Tuesday, June 23, 2009

Stand (in the place where you live)

Monk stance revamps are now live. =) The basic martial styles all operate as described in the previewed help file. I'm pretty excited about the tactical space this opens up for monks, and I've spent a lot of time testing it out - I hope I got everything right, but nobody's perfect, hehehe.

I have more stances in testing, but they won't be put on live just yet. Philosophy of solitude may make it soon, depending on some internal circumstances. Philosophy of wine won't be seen until I start working on subclass abilities, as not all monks will get it. =)

Ghoul update is now live too. Hopefully three massive mounds of rotting earth, each sprouting forth 16+ attacks' worth of bloody talons and knee-teething, has enough of a cool factor for those lamenting the old skeleton spam.

I will be on vacation from Tuesday, June 23rd through Thursday, July 2nd. I'll be taking my work with me, so hopefully I can get some Scar progress done in between sun and fun (and I'll have interweb access, so I'll at least get my fix). See you all with more development fun next week!

Saturday, June 20, 2009

6S Preview: help martial styles

Martial styles:

These abilities form the basic martial styles:

annulment stance, dragon stance, hao'tien stance, mantis stance,
philosophy of solitude

Some subclasses possess additional martial styles. Any skill that is a
basic martial style will be clearly marked in its helpfile. Basic
martial styles derive their effectiveness from the user's learn curve
and intellect.

Each martial style provides two benefits upon activation:
- A long-term boost to a single stat, lasting ten minutes.
- A short-term "burst" benefit with a brief duration.

As long as martial styles are used in sequence (that is, the monk does
not activate a martial style when another is already active), no
prevention of any kind is incurred. The monk may use the same style
continuously, or adopt a new style when the first has dropped.

The monk may manually drop a style by using the ability when it is
already active. Doing so incurs a 15 minute prevention on that style.

Finally, a monk may choose to devise a "composite style" by
combining multiple martial styles. Whenever a style is stacked upon
another, the monk gains/resets a 15-second timer, during which
more styles may be added. When this timer expires, or when the
monk reaches the maximum number of styles he can combine, the
monk gains a "state of reflection" lock which prevents him from
using any martial styles for a duration based on the number of
styles stacked.

Thus, martial styles provide the monk with a number of options:

- Continuous benefits from one martial style at a time, including a
constant boost to a single stat based on the style selected.

- Alternating burst benefits gained by dropping and switching
styles.

- Full stacked benefits from multiple styles, at the cost of being
style locked for a duration proportional to the quantity stacked.

* bonus tip: Invoking the 'meditative healing' spell will also very
slightly reduce the 'state of reflection' lock duration. This benefit
will increase with mastery points.

Friday, June 19, 2009

Coming up next...

The change to sigil of the undead army has been implemented and I've had it in testing for a few days now; it feels good enough to take it live in the next update. The eight skeletons have been reduced to three ghoul mounds (piles of earth with ghoul claws and heads bursting out of them). They each get a ton of attacks plus a couple of kneecap bites. (I love kneecap bites.)

I've run a lot of scripted tests; the overall damage output of the ghoul mounds is similar to that of the eight-skeleton army at 100% mastery with a good level of willpower. There is a loss of certain advantages (eightfold kicks/impairments/thunderous strikes etc.), but the new version is more scalable with both willpower and masteries and alleviates the item and output spam.

That update will come along with a revamp of the monk stance system, once testing is complete. I'm really enjoying the new monk styles in testing. =) I'll be on vacation for a week from next Tuesday, so this update should come through before then.

Thursday, June 11, 2009

Are we there yet?

Where's the Scar? Naw, I haven't forgotten about it. =) The concept is just under a bit of redesign right now. There are some aspects to it that I felt were clumsy, and there are also a number of lessons I've learned from the Ruushi Invasion event that I'd like to incorporate. Just letting you all know that it's still being worked on. =)

Tuesday, June 9, 2009

The Skeleton Discussion

We're going to chat a bit about 'sigil of the undead army', the major remort necromancer spell which summons (at sufficient levels of willpower) 8 immobile red skeletons to do their master's bidding.

Here's what I am comfortable with currently:
- the spell's concept and flavor is great
- the overall power level and running damage is on cue
- the non-movement limitation and the min sali tra solution is good

Here's what I'm not comfortable with:
- battle and equipment spam
- eight pets' worth of impairments (although skeletons are weak enough that this is a valid but lesser concern)

This spell is an odd one, because its power level is good and its flavor is awesome, but its fundamentals lead to some subtle but persistent problems. Having a group of three players is a simple, common situation which works just fine. Fight a group of three necromancers with their skeletons out, however, and that's already 28 lines of battle text flying by every 2 seconds, minimum. We won't even talk about what an innocent observer's screen will look like if they all decide to equip or unequip their pets together.

