Feedback Request: Enhancive Changes on 05/19/2021 05:49 PM CDT
Links-arrows 1
Reply Reply
(This message is also available as a Google Document at https://docs.google.com/document/d/1D9pIV2K-elAv1TUMurqUdqTRjyjcnTxxoMSt7xgHTBA )

DISCLAIMER: This is just a design proposal. Any or all changes referenced in this post can and are likely to change as the mechanics are implemented and tested. Do not make any drastic decisions (such as training choices or purchases at events) for your characters based upon what is listed in this proposal. You will not be compensated or refunded for any adjustments made to this design after the fact.

We are considering simplifying enhancive items to convert Stat Bonus boosts to be Stat Base instead, and Skill Bonus boosts to be Skill Ranks instead.

Thus, an item with these enhancements:
It provides a boost of 2 to Strength Bonus.
It provides a boost of 3 to Two-Handed Weapons Bonus.

Will be converted to have these enhancements:
It provides a boost of 4 to Strength.
It provides a boost of 3 to Two-Handed Weapons Ranks.

Our goal is to condense the system and make it easier to understand, reducing confusion. These changes would retroactively apply to all existing enhancive items as well as newly created items going forward.

The development team is interested in comments, concerns, and other feedback you may have regarding this change. Here’s a few things we’ve already noted, and how we plan to address them:

RECHARGING COSTS:

This change will affect the cost per charge of enhancive items that currently provide boosts to Stat Bonuses. In the majority of cases this change will be negligible; in many cases the converted items will cost less per charge than they do now. In some relatively extreme examples, the cost may increase. A hypothetical 20 Strength Base enhancive currently costs about 11% more per charge than an equivalent 10 Strength Bonus enhancive.

Skill Ranks will be adjusted to use the same costs Skill Bonuses previously did, resulting in a reduction of those recharge costs by around 90%.

ADVENTURER’S GUILD BADGES:

Enhancive costs also factor into how strong of enhancives can be applied to your Adventurer’s Guild Badge. Since our proposed changes may make these items slightly more expensive in some cases, it’s possible (though very unlikely) you may be unable to enhance an adventurer’s guild to match the enhancements it currently has.

Your existing adventurer guild badges will continue to function, even if they are stronger than the new math says they are supposed to be.

FUSION ARMOR

Fusion armor currently limits you to one orb per type, but it has previously been possible to combine e.g. both a Strength Bonus orb and a Strength Base orb together.

To allow these setups to continue to be possible, fusion armor will be changed to allow a limit of two orbs of the same type in the cases of stats and skills.

Existing fusion orbs will also be converted to the new system. To avoid making them hard to tell apart, their appearance will not be changing. If you are remembering which orb is Strength Bonus and which is Dexterity Base by their color, you will continue to be able to do so.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 05:55 PM CDT
Links-arrows 2
Reply Reply
No objections here. Seems like a good change.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 06:07 PM CDT
Links-arrows 3
Reply Reply
All of this sounds really good in terms of quality of life and will make it easier for ALL players to use enhancives. I also like the consideration for the 2 same orb fusion part. Although, if you meant to say that ALL existing fusion orbs in the game will be converted to new style fusion orbs then I am sure some people will not like that. I would suggest maybe a method to refill/create fusion orbs that is atleast twice per year.... once per year is rough especially if people had planned for and paid a premium for old style fusion orbs.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 06:18 PM CDT
Links-arrows 4
Reply Reply
Are there any situations where enhancives using solely Ranks in the future would no longer grant the same boost, such as a profession service or spell with lore effects?




Some lady softly says, "Naamit is over-rated."
You reply, speaking to the lady, "At least I have ratings."
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 06:18 PM CDT
Links-arrows 5
Reply Reply
I do not even need to read the document to give this entire idea +100! Enhancives confused me so much. THEN I learned there were BONUS and RANKS ... and I was even more confused.

Thank you ever so much!

~L.

