucker about to catch an axe to the chin a chance to escape. More dynamic stuff is better then .attack to me.
Samsaren
Considering I mow through those with 200 rank weapons on an at level necro, yeah, you're a tad over them. The whole idea of 3.x is to slow things down to where 3-5 hitting things i abnormal, with such in mind giving us a potent cooldown based ability (maneuvers) that are designed to be above normal combat in damage makes for a nice addition.
On that note, I rather like the current setup of Engage Maneuver, wait a few, dmg/RT. This gives an aware combatant a chance to 'Do Something' to prevent it, as well as the user a chance to prevent the sucker about to catch an axe to the chin a chance to escape. More dynamic stuff is better then .attack to me.
Samsaren
Re: An Intriguing Problem on 12/20/2013 09:18 AM CST
>>Imma point fingers at that for my bow issues - with LT or 2he i whiff 3-4 in a row sometimes, I see a little more often with my bow (underhunting) than with my LT axe (overhunting) - I'm more likely to miss 3 times in a row than just once or twice too
If you are truly underhunting, the chance for a critical miss is only a few %. It should be exceedingly rare to miss back-to-back-to-back, with any weapon.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
If you are truly underhunting, the chance for a critical miss is only a few %. It should be exceedingly rare to miss back-to-back-to-back, with any weapon.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: An Intriguing Problem on 12/20/2013 09:22 AM CST
>>SUPLEX was broken in gryphons last I gave it a go.
Broken how? I don't believe gryphons can be knocked over because they fly... but that would be a feature of that critter, not a reflection of the ability being broken?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Broken how? I don't believe gryphons can be knocked over because they fly... but that would be a feature of that critter, not a reflection of the ability being broken?
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: An Intriguing Problem on 12/20/2013 09:28 AM CST
And yeah, I am really torn regarding how penalizing we should be during the "charge up".
This was my first attempt at copying some of the advancements modern MMOs have made to their combat systems. In games like EQ, CoH, WoW, these kinds of abilities have what is called an "activation time" where nothing offensive can be done (except moving and using emotes). By the mid-to-upper levels you'll have a smattering of abilities to fill all the gaps.
The trouble with DR is we have no UI. No buttons to click or organize, no easy way to display and allow players to hotkey these abilities. So I am trying to avoid taking it to such an extreme that combat is a confusing mess :P
On that note, I will be adding MANEUVER CHARGE, a verb that auto-selects the appropriate charged maneuver for the primary weapon you are using :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
This was my first attempt at copying some of the advancements modern MMOs have made to their combat systems. In games like EQ, CoH, WoW, these kinds of abilities have what is called an "activation time" where nothing offensive can be done (except moving and using emotes). By the mid-to-upper levels you'll have a smattering of abilities to fill all the gaps.
The trouble with DR is we have no UI. No buttons to click or organize, no easy way to display and allow players to hotkey these abilities. So I am trying to avoid taking it to such an extreme that combat is a confusing mess :P
On that note, I will be adding MANEUVER CHARGE, a verb that auto-selects the appropriate charged maneuver for the primary weapon you are using :)
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: An Intriguing Problem on 12/20/2013 09:34 AM CST
Re: An Intriguing Problem on 12/20/2013 10:46 AM CST
>Broken how? I don't believe gryphons can be knocked over because they fly... but that would be a feature of that critter, not a reflection of the ability being broken?
I posted the log in the Barb thread, it seemed to be a combination of parser error and the gryphon not being SUPLEXable. Perhaps critters that can't be knocked down should return a failure of the maneuver? "You reach for the gryphon but it flaps out of reach!" or something? I admittedly didn't go anywhere else to try testing it, and see others enjoying SUPLEX so assume it's working fine elsewhere.
>This was my first attempt at copying some of the advancements modern MMOs have made to their combat systems. In games like EQ, CoH, WoW, these kinds of abilities have what is called an "activation time" where nothing offensive can be done (except moving and using emotes). By the mid-to-upper levels you'll have a smattering of abilities to fill all the gaps.
I really want to acknowledge your efforts too, I think you've diversified the bejeezus out of the game in an extremely laudably balanced manner.
In those MMOs, abilities that have a charge up time that only allows movement should be, naturally, used on the move, prioritizing over abilities that must be prepped while stationary. I'm not sure how to really translate that to DR, aside from maybe only allowing certain actions during this time, such as prepping/targeting a spell or tactics maneuvers. Of course, we don't have to duplicate everything as is, I'm just offering this as a suggestion.
>On that note, I will be adding MANEUVER CHARGE, a verb that auto-selects the appropriate charged maneuver for the primary weapon you are using :)
Heh, excellent. This will certainly simplify things. As long as you're tweaking stuff for simplicity, any chance of getting specific Barbarian ANALYZE combos refreshable, so we can see what's coming up next in the combo, or more easily resettable?
I posted the log in the Barb thread, it seemed to be a combination of parser error and the gryphon not being SUPLEXable. Perhaps critters that can't be knocked down should return a failure of the maneuver? "You reach for the gryphon but it flaps out of reach!" or something? I admittedly didn't go anywhere else to try testing it, and see others enjoying SUPLEX so assume it's working fine elsewhere.