It's not a problem of lag or code, Nodeka can handle all of this flawlessly. It is a question of aesthetics, comfort, and keeping battles and inventories clean, however. The harder battles are to understand, the less strategic reaction is possible, especially on a 2-second-per-round scale.

This is the solution I'm considering.
- Change sigil of the undead army from 8 skeletons to 3 thingies (type yet undetermined)
- Maintain all other variables (e.g., the 3 thingies will be rooted and will have a damage output in the same vicinity as 8 skeletons)

This is fairly easy for me to do, and allows for a little creativity and perhaps some beyond 100% mastery improvement. I have heard counterarguments to this solution, however, and I can imagine others. Thus, I'd like to hear your thoughts (especially if you like moonlit nights and casting 'passage of the bleeding moment' without warrior's magical study).

Friday, June 5, 2009

The Dirty Dozen.5

Here is a page out of my design notes (not literally, I've collected the random scribbles and prettied it up for you all): my intended vision for each of the 18 base classes. This is the direction that I'm following as I develop new abilities and tweak old ones for each individual class.

Obviously, I'm not taking any class down a wild, radical development ride that completely flips around their playstyle. This is all based partly on what each class already possesses and does well; I've simply chosen which strengths to focus on and develop. Nodeka's classes are all strong independently - I'm just trying to add some spice, variety, and balance. =) For a few classes, developing their listed strengths will require a bit of rearranging or adding to their skill set; however, no class will be ignored. Trust me, I've got scribbles for everyone.

As always, I truly welcome and value your feedback, questions, and other discussion. =) (Note: the tags following each class name are just my guideline as to what the majority of that class's skills will lean towards; group doesn't mean a class can't solo, defensive doesn't mean the class won't do any damage, etc.)

Barbarian
(solo, single-target, offensive)
Rockin' single target damage, especially against slower targets. Nobody clears an area of hapless chumps better. As a base class, the Barbarian tends to eschew any but the most basic of defensive and reactive abilities, instead relying on their opponent's inability to get back up again. For a hulking brute, however, the Barbarian does have a surprising number of tactical options, especially when he gets the jump on his target.

Druid
(group/stealth, single-target, defensive)
Like the natural world she is attuned to, the Druid is long-lived and patient; her force is sometimes slow to gather, but difficult to deny. Anticipation and planning are key, as the Druid is much stronger as a defensive, reactionary caster than as an offensive beast. Many of the Druid's abilities wax and wane with the spheres of nature, and many are derived from the Druid's choice of haven - a single, stationary sanctuary which serves as a temporary "home base".

Fallad
(group, single-target, offensive/defensive/weaken)
In many ways, the Fallad stands evenly between two realms - healer and crusader, offense and defense, hammer and mind. Fallads are charged with the eradication of evil and the cleansing of its corrupted path. Their mastery of both the physical and the spiritual marks them as stout warriors and valued protectors in their own right; however, it is when facing opposition in its most perilous forms that the fallad truly feels his greater calling. Even the strongest bastion of evil will crumble under the Fallad's ability to intimidate and weaken large opponents.

Footpad
(stealth, single-target, offensive)
Cowardice, weakness, greed - the words that uptight moralists will only spit forth are the very principles that define the Footpad's strength. Fighting face-to-face is for suckers and coffin stuffers - a footpad's m.o. is to bewilder, bleed, distract, and harass until his mark has been dispatched.

Healer
(group, single-target, defensive)
Whatever evil and malice can do, the healer can undo with a word. The path of the Healer is never an easy one, and yet few can stand with such subtle, unrelenting strength in the face of dire opposition. Every spiteful act begins with some small thread of hate, and it is the Healer's talent to find that thread and unravel the offense. A Healer is not necessarily slow to anger, but she is an expert at control; for when reaction and defense falter, the offensive initiative must be taken, and the Healer's status with her deities is such that few pleas go unheard - even those that entail the sacrifice of peace for the greater good.

Hunter
(solo/stealth, single-target, offensive)
The Hunter is a lone warrior- swift, silent, and deadly. While a Hunter may not stand toe-to-toe with an armored warrior or call upon the deep mystical resources that a true magus might, the Hunter is resourceful in his own right, possessing a formidable array of weapons and tools with which to even the odds. Hunters tend more towards the solitary than group warfare, picking their targets carefully and choosing to enlist the aid of their obedient pets rather than more argumentative humanfolk.

Marauder
(solo/stealth, single/multi-target, offensive)
The Marauder values chaos and self-preservation above all else. Confusion reigns supreme over any battlefield darkened by a Marauder's presence; powerful warriors in their own right, they represent certain danger to their foes and a potential threat to their less careful allies, as well. The Marauder holds impressive sway over the darker forms of magic, and they will happily rain destruction down upon friend and foe alike, savoring the chaos and mayhem.

