Re: Senci Maul and Shards on 07/06/2014 01:34 PM CDT
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>A crazy ton of good things could happen with a person or two to help out with each system. Adding higher Tier templates, fixing bugs, expanding Work Orders, expanding Prestige, adding secondary effects to materials, etc etc etc. I can dream :)

Definitely, the interwebs leaves lots up to interpretation. People are willing to help you, Kodius. Players want to test, we want stuff released where we can feel confident there's no bugs and what we see is what we get. How can we make that happen?
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Re: Senci Maul and Shards on 07/06/2014 01:38 PM CDT
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What if we setup a place on Elanthipedia with "stuff to test"? I could then try to have a few things always available on the Test server for playing around with. Folks could log-in when they want, and post feedback directly on the wiki for me to see.

Right now it is a combination of Test chatter, IMs, emails and forum posts... harder to consolidate in one place and more effort for me to sort through :)





"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
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Re: Senci Maul and Shards on 07/06/2014 01:42 PM CDT
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We should do this.


"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
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Re: Senci Maul and Shards on 07/06/2014 01:44 PM CDT
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I think that's a great idea. Involving the players more in systems you're working with should help ease your workload some and help catch bugs in systems before they make it into a live environment. Why is it so challenging to have Test running more then it currently is?
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Re: Senci Maul and Shards on 07/06/2014 01:45 PM CDT
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As someone who plays a Tog with a huge strength and stamina focus, as well as a fondness stylistically for hugely heavy weapons, I'm all for anything that opens up larger weights, even if it comes with some severe penalties.

I'm sad if the senci has to change, but I get it. But I'm sad.

I think regardless of what happens, if any changes are made, probably exchanging will remove at least some people's bad taste.



Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Senci Maul and Shards on 07/06/2014 01:47 PM CDT
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I'd just leave them be and pull the prize for the later runs with a post loudly announcing it and offering refund/cancellation options for those signed up already for runs that won't have it. There's not an enormous amount of this stuff out there yet and you have plenty of time down the road to adjust stamina hits as needed. That's probably a good tweak for the 130+ stone weapons of doom anyway.
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Re: Senci Maul and Shards on 07/06/2014 02:19 PM CDT
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I'll probably recommend we leave them for the current set of runs and come up with different material prizes for the future. Maybe an equivalent bone option for puncture weapons that is appropriately weighted :P


There are some near-finished combat expansions that I'll try to get to Test in the next week.

- Armor hindrance tweaks for critical saves/miss and hindrance
- New mechanics for weapon balance/suitedness

Maybe I'll bundle some things for heavy weapons in there for people to test and provide feedback on.




"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
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Re: Senci Maul and Shards on 07/06/2014 02:27 PM CDT
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Just a quick check-in. If you were to modify the density, would that effect the overall quality of the sling ammo? It's currently the only thing making the stonebow a good weapon, having switched to it after getting roughly the same kill speed with it as I did with my LX and pulzones.
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Re: Senci Maul and Shards on 07/06/2014 02:35 PM CDT
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Sounds like he's leaving it be.


"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
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Re: Senci Maul and Shards on 07/06/2014 03:19 PM CDT
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Seems like a good plan. I'd like to play with the suited/balance testing when that goes live; any chance you can give us a heads up on the contours of what we should be expecting there (maybe in the Combat or Test folder)?
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Re: Senci Maul and Shards on 07/07/2014 11:06 PM CDT
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>>The Test server is so often unavailable when I need it, and that makes testing hard. I am not allowed to give players new materials in the live instances to test with. It would get me fired :/

i'm sure i am not the first to suggest this but can't you make a "Kodius' tower" where players can go let's say from Fang Cove and it would just be a forge/or whatever where they can manipulate a certain material without being able to pick it up? set it up for the exact condition you want and let the players tool around with it then save the outcome on your end and maybe throw them a few prestige points?

i know that occasionally GMs would make their "office" or "home" available and have beverages or food or whatever.. why can't you just make yours into a forge or loom or whatever to test out what you want tested and just set it up and throw out emails/IMs to those interested to come and do their thing.

this way they can't take the item with them, they can possibly archive it for Epedia if it's ready for archiving, not feel like they had to step away from their gameplay to do something they get no reward for, and in the process help you with the finished product.

Damian, a voice from the distant and long-forgotten past.
AIM:DamianDR
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Re: Senci Maul and Shards on 07/08/2014 06:40 PM CDT
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A kodius test tower is a great idea. Players are stripped of all their belongings when they enter, and leave.

and/or;

Why can't test just be left open, with restrictions on who can enter it? Why close it down at all?




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Re: Senci Maul and Shards on 07/08/2014 07:09 PM CDT
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>Why can't test just be left open, with restrictions on who can enter it? Why close it down at all?