>This was my first attempt at copying some of the advancements modern MMOs have made to their combat systems. In games like EQ, CoH, WoW, these kinds of abilities have what is called an "activation time" where nothing offensive can be done (except moving and using emotes). By the mid-to-upper levels you'll have a smattering of abilities to fill all the gaps.
I really want to acknowledge your efforts too, I think you've diversified the bejeezus out of the game in an extremely laudably balanced manner.
In those MMOs, abilities that have a charge up time that only allows movement should be, naturally, used on the move, prioritizing over abilities that must be prepped while stationary. I'm not sure how to really translate that to DR, aside from maybe only allowing certain actions during this time, such as prepping/targeting a spell or tactics maneuvers. Of course, we don't have to duplicate everything as is, I'm just offering this as a suggestion.
>On that note, I will be adding MANEUVER CHARGE, a verb that auto-selects the appropriate charged maneuver for the primary weapon you are using :)
Heh, excellent. This will certainly simplify things. As long as you're tweaking stuff for simplicity, any chance of getting specific Barbarian ANALYZE combos refreshable, so we can see what's coming up next in the combo, or more easily resettable?
Re: An Intriguing Problem on 12/20/2013 05:40 PM CST
< This was my first attempt at copying some of the advancements modern MMOs have made to their combat systems. In games like EQ, CoH, WoW, these kinds of abilities have what is called an "activation time" where nothing offensive can be done (except moving and using emotes). By the mid-to-upper levels you'll have a smattering of abilities to fill all the gaps
The problem is the number of seconds it takes to accomplish these attacks, a person can squeeze a multitude of attacks into the same time that add up to more damage than a maneuver, making the extra time and effort for a maneuver inefficient.
I love the potential for a maneuver system, it could add a whole lot of flavor to DR, but I don't think that flavor will be from making maneuvers stand alone attacks. I feel maneuvers would be best suited for "attack enhancers" that modify the next attack you make into something slightly different, or add special properties to it. That would allow for all different variations of attacks, not just the clear cut "maneuvers" released. Powershot snipe/poach/fire/dual load, cleave whirlwind/ambush/normal attack/backstab. The room for expansion would be alot bigger this way.
The problem is the number of seconds it takes to accomplish these attacks, a person can squeeze a multitude of attacks into the same time that add up to more damage than a maneuver, making the extra time and effort for a maneuver inefficient.
I love the potential for a maneuver system, it could add a whole lot of flavor to DR, but I don't think that flavor will be from making maneuvers stand alone attacks. I feel maneuvers would be best suited for "attack enhancers" that modify the next attack you make into something slightly different, or add special properties to it. That would allow for all different variations of attacks, not just the clear cut "maneuvers" released. Powershot snipe/poach/fire/dual load, cleave whirlwind/ambush/normal attack/backstab. The room for expansion would be alot bigger this way.
Re: An Intriguing Problem on 12/20/2013 05:48 PM CST
I find the DFA shield ignoring aspect of cleave enormously helpful. My experience in cabalists differs from that of the OP, and that may be because I lack his base weapon skill. I notice a substantial difference between cleave and regular attacks (though strangely, it takes me about the same number of hits to kill without cleave as he reported, 9-13).
Maybe the OP was already capping damage. Did you appraise the critter after cleave or see how many cleaves alone it took to kill a cabalist? It took me 3-4 cleaves, usually 3. The hit messaging might be deceptively light considering the vitality damage that is actually going through.
Maybe the OP was already capping damage. Did you appraise the critter after cleave or see how many cleaves alone it took to kill a cabalist? It took me 3-4 cleaves, usually 3. The hit messaging might be deceptively light considering the vitality damage that is actually going through.
Re: An Intriguing Problem on 12/21/2013 02:21 PM CST
Whichever option is picked, I hope that critters that parry get some kind of something tacked onto them to make it more appealing (or maybe just a flat reduction in defenses).
As it stands, it's always kinda dumb to fight something that can parry since it's insanely better to just not bother. That's one of the two reasons why people lean toward [critter] mobs that just evade. The other is that some people tend to just like mobs they can skin than mobs with more dynamic/random treasure generation.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
As it stands, it's always kinda dumb to fight something that can parry since it's insanely better to just not bother. That's one of the two reasons why people lean toward [critter] mobs that just evade. The other is that some people tend to just like mobs they can skin than mobs with more dynamic/random treasure generation.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: An Intriguing Problem on 12/21/2013 04:47 PM CST
>That would make slice attacks with piercing weapons have horrible FoI, as logic would suggest.
"The good knife fighter thinks on point and blade and shearing-guard simultaneously. The point can also cut; the blade can also stab; the shearing guard can also trap your opponent's blade."
Sorry, had to. I actually quite agree with your point, that FoI should contribute only to moves that utilize the weapons highest damage type. It might be problematic with some weapons that have equal slice/pierce and impact, but I'll let a weapons expert chime in on that.
"The good knife fighter thinks on point and blade and shearing-guard simultaneously. The point can also cut; the blade can also stab; the shearing guard can also trap your opponent's blade."
Sorry, had to. I actually quite agree with your point, that FoI should contribute only to moves that utilize the weapons highest damage type. It might be problematic with some weapons that have equal slice/pierce and impact, but I'll let a weapons expert chime in on that.
Re: An Intriguing Problem on 12/23/2013 12:27 AM CST