Monk
(solo, single-target, offensive/defensive)
The Monk is, in many ways, the Marauder's opposing counterpart. The Monk values tranquility and order, and his inner focus grants him incredible levels of self-control as well as great strength in both the physical and the spiritual arts. His spiritual talents grant him wide access to abilities in the realm of the protective and the introspective; his physical talents, on the other hand, are the product of endless intensive training and are tied closely to an assortment of physical stances, each of which open up varying offensive options.

Necromancer
(solo/group, single-target, weaken)
Brethren of the shadow, the Necromancers hold little regard for the pathetic boasts and clamorous displays of the physical, except as a source of fodder. While the Necromancer holds little inherent power or physical strength to speak of, their talent lies in the draining and the subversion of other resources. Through dark rituals and sacrifice, the Necromancer can call forth vile fiends to do his worldy bidding, and with a single word he can bring down the strongest champion, sapping his victim's strength for his own twisted purposes.

Ninja
(stealth, single-target, offensive)
Secretive and silent, the Ninja are truly in their element when their mark is unaware and unsuspecting. These assassins combine physical prowess, swiftness, and some unique mystical talents to swiftly dispatch their target before fading again into the night. While the Ninja prefer to avoid face-to-face combat whenever possible, they are formidable fighters in any situation; a Ninja is never cornered for long, be it due to a swift escape on their part or a swift execution of the offending obstacle.

Nojohr
(solo/group, single-target, offensive)
Warriors of the sky, the Nojohr are sometimes mistaken for warriors of the divine. However, the Nojohr holds allegiance to no single deity or religion; the source of their connection to the high realms is unknown, but the power they derive is undeniable. The Nojohr are masters at adapting to various forms of combat, possessing a tactical breadth unmatched by most other warriors, especially in the arena of offensive and hindering maneuvers. The Nojohr usually opts for the physical resolution over the mystical, although their connection to the powers of sky and thunder grants them a variety of otherworldly benefits.

Paladin
(group, single/multi-target, defensive)
The true defender of the righteous word, the Paladin's way is difficult at times, and is sometimes seen as single-minded. The truth, however, is never as clear-cut as people imagine. The Paladin understands this, and every decision made by these holy defenders is carefully considered and weighed. Once a Paladin is set in his conviction, however, it takes an army to bring him down. These warriors of the light possess monstrous reserves of inner strength, and can call upon a vast array of divine gifts in their struggle against evil. The Paladin is especially talented at groupwide restorative and defensive effects, extending these talents to shelter and protect their allies.

Poliir
(solo/group, single-target, defensive)
When the dust clears and the battlefield is finally quiet, the smart money rests on the Poliir as the last woman standing. These warriors have devoted their lives to the study of defense, and little else. In battle, this translates into two benefits: the direct application of defense as it applies to their own form, and the analysis and nullification of the enemy's defenses. While the offensive power of the Poliir is neither blunt nor flashy, it is inevitable, and a skilled Poliir will wear her opponent down slowly and relentlessly while suffering little damage on her own.

Sorcerer
(solo, single/multi-target, offensive/limited defensive)
The goal of the Sorcerer is simple - the acquisition and application of power. The ability of a master Sorcerer to focus consistent destructive magical power at a single target is unrivalled, and limited only by the magical resources of the Sorcerer himself. Inevitably, a Sorcerer's quest for power will lead him into studies of the otherwordly and the extraplanar, and as such most Sorcerers develop a keen affinity for planar connection and travel. The formidable power which a Sorcerer can bring to bear is not limited to the offensive, however; when necessary, the Sorcerer is capable of directing that power defensively, calling forth seemingly impenetrable defenses for short periods of time.

Valkyrie
(group, single-target, offensive)
The Valkyrie is defined by history and conflict, grace and song. In ages past, the Valkyrie was charged with guiding the souls of fallen soldiers to their otherworldy reward, singing powerful hymns and lamentations for the benefit of the living and the post-living alike; in times of great conflict, however, these warriors have been known to descend to the realm of the physical themselves. The Valkyrie derives her power through grace and certainty, bringing her deadly dance to the battlefield while inspiring her allies with resonant songs that provide groupwide offensive boosts.

Warlock
(solo, single-target, offensive)
Masters of mind and body, the Warlock is a peculiar hybrid of warrior and spellcaster. Their supreme mental control allows them to push their bodies to physical limits that would be fatal to lesser beings, while ignoring the pain and ill effects of incoming wounds. The most accomplished Warlocks can extend their mental supremacy into the physical world itself, warping time and creating matter from nothing. Warlocks tend towards the solitary, for obvious reasons.

