Thursday, July 16, 2015

They're quick - but I'm much faster

Apologies for the lapse in updates - several real life changes ate into development time for a while there. =) Now that things have settled a bit, I'll discuss the latest pair of updates - the introduction of  Arokstrander (Nodeka's first world boss) and the latest set of footpad buffs.

Arok is actually an adaptation of a boss design from an unfinished area in my stash. (He was originally an ogre outcast tuned for four people, but his Saz-sari-fication buffed him up to world boss status.) As a more complex boss, he's not only strong in terms of stats, but also in terms of special mechanics which can make the encounter extremely challenging without preparation and coordination. (Currently, these mechanics are communicated throughout the battle - however, I know battles can be very spammy, so I'm always considering and open to suggestions regarding ways of communicating these more effectively.) It's a bit like the Invasion bosses, except that the abilities actually matter. =)

I decided to revamp him as a world boss while tweaking the intended content distribution for crafting. As I spruce up old areas via exploration/gathering, I also wanted to give them a bit of extra life through some "champion"-style boss mobs scattered throughout the world. (Currently, mob strength is fairly flat throughout each area - only a few PvE challenges deviate from that line, and I'd really like to see that change.)

I have a large stash of boss designs to pull from, and in the near future I'll be adapting them into interesting encounters of varying difficulty throughout the world. These will drop gear for now, and their loot tables will be split between gear and rare crafting materials in the future. Arok is on the moderately high end of the difficulty table in terms of mechanics and sheer strength - the next one will be a bit lower on the scale. Eventually, I'd like a number of unique boss encounters scattered throughout the world (even in lower areas, e.g. a G'kir champion in a mortal-only section with level-appropriate rewards.)

As for the footpad buffs, the motivation was simple - bring footies closer to par in terms of combat engagements. What acrobatics and obfuscate really do, numerically, is take the old stat bonuses from singularity of fate and apply them with 100% non-prevention uptime. (After testing, I increased the bonus amounts considerably as well, especially in the case of acrobatics.) This gives footpads a bit more of a chance to employ their tools without getting instantly smashed - they really feel better with the persistent agility and quickness bonuses that they used to lack - while giving them some offensive help in terms of speed and more dexterity.

Singularity of fate itself was then redesigned to be a bit of an accuracy manipulator (great for toe-to-toe combat, especially against stronger opponents). Singularity of focus, on the other hand, is more of a burst-and-escape tool, retaining its critical attack buff and now granting footpads access to free movement (which has always felt like the holy grail of footpad effects!)

Wednesday, April 29, 2015

I used to be a spy, until...

Quick balance update - all targeted scrying abilities (clairvoyance, astral travel, and shadow gaze) have been redesigned into non-targeted, multiple-player, area-limited scrying utilities. Thus, they can no longer be used on a specific target, but will instead tell you which players are in your current area.

Clairvoyance provides the greatest number of charges, but is the least reliable.

Astral travel provides fewer charges, but also applies an 'astral link' which very briefly allows casters to summon through no-portal rooms.

Shadow gaze is an area spy on a standard prevention, and is undetectable.

Oh, and Koj'ehr get bonus clairvoyance and astral travel charges thanks to 'distant understanding'. =)

The benefits of, and reasoning behind, this change include:

  • Reduces the ease with which a PvP target may be "locked down". Redesigning the scrying abilities to be area-limited means that hunting down a specific person (especially in no-visit areas) requires actual effort and movement (whereas previously a single charge from a spybot would do, without even requiring a pause in running).
  • Indirectly increases the value of hunting skills (such as shadow) and of ancillary detection skills (such as aspect of the seer and skyline interchange).
  • Reduces the redundancy of utility provided by multiple casters. (Previously, having one spybot sharply reduced the value of further spiers.)

I had originally planned a targeted class discussion first (hi monks!), but we wanted to get this implemented and delivered to you first. Please feel free to discuss in the comments, as I swing back to individual classes and crafting.

Thanks for your feedback, patience, and encouragement - and thanks for playing!

Thursday, April 16, 2015

Collate collate collate

Next up is part two of the class balance discussion. I'd like to thank all of you for your feedback - there are many really good points in there, and I'm honestly impressed with and appreciative of the thoughtfulness and level-headed discussion provided.

It's taking a bit of time to go through so much feedback, but I'm working on it (alongside running quick tests on the test server to get some actual numbers). I'll come back with part two soon, including a general balance overview and specific discussion on a pair of classes (likely monk + a caster).

Thanks for your feedback and patience!

Pre-Festival tips

Just to clarify for some who were confused - the new pre-Festival content is NOT the actual crafting system! It's just bonus content that uses a small part of the crafting infrastructure to let you collect commemorative gear. Crafting will officially be released when the first content drop is complete (I'm working on that right now).