--
ESP TUNE TOWNCRIER or ;tune towncrier
Web: http://gstowncrier.com/
Daily Email: gstowncrier.com/subscribe/

gstowncrier.com/where-to-find-the-towncrier/

Send in news: https://bit.ly/2ISsz2l

P.S. Help Wanted, Inquire Within
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 07:28 PM CDT
Links-arrows 6
Reply Reply
This seems great! I assume that all enhancives would be eligible for HESS upgrades now as well? Before there were some weird restrictions where you could upgrade skill bonuses but not ranks, and stat base but not bonus (even if you wanted to use two certs). Or something, I can't remember, it always confused me. Which is why this change is good!

The only yellow flag here to me is the AG badge thing - i.e. that some badges might get weaker. Are there specific cases that you can mention?
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 07:33 PM CDT
Links-arrows 7
Reply Reply
I have no strong feelings one way or the other.

Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 07:46 PM CDT
Links-arrows 8
Reply Reply
Stats to just bonuses: Get it, love it... hate that costs are going to increase for my high end items, but I'm mostly simucoin potioning them anyway.

Skill to Ranks... I don't love. Ideally, I'd love to see things aling to the same mechanics of ascension. However, I realize now that it would result in a large shift, and is likely going to be met with more player resistance, as heavy rank-based skills such as lores, AU, Dodge, and MOC would need to be fundamentally re-evaluated.

I also don't love that while seemingly making things easier, it's increased complexity for those ten new players who may see their relative bonuses decrease over time as their raw skills go up, and get confused about the strange progress, or how 1 rank of MIU from enhancive isn't the same as 1 MIU via Ascension. Or many enhancives they need to cap out their max enhancive bonus when they're sitting at 28 ranks in a skill.

Maybe I'm dwelling on best getting in the way of better... or maybe there's opportunity to align ascension into being +1 rank rather than +1 skill for more consistency and ease.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 08:06 PM CDT
Links-arrows 9
Reply Reply
>>The only yellow flag here to me is the AG badge thing - i.e. that some badges might get weaker. Are there specific cases that you can mention?

Per the OP, and based on our research of the adventurer's guild badge. The amount of upgrades give a total potential recharge cost you can allocate towards stats/skills/attributes.

In this change, we are looking at bonuses being converted to stats. For AUR, LOG, STR, INT, WIS, and INF, this will increase the costs associated with these stats. While these marginal changes are <5%, it is possible that you're pushing the absolute upper bounds of how much your badge can hold. Therefore, it's possible that if your badge only enhances those stats, when converting 1:2 from bonus to stat, it will push the evaluation over your current badge threshold.

Based on looking into the examples for advguild badge costs, I think that the risk is very overstated, but good that it was comprehensively provided as a possibility for fringe cases.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 08:13 PM CDT
Links-arrows 10
Reply Reply
How does/Will this affect Ascension?

Considering that Ascension piggy-backs off the enhancive system, it would make sense to have Ascension skills converted to Skill Ranks as well. Outside of a few very select scenarios (e.g. first 5 ranks of Dodge for a Wizard), it would still be more effective to train the skill the normal way instead of going down the Ascension Rabbit hold.

Additionally, Ascension already uses base stats.

If one of the primary goals of this is to simplify the enhancive system, I believe it makes sense to make everything Stat Base, and Skill Ranks moving forward, to include Ascension.

With the exceptions of the items identified above, I believe this is a solid quality of life update.

~ Athias
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 08:13 PM CDT
Links-arrows 11
Reply Reply
>or maybe there's opportunity to align ascension into being +1 rank rather than +1 skill for more consistency and ease.

I'm not really sure there's any great reason we shouldn't just do this as well. +1 rank is pretty easy to understand. It's always just the same as training. The rank -> bonus formula is complicated sure, but that's the same whether you're looking at training, enhancive, or (ideally) ascension.

I don't really see any balance concerns with switching ascension, given that the vast vast majority of usage would be to train above normal limits when you're well past any advantages of ranks vs bonus. Maybe the first milestone ascension point would get a bit more powerful for a few levels. Think that's okay. Would also remove the slightly confusing math of having to balance your training in lores, for example, so that you have to have 40 ranks of each lore before adding on ascension points to get the best benefit. I guess there might be some advantage to using ranks there (ie you could max out one lore more, while still getting a full 50 ranks of the other lores).
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 09:26 PM CDT
Links-arrows 12
Reply Reply
T3 fusion orbs will still be T3?
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/19/2021 10:00 PM CDT
Links-arrows 13
Reply Reply
Will all the special mechanics thingies that use bonus instead of stat/base value be adjusted, too?