Resource allocation is probably a part of it, I'd assume Simu has to pay for the extra instance somehow. Then you have to copy the entire player database over every time you want an 'updated' test, and even with automated tools that takes more resources. Players certainly wouldn't want to test with last weeks stats.




I'm a badger, I be badgerin'
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Re: Senci Maul and Shards on 07/09/2014 08:36 PM CDT
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Work has ramped up considerably this week and kept me distracted, but will try to get those items I mentioned out to test over the weekend.



"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
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Re: Senci Maul and Shards on 07/12/2014 08:55 AM CDT
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>>Get me a GM helper for testing and you'll see the number of bugs go down ::: cricket cricket :::: Ok, I thought so :P

I play roughly 40-60 hours a week I play from work, I play in my free time. I do not want to be a GM because I enjoy being a gamer BUT...

I would sign any NDA and devote a few hours a day to testing anything they asked me to test as a player in the test instance, and make a formal observation or report of what was done.

I am not talking about logging into test and testing things willy nilly. Send me a "request to test" a list of things that need to be checked out, give me tools to do this (characters skills whatever) or lack there of. I have a pretty good gammut of diversity on my account but some things I would need GM intervention.

I would even be willing to learn anything they wanted system wise.

I have applied for a GM spot, but again I like playing the game, and the application for GM is frankly intimidating, and turns me off to the whole process.

I am not loosely creative. I can present excellent ideas on things I am passionate about but the questions of the app are just too concise for my taste.

I mean pure GM/GH is great but smaller devoted tester spots should be invented. I do not think I am alone in my position. a lot of us have extra time they could devote but do not want to be tied down to a GM/GH position because they like to play but would be willing to keep anything they do quiet in test for the games sake.
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Re: Senci Maul and Shards on 07/13/2014 12:39 PM CDT
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<I would sign any NDA and devote a few hours a day to testing anything they asked me to test as a player in the test instance, and make a formal observation or report of what was done.>

^That.

Merrila
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Re: Senci Maul and Shards on 07/13/2014 08:19 PM CDT
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The test server was unavailable this weekend, so I've been unable to get anything moving. Sorry folks :(

This week is looking to be extremely busy for me, so we'll try for next weekend if all goes well.



"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
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Re: Senci Maul and Shards on 08/07/2014 05:39 PM CDT
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>>>>as I also do not see why metal weapons should be able to corner the market on top weapons in the game?

>>They aren't. The senci stone weapons will still be better than Tyrium forged at the same weight. Diamondique is as good as Tyrium at the same weight.

They are. Because if we compare Diamondique and Tyrium, tyrium can be weighted up to 7.5 density and will always have better stats. Since we can't 'weight' stone, nor have I heard it mentioned anywhere as possible in the future, stone weapons will always be eclipsed by metal.

With the way hardness/density works, I wouldn't be surprised if 7.5d tyrium would be on par with 6d senci.

>>I do not know of any RPGs where common stone and bone weapons routinely outclass their common metal counterparts?

Nor do I, but that's also a terrible argument to use here. 1)DR doesn't need to match other games in terms of lore. 2)even if Senci was left as-is, it wouldn't routinely outclass anything. A single material available only as a reward from one quest, in a profession with only a fraction of forging's weapon templates, where not even all of them are better than metal (hand axe for example is almost identical in senci or kertig) can hardly be called routine.

As the owner of a senci weapon, I wouldn't be thrilled to see it drop at all (i don't think anyone would), but if it was changed to 110h/7.5d appraisal I wouldn't mind too much. If it dropped down to 6d I would probably scream bloody murder.

For another possible 'fix' alternative - what if stone in general were left with it's inferior appraisals (due to weighting as previously mentioned) but received a bonus to FOI?
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Re: Senci Maul and Shards on 08/07/2014 05:52 PM CDT
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The maximum density that tyrium can get to with currently available metals is 6.99 not 7.5. No metal weighs enough to be added to tyrium to get it to 7.5 without it turning to tyrium alloy
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Re: Senci Maul and Shards on 08/07/2014 06:22 PM CDT
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>tyrium can be weighted up to 7.5 density

Tyrium caps out at 6.99 density.

>and will always have better stats.

That's not how weighting works. Weighting shifts points around, from balance and speed to damage and suitability (it's more complicated then that).

Higher density is not better, it's different, despite what many people think. The lessened desirability of balance is a separate universal issue, and a different conversation.



Weapons for Sale:
https://elanthipedia.play.net/mediawiki/index.php/User:CARAAMON#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
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Re: Senci Maul and Shards on 08/14/2014 12:56 PM CDT
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>>Weighting shifts points around, from balance and speed to damage and suitability (it's more complicated then that)

The problem is that players can always work the speed back down to 0 with high stats. So effectively the high density weapons do win.