Here are a few tips to get you started on the pre-Festival content!

* Step 1: Gather!

Experiment with the new 'explore' and 'gather' commands! These will allow you to build up your crafting resource pool and collect festival materials:

  • a box of festive trimmings
  • a maker's toolkit

There are 11 areas in total that have loot caches populated (well, 10, since I hadn't realized that one of the enabled areas isn't accessible yet...)



* Step 2: Make Tools!

Various players across the realm (those who participated in part one of the class balance discussion) will have festival recipes that they've learned. (It's also possible, although rare, to find these recipes out in the world.)

Players with these recipes can use 'crafting scribe' to create a single-use schematic for you. Once you have enough festival materials, these schematics allow you to create various festival tools:

  • a set of festival bindings
  • a festival buckle
  • a spool of festival ribbon
  • a set of festival hooks

* Step 3: Create Segments!

Ottregson and Elliveth have taken up residence in the Earthly Egress (above Ruushi, near Commandant Vai-shan). Ottregson will sell you schematics that can be turn festival tools into gear segments.


* Step 4: Get Gear!

Once you have acquired enough gear segments, you can create a piece of commemorative gear in one of two ways:

  • You can use 'crafting combine' to combine multiple segments into a randomized piece of commemorative gear.
  • You can purchase a schematic from Elliveth to construct a specific piece of commemorative gear using segments.

These pieces of commemorative gear each have a boon or a set bonus (you can use the 'boons' command to see a complete list of boons and set bonuses being granted by your gear)!

The Festival of Makers will officially begin on the day of the first crafting content drop; it will end some time after that. When the Festival ends, all commemorative gear will lose their bonuses. However, there will be some rewards for turning in full sets of the same type of commemorative gear (e.g. a sky-guard's braid, grips, tread, and two loops) - so hold on to your collections!

Hope you enjoy this little bonus! I'm very excited because the full crafting system is much deeper, a lot of fun, and most importantly - coming soon!

Wednesday, April 15, 2015

Party time approaches!

Huge update today!

Some of the more "internal" stuff - crafting infrastructure is now just about complete, and all crafting commands are now unlocked. I can now start developing the first content drop - we're close, folks!

The future arrival of crafting 3.0 will be marked by the Festival of the Makers, a celebration throughout the Nodekian realms with special content and rewards. In anticipation and to mark this milestone, I've released some temporary content as a sort of "pre-festival" bonus. This new content makes use of the now-available 'gather' and 'explore' commands, as well as the recipes which I'm distributing to class balance discussion participants - along with 'crafting scribe' and 'crafting combine'.

More information and tips to come tomorrow!

Monday, March 23, 2015

Just a draft

Crafting development is coming along. Since the 3/20 update, the following tasks have been completed on my test server in addition to bugfixes:

  • "crafting specs" sub-command complete *
  • "crafting spec major" and "crafting spec minor" sub-commands complete *
  • "crafting recipes" sub-command complete *
  • added new recipe draft functionality: basically an overflow recipe slot which, when a player's recipe list is full, allows her to "rescue" the most recent recipe that would be discarded otherwise
* complete = tested, fully functional, and unlocked to mortals

Work is now progressing on the scribe, discard, and study sub-commands.

On a separate note, thank you for all of the class discussion feedback under the Class Concerns post! Please keep posting if you have further feedback. I will be reading and collating this week, and I'll put together a follow-up post which will include a summary, a discussion of my thoughts on your feedback, and an opportunity for you to continue the dialog with responses to those thoughts.

As I mentioned online, I truly appreciate you contributing your thoughts, and I am considering putting together a special temporary-use reward for all constructive participants (in the form of a recipe which would be useful for a short time during the crafting roll-out - nothing really powerful, just a fun way of saying thanks).

Thanks for playing and chatting!

Saturday, March 21, 2015

Class Concerns

While I'm working on crafting in the background, let's open up a discussion (THE age-old discussion!) on class balance.

Classes can feel undertuned or overpowered for many different reasons. Sometimes it's a problem with their overall kit, while at other times it's a specific skill or function causing the issue. Some might scale poorly with practices; some might have too much of an overall stat boost from spellups. There are some classes that are better at PvP than running and vice versa, and there are classes with interesting kits but for whom there aren't very many good racial fits.

I'd like to hear your thoughts in the comments section. For ease of reading and replying, please break apart your feedback into one comment per class, with the name of the class leading. For example:

  • Warlocks - Very disadvantaged in PvP. Clairvoyance needs more charges.
  • Druids - I think druids have received too much of a boost under the new GMO system, especially when angry. They can run completely risk-free by trapping mobs into corners with trewan and projecting pellets in. Their power needs to be trimmed.

Looking forward to hear your thoughts. Thanks!