--
ESP TUNE TOWNCRIER or ;tune towncrier
Web: http://gstowncrier.com/
Daily Email: gstowncrier.com/subscribe/

gstowncrier.com/where-to-find-the-towncrier/

Send in news: https://bit.ly/2ISsz2l

P.S. Help Wanted, Inquire Within
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 03:42 AM CDT
Links-arrows 14
Reply Reply
I posted about this on discord, so I'm just going to echo my post here. :)

Long post ahead, I'll probably echo this on the forums, but, some thoughts regarding the change is mostly regarding AG Badges, most of the data we have about the amount of upgrades you need is based on player research.

For example, based on player research, 1 upgrade to badge, say I upgrade my "Gem" tier, it will give me "1200 upgrade points" each time I do so.

And something like +5 AUR Bonus needs a sum total of 25200 Upgrade Points (21 upgrades to the badge), but something like +10 AUR Base is 26400. (22 upgrades to the badge), This means to max out Aura, a player would have to do more upgrades to their badge.

It looks like based on these changes, these values wont be changing? But if you have a really powerful badge already, you'll get to keep it.

Wouldnt a better solution to be to scale the upgrades needed/"upgrade points" to match the current amount needed for Stat Bonus? For example, to max AUR Base it would cost 25200 points (aka 21 upgrades to the badge)

And skills would make sense to adjust as well, since those are changing too. But I generally invest in stats. :)
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 05:31 AM CDT
Links-arrows 15
Reply Reply
Athias, if "everything goes by Ranks" (as Yusri posted), then Ascension is completely easy: you put +4 into it, you get +4 Ranks.
(As opposed to currently, if you have 9 or fewer Ranks trained, you get +4 skill == <1 rank. Or if you have 30 ranks trained, you get +4 skill == +2 ranks. New version? You Get +4 Ranks... whether you're at 9 or 30.)
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 07:42 AM CDT
Links-arrows 16
Reply Reply
I went to the TEST realm and checked out a couple things and realized that while STATS are nearly the same going from bonus to base, a +5 bonus AURA/WIS/DEX badge may not be made using the +10 model. If the costs to stat base was made equal to the equivalent stat bonus, that could be solved.

Then I started looking at my square. Then things got bad. You can make a +10 MOC/CMan/Dodge bonus badge. Using the rank system, none of those can go above 5 and forget about combining them. This <<below>> is going out of style and may be the 'best' badge I can give my wizard who has 0 ranks of all of these skills. I just hesitate to see what the recharge cost will be when it's all ranks based...

It provides a boost of 10 to Combat Maneuvers Bonus.
It provides a boost of 10 to Multi Opponent Combat Bonus.
It provides a boost of 10 to Dodging Bonus.
This enhancive item has restrictions whose type are unclear to you.
The badge seems to be out of charges.
It will persist after its last enhancive charge has been expended.
It is a small item, under a pound.

>order 5
Edrelsk takes your badge and peers at it through a large green crystal lens. He hands it back, saying, "I can charge this up a bit. It'll cost 52800 of your bounty points, though."
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 07:49 AM CDT
Links-arrows 17
Reply Reply
Who are the people who are actually confused by enhancives that are being used to justify these changes? Shouldn't messaging be the first fix?

This is a pointless and unnecessary change.

Work on something that matters, like capped hunting grounds.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 07:56 AM CDT
Links-arrows 18
Reply Reply
NEVERMIND, I was pointed back to the Googledoc where it states

Skill Ranks will be adjusted to use the same costs Skill Bonuses previously did, resulting in a reduction of those recharge costs by around 90%.