This will be changing though. Heavy (unbalanced) weapons will soon have their DPS brought more in line.




"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
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Re: Senci Maul and Shards on 08/14/2014 02:37 PM CDT
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>>This will be changing though. Heavy (unbalanced) weapons will soon have their DPS brought more in line.

RTs that care about density as well as weapon type?



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.
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Re: Senci Maul and Shards on 08/14/2014 02:57 PM CDT
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> RTs that care about density as well as weapon type?

At one point Kodius was talking about density-gated maneuvers.
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Re: Senci Maul and Shards on 08/14/2014 02:58 PM CDT
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>>At one point Kodius was talking about density-gated maneuvers.

Those sound cool but they wouldn't resolve the DPS issue.



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.
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Re: Senci Maul and Shards on 08/19/2014 10:46 AM CDT
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Balance will play an expanded roll in determining accuracy caps. Weapons with low balance will always miss more than weapons with high balance, regardless of player skill. I am also adding special messaging so you know when this happens and can use it to determine if extremely unbalanced weapons are too penalizing for your play style.

Likewise when high balance turns a miss into a hit, you will also see messaging indicating as such. This should help mirror weapons and other templates with high balance provide feedback as to how much they are helping.




"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
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Re: Senci Maul and Shards on 08/19/2014 02:17 PM CDT
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>>DR-Kodius: Balance will play an expanded roll in determining accuracy caps. Weapons with low balance will always miss more than weapons with high balance, regardless of player skill. I am also adding special messaging so you know when this happens and can use it to determine if extremely unbalanced weapons are too penalizing for your play style. Likewise when high balance turns a miss into a hit, you will also see messaging indicating as such.

Thanks! That sounds very reasonable.



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Re: Senci Maul and Shards on 08/19/2014 07:37 PM CDT
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Messaging like that is hugely helpful. Thanks for incorporating more of that into combat.
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Re: Senci Maul and Shards on 08/20/2014 11:28 AM CDT
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Kodius,

What balance level were you considering to be the base level where the balance of the weapon does not penalize or give a bonus to hit?
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Re: Senci Maul and Shards on 08/20/2014 12:58 PM CDT
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I am redoing the to-hit tables to make room for the new attack Fumble/Recover mechanics.

Later today I will (hopefully) be pushing the following to Test:


* For every attack you compare OF and DEF and have a To-Hit target

* Attacker then rolls on the target and determines a Hit or a Miss

* If a Hit, the weapon balance determines the Fumble Chance.

* The attacker rolls on this fumble chance, which can negate a hit

* If a miss, the weapon balance determines the Recover Chance.

* The attacker rolls on the Recover chance, which can negate a miss


* All attacks still have a chance to hit or miss, even at the extremes.

* The base to-hit chance went down slightly to accommodate these changes.

* Reasonably balanced is considered the middle-spot for fumble/recover chance


The intent behind these changes is to bring back some importance to the weapon balance stat, without disrupting combat too significantly.




"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
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Re: Senci Maul and Shards on 08/20/2014 02:18 PM CDT
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I personally feel like reasonably sets the bar too high and that the baseline should be decently or fairly instead. Most 2hb and 2he templates can only hit that level of balance at or very very close to absolute minimum weight. (ignoring polearms as some of them are quite a bit more balanced than 2he or 2hb templates) This would would mean if you sacrificed all extra damage from weight to balance your heavier weapon the best you could do, in general, would be to reach the baseline. I think that if a person is willing to forgo most of the extra damage from weight to regain the balance in their heavy templates it should end up at least 1 stage to the positive of the baseline. As for the much much higher balance ranges, those will only be seen in mirror weapons, quarterstaff, and light edge templates - at a glance.

Just my 2 cents.
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Re: Senci Maul and Shards on 08/20/2014 02:41 PM CDT
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Looking further and assuming you are using steel as a baseline>

Even among heavy edges, absolute minimum weight on the 7 volume templates show as decently/decently. Absolute minimum weight in the 8 volume templates is reasonably/fairly. Absolute minimum weight on the 9 volumes templates are inadequately/soundly.

All values pulled from elanthipedia for reference.

Further questions I would like to pose are:

How would this translate to ranged/thrown weaponry? Heavy crossbows are notoriously unbalanced for example.

Is it ok that a very very large number of weapons can only hope to reach the baseline if that?

How does this change the balance between edged and blunt templates? If you were to use caraamon's metric of adding the damage totals together blunt weapons already average far less total damage than edged counterparts. Blunt weapons are on average far less balanced as well.