So, that above example of CMAN/MOC/DODGE should be ok?
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 08:37 AM CDT
Links-arrows 19
Reply Reply
Enhancive costs also factor into how strong of enhancives can be applied to your Adventurer’s Guild Badge. Since our proposed changes may make these items slightly more expensive in some cases, it’s possible (though very unlikely) you may be unable to enhance an adventurer’s guild to match the enhancements it currently has.

If I'm understanding this correctly, I will still be able to eventually get my +10/+10/+10 bonus (or +20 for stat), even though it might not currently be able to do so because of the math. If this is the case, then I'd have no problem with the change. Where I would be concerned is if I'm misunderstanding the above and now I'll never be able to achieve the +10/+10/+10 bonus equivalent, while those who managed to complete their badger before are grandfathered in.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 09:23 AM CDT
Links-arrows 20
Reply Reply
What does the Adventurer's Guild badge currently permit: +1 to stat (value), or +1 to stat (bonus)?
Because the second one equals "+2" to the first one, and would be markedly more powerful (by just about double, I'm thinking), and should cost commensurately more.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 11:23 AM CDT
Links-arrows 22
Reply Reply
I feel similar as Veythorne on this. I'm not convinced the current system is confusing, and I'm also not convinced the new proposed system will be any less confusing.

This also very much feels like one of those things where most people are all-in on the concept. But the very fact it is being vetted here tells me there will be trade-offs. This isn't an all benefit, no down-side situation. The second these changes affect peoples' current items negatively (either in the ways we are discussing here, or other yet to be discovered ways), they will come with the pitchforks and torches.

So it appears to be the unpopular opinion, but I'd say leave everything as-is. If people can figure out 30 pages of PSM Phase 3 updates, they can figure out the differences between stat base and stat bonus, and skill ranks and skill bonus.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 12:52 PM CDT
Links-arrows 23
Reply Reply
The system needs an update imo because +base and +ranks are fairly worthless. I generally only use +bonus for statistics and skills because the recharge cost is cheaper. The only reason I'm aware of to use +base is if you plan on improving them via the HESS at Duskruin. An improvement to the system where one type of enhancive is not inherently inferior to another type is a win.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 01:07 PM CDT
Links-arrows 24
Reply Reply
+Ranks are useful for things like MOC (on a spellcaster) to get you up to that magic "10 total" and offset the first creature.

Or "someone with a lot of mana (in one realm) trying to send to someone (in a different one)."
Getting 3 Rank of MC:Spirit in each of two or three items is pretty easy, and that gives you 9 total/45 skill; sending mana that you don't need right now to someone who is well trained has a big payoff.
50 ranks == 150% == 100 mana sent @ 45 (from your enhancive items) comes through as 67 mana less wastage; if they happen to have even more ranks it really pays off more heavily.

Or the Monk who wants Just That One Rank of Two-Weapon, for the DS bump.

Or "just about anything having to do with Lore."

.

If "more than one for the same stat" are now going to allowed--used to be achieved by having one be Stat and one be Bonus, or one be Skill and one be Ranks on that side of things--then I don't really have any complaint one way or the other. I made sure to get "+Aura stat" and "+Aura bonus" orbs to use on my Elemental caster, and it sounds like they will (both) continue to work at the same time...
...and in fact, BOTH will be able to be improved with HESS certificates, at this point. (As long as they remain orbs; if I de-Fusion it, then the item just provides two different boosts to the same thing, and I can only use a total of two certs on it at a single event.)
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 03:02 PM CDT
Links-arrows 25
Reply Reply
I will come forward as one of the people who was confused about enhancives skills ranks vs bonus and base vs bonus. The things I can never remember is which is cheaper to recharge, and which 2 (of 4) can be upgraded by HESS certs. I understand that these are silly things to not remember, but it is what it is.

That said, if the dev effort here is equivalent to a new capped hunting ground, then by all means! =D
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 03:52 PM CDT
Links-arrows 26
Reply Reply
HESS is easy: anything that "could possibly, ever, equal 'more than +1' to anything" cannot be done with the HESS cert.
- Ranks can possibly be more than +1 apiece; no-go.
- Stat bonus by definition == more than +1 to the stat; no-go.

+ So you can add a +1 to a skill Enhancive/point recovery (non-Spirit).
+ Or you can add a +1 to a stat.