Just more cents to add to the conversation.
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Re: Senci Maul and Shards on 08/20/2014 03:08 PM CDT
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IMO I like that heavier weapons, which are by nature less balanced, will hit harder but be less accurate than lighter weapons, which are by nature more balanced but hit weaker.



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.
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Re: Senci Maul and Shards on 08/20/2014 03:23 PM CDT
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I agree with the idea of that. But the focus of my comments is just refers to the BASELINE of what kodius is proposing. Regardless of where the baseline is set, lighter weapons will now be more accurate than their heavier counterparts under kodius's proposal. (excluding quarterstaff and mirror weapons) With the baseline set at reasonably, most anything bigger than a scimitar automatically starts with a penalty to hit and gets worse with no chance at not getting a penalty. And that is looking at weapons through the filter of minimum weight to start. Steel at natural density instead of minimum paints an even worse picture.

TLDR: Most weapons are looking at a penalty and the only question is to what degree. The ranges that provide a bonus to-hit are limited to a very very small subsection of all weapons as a whole. Reasonably is just to high on the scale for what occurs commonly in forged weapons. Lastly, you have to consider the implications on forms of combat that do not naturally generate personal character balance. (nimbly adeptly etc) Such a change needs to take into account thrown weapons and ranged weapons that are already missing the to-hit gains from balance and position.
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Re: Senci Maul and Shards on 08/20/2014 03:33 PM CDT
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> I personally feel like reasonably sets the bar too high

I don't know if i agree. The biggest heaviest weapons there are for most of the one handed molds are going to have fair balance or better(except blunts). A 52 stone broadsword made from kertig (very very heavy for a broad) has fair balance without any type of balancing at all. If anything the bar may be set low at reasonable because of the ability to balance weapons after their creation.
Fixing balance definitely sounds like a step in the right direction, but making balance useful will make things a little lopsided in the world of weapons until power from strength is made equally as useful.
I think the issue with very low balance weapons like blunts will be addressed by fixing power suit to be as useful as balance.
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Re: Senci Maul and Shards on 08/20/2014 03:42 PM CDT
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@Embodiedchaos

Using your specific template as a reference. For steel at an absolute minimum weight of 25 stones without balancing (per your example) you would hit decently/decently. That means that in order to hit the baseline of kodius's proposal you would need to balance it to reasonably/fairly. Again, this is the absolute minimum weight for the template in your example just to hit the baseline. If steel is not the metric by which the system should be judged I could investigate further on the effects rare-metal brings to things but my understanding is that steel should be the baseline. Does anyone feel differently on that point?

I absolutely agree with you on that fixing balance is certainly a step in the right direction however.
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Re: Senci Maul and Shards on 08/20/2014 03:59 PM CDT
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> For steel at an absolute minimum weight of 25 stones without balancing (per your example) you would hit decently/decently.

The hardness of the metal plays a part in the end balance of the weapon, and the template of the weapon plays an even larger part. That would make glaes a far better choice, having higher hardness and lower base density than steel. The biggest issue is going to be the templates for the weapons themselves, they hold the range for the minimum/maximum balance/power that can be achieved. Considering you can only really trade balance for power, all of this will be resolved when power suit is made useful. When that happens it won't really matter where the baseline is set as long as its near the middle. I say set it, forget it, and move on.
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Re: Senci Maul and Shards on 08/20/2014 04:00 PM CDT
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At the risk of over-saturating this thread before more people can comment, I also wonder how does brawling factor into these changes? How will the fumble/recover mechanics interact? Will brawling maneuvers be set to a certain balance behind the scenes to not be excluded from fumble/recovery?
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Re: Senci Maul and Shards on 08/20/2014 04:27 PM CDT
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Without any way to balance carved weapons, or to choose different templates than the few that are given, tweaks to balance are going to hit those very hard. No pun intended.

Sigh

- - -
~Dreamheart Delaevan Forestwolf
Singing since before the Guild was restored.
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Re: Senci Maul and Shards on 08/20/2014 06:39 PM CDT
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Let's see how it feels before we start complaining about it? This is why we have a Test server and why I spend time deploying things there first for people to play with and report feedback on using actual in game numbers instead of imaginary thought experiments :P

Baseline just means somewhere near the center of the lopsided curve. All weapons, even those with 500 points of balance will be able to fumble, and even those weapons with 0 balance will be able to recover.

Heavy weapons should not always be the best always in every situation forever. Lighter weapons specialized for balance should have their own niche.

This also gives me an opening for balance-related enchantments.



"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
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Re: Senci Maul and Shards on 08/20/2014 07:23 PM CDT
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> This also gives me an opening for balance-related enchantments.

How do you intend for mirror weapons to react with enchanting?
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