.

And I will take this opportunity to repeat my point that using the word "bonus" twice made things needlessly difficult, and a simple wording change would have offset that.
http://forums.play.net/forums/GemStone%20IV/General%20GemStone%20IV%20Discussion/Game%20Design%20Questions%20and%20Concerns/view/4523

If this proposed change does NOT go through... at least consider changing the word from "bonus" to "skill" for anything which is trainable, as indicated in that post.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 03:53 PM CDT
Links-arrows 27
Reply Reply

Ok so my de-fusioned armor that is +14 Dex base, +7 Dex bonus,+7 agility bonus. Will become +28 Dex base and +14 agility base?
And my de-fusioned shield that is +6 Dex bonus, +6 agility bonus, +14 agility base, will become +12 Dex base and +26 agility base?
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 04:03 PM CDT
Links-arrows 28
Reply Reply
I believe the armor would actually become +14 Dex base & +14 Dex base & +14 Agility base; this will help you because it means that your charging fee will be based on "three bonuses of +14" rather than "a bonus of +28". You will also be able to use HESS certificates on EACH of them.
(Again, IF I have interpreted the design document accurately.)

Likewise with the shield: +12 Dex base & +12 Agility base & +14 Agility base; three distinct Enhancives, smaller charging fee, three targets for HESS certs.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 05:18 PM CDT
Links-arrows 29
Reply Reply
Better to have 3 small enhancives from fusion instead of large because I think the enchanting penalty is also based on the average level requirement for the enhancives on the item.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/20/2021 11:01 PM CDT
Links-arrows 30
Reply Reply
Badge only allows +5 bonus at the moment, so +10 stat. That's the max.

Mine is +10 blunt, +10 stamina recovery, +5 strength bonus, for example.

~Player of Fulmen Soulforge, Hammer of Eonak.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/21/2021 10:59 AM CDT
Links-arrows 31
Reply Reply
> Athias, if "everything goes by Ranks" (as Yusri posted), then Ascension is completely easy: you put +4 into it, you get +4 Ranks.
> (As opposed to currently, if you have 9 or fewer Ranks trained, you get +4 skill == <1 rank. Or if you have 30 ranks trained, you get +4 skill == +2 ranks. New version? You Get +4 Ranks... whether you're at 9 or 30.)

I'm honestly not sure what you're trying to say here.

Ascension was not listed in the "enhancive" changes. I was proposing that Ascension be converted to ranks as well.

My argument was in that the 50k experience to get 1 ATP (e.g. 1 rank) is equivalent to 60 converted TPs. Meaning that there are in fact a few skills that would be equal to or cheaper through ascension for the first 5 ranks. But I was thinking it was such a small amount that it would be fine.

Again, Ascension was not referenced in the original post.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/21/2021 11:21 AM CDT
Links-arrows 32
Reply Reply
Son of a gun, you're right! Items only... so having 30 ranks, you (still!) need to use 4 Ascension points to get +2 ranks out of it.

Thanks for catching that!

(And I agree with adding Ascension to the conversion, so +1 vote on that.)
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/21/2021 11:30 AM CDT
Links-arrows 33
Reply Reply
I think the goal of the change is good, but will echo the sentiment that knowing exactly how badges and certain high-end items will work in advance is kind of essential. It would be nice if ascension and enhancive bonuses worked consistently, whichever way they go.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/21/2021 04:27 PM CDT
Links-arrows 34
Reply Reply
Uncap the maximum enhancive allowed and let's talk... This would give people a reason to keep accumulating/improving their badge.

There is currently no difference between someone with a 2.5m bounty badge upgrade vs someone with 5m bounty badge upgrade. Change that.

Let me get up to +50 skill and +40 stat via my badge, even if it costs a whole lot.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/23/2021 05:48 PM CDT
Links-arrows 35
Reply Reply
Someone said:
> I'm not convinced the current system is confusing, and I'm also not convinced the new proposed system will be any less confusing.

I'm still one of the most generally confused players in the game. BUT! Enhancives are something that I understood, after I read gswiki and had a friend answer a few questions for me. I see no point in changing anything.

It's all very simple, unless I've misunderstood it, if you understand how your existing stat bases/bonuses and skill ranks/bonuses work.

Thanks for asking.
Terabor's player
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/24/2021 11:33 AM CDT
Links-arrows 36
Reply Reply
The complexity of the enhancive system is not a problem of mine. Like most systems in gemstone, if you put in the time to learn about it, you can figure it out, and adjust your plans accordingly.

My biggest issue is the constant changes to everything (and especially changes that nerf things). Changes to the fusion system (orbs) and haste drove me off once. Also, you guys seem to create a group of haves and a group of have nots (just look at the people with 50m+ silver logic daggers and t3 orbs). If you make a change, it should apply to everyone and everything imo.

The issues I see with enhancives are that items with ranks cost too much to recharge and that you cannot tell how many times an enhancive can be charged (say an item is empty...I can get a cost from the guy at the AG to recharge it but not how many charges it will hold). I have a neat little wand belt (a sun-bleached canvas wand belt) that I bought from a player shop a couple of weeks ago. I charged it (it only holds one charge) and it is already empty again. A little more consistency in number of charges and/or length of charge would be nice for things. It's not like my wand belt is game breaking.

Thx
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/24/2021 11:53 AM CDT
Links-arrows 37
Reply Reply
Great points you raised!

+ A way to find out the max number of charges an item can hold would be good.

+ A way to be told how many charges a single recharge will add, would also be good.
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/26/2021 09:15 AM CDT
Links-arrows 38
Reply Reply
A change this far reaching (most everyone owns enhancives and has for a long time) deserves a chance at feedback. Thank you for allowing us to share our input.

I'll echo the sentiments expressed here on the need of the change. I'm not sure I see the confusion removed being very impactful, especially when you consider the confusion that will be created with such a change.

I do like two of the QOL updates mentioned here, and think that they could be beneficial tweaks with minimal confusion.

1) Reduce Rank charging costs.
2) An update to make # of charges remaining/possible easier to understand/track.

Reply Reply
Re: Feedback Request: Enhancive Changes on 05/26/2021 09:30 AM CDT
Links-arrows 39
Reply Reply
>>Our goal is to condense the system and make it easier to understand, reducing confusion.

This line in the proposal seems to be interpreted as pertaining only to player confusion. I would believe that simplifying any system or subsystem should always be a goal. And in this case I can imagine there are reasons from item creation (auto or manual), events rules' clarifications, BUG entries and probably other areas where simplifying the system will actually help improve the back-end (GM / Host) side of the equation, as well.

I haven't decided yet how I feel in total about the proposal itself - which means I'm on the fence. I understand the goals (I think?) and see how the goals can be realized - but it would appear that it is a 'maintenance' change, not necessarily a 'game' change. No 'boohoo', but also no 'yeehaw' here.

Doug
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/27/2021 09:42 AM CDT
Links-arrows 40
Reply Reply
>I haven't decided yet how I feel in total about the proposal itself - which means I'm on the fence. I understand the goals (I think?) and see how the goals can be realized - but it would appear that it is a 'maintenance' change, not necessarily a 'game' change. No 'boohoo', but also no 'yeehaw' here.

I think this is a good observation. If there's no 'yeehaw', was it worth devoting dev time toward it?
Reply Reply
Re: Feedback Request: Enhancive Changes on 05/27/2021 02:02 PM CDT
Links-arrows 41
Reply Reply
I think the people hoping that ascension could be converted to using ranks are pretty optimistic, but I'd love to be proven wrong. That would be an incredible benefit to lores at low thresholds or absurd amounts of exp. Of course, in the long run I'd much rather see Spell Lore anyway... but that's another story. ;)



I have no strong feelings either way on changing regular enhancive items, other than that future players should absolutely be able to create Adventurer's Guild badges at least as powerful as what can be created now. The way T3 fusion orbs were grandfathered in while everyone else is out of luck is already a pet peeve of mine. Almost all of my (non-mule) characters can make max badges anyway, but for others' sake I still don't want them to be permanently better off just because I was here at the right time.
Reply Reply