Witch
(solo, single-target, weaken)
The Witch's power, and indeed her greatest joy, lies in the infliction of various maladies and misfortunes upon others. No other class can match the range and creativity of afflictions which the Witches have painstakingly developed and perfected for their amusement. At the hands of a Witch, the strongest warrior can be reduced to a simpering coward, and even an entire town can be stricken down with but a word.

Wizard
(solo, single/multi-target, offensive)
A master of conjuration and control, the Wizard is an avid student of magic, learning from every source she can read, study, view, or scry. The Wizards' strengths are varied, as they tend to pick up new talents easily from a variety of sources, but they have proven especially adept at extraplanar magic. As such, their talents tend to lean towards wide, far-reaching abilities linked to various planes, as well as the summoning and binding of extraplanar inhabitants to do their bidding.

What about me? Part 2

In light of some of the discussion over the previous post (thanks as always for your feedback!), I thought I'd address some individual points a little bit.

"I'm just afraid that Whim won't get all of the changes in before August..."

I'll be honest with you upfront - I won't. =) There's no way I could do that, because there is no "all of the changes"; I guarantee you that base classes will continue to be developed beyond that point. My intention isn't to rush in a bunch of abilities for the base classes; it's to ensure that each has a fair minimum share of fun, viable, and representative abilities so that players can make an informed decision as to which class(es) they really want to play. I don't think we're so far off the mark; every class has its perks. Right now, I'm simply shoring up the weaknesses that shouldn't be there (keeping in mind that every class does and should have some sort of gap) and trying to ensure that each class is fun in its own right while addressing the more egregious balance issues. The next blog entry will touch on this subject a little further.

"If a subclass needs a quick tweak, why not just do that? What's the big deal?"

This thought process is common to a lot of games, I think, and it's a seductive one (I still catch myself thinking this way quite often). Here are the problems with it:

1. There's no such thing as a truly quick tweak. Any change needs to be thought through, coded (and coded right), and then tested. Testing is huge - I spend a crazy proportion of my development time on local testing, far more than coding or design time (unless you start counting the time I spend thinking in the car or the shower...) Even a seemingly trivial fix can easily be done wrong. "Hey, boot-to-the-head is such a weak attack. Let's boost the damage by 100." Why 100? It could be too much, which could throw the skill out of balance (which becomes hard to fix down the line if players start to rely on it or, worse, to invest practices into it). It could be too little, which would require another fix down the line, turning this process into mostly wasted time. It could even be wrong at its foundation - what if 100 is a good value right now, but the problem is that boot-to-the-head doesn't scale properly with stats? Will it just end up weak again down the line? These may seem like trivial, fixable issues - and in some cases, they are - but embracing the "quick tweak" philosophy too often can easily result in a huge pile of "trivial, fixable" issues, and they add up. Especially when...

2. There isn't just a quick tweak. Is quickbolt - oe naj'k too strong, or watermark of binshou too weak? Absolutely, I would agree with both assessments without hesitation. Unfortunately, Nodeka has (as of now) 90 major remort subclasses, 253 spells, and 270 skills (and growing...) There are a lot of "quick tweaks" out there that need to be looked at, and each person's going to have their own laundry list. In the unique situation we're in now (with an incoming deadline for penalty-less class changes), I think the most important thing we can do is to fix the truly over-strong while accenting the unique - giving players an honest representation of each class to choose from. The underpowered skills and subclasses will be addressed, but they need to be addressed at the right time and with the proper care and attention. Which leads to...

"It makes me sad that my subclass won't get attention until later."

It shouldn't. =) Not getting a "quick tweak" now just means that I will be able to truly focus on and address the issues with each given ability/subclass. That's the difference between a half-hearted numerical tweak (which may or may not address the issue sufficiently) and an actual, well-thought-out attempt to make your subclass interesting and viable.

Wednesday, June 3, 2009

What about me?

For those of you wondering why the weaker subclasses (watermark of binshou, ACTIVATE!) have not been tweaked yet, the answer is simple - I'm not focusing on subclasses yet. Currently, I'm sticking to main classes and content development.

Why am I doing main classes apart from subclasses? That's another easy answer - the one-time-no-practice-loss-adaptation deadline. Everyone has an unpenalized adaptation only through August 1st, and so I'm trying to touch up the main classes as much as possible before that deadline. Subclass tweaking will come afterwards. =)

Tuesday, June 2, 2009

Offer up your best defense

Decree of innocence is the second paladin decree I mentioned way back in April; it's a judgement on the same prevention as Decree of Guilt (which has itself been buffed to give the paladin a solid +hit option).

The decrees each play pretty different roles. Decree of guilt is a good "anytime" skill, but it really excels when the paladin or his/her group is fighting multiple enemies; it does good damage and buffs up the paladin's combat ability.

Decree of innocence, on the other hand, is great for smaller paladins, providing a solid way to maintain health, spirit, and endurance to stay alive and keep those holy lights and spiritual attacks active. It's also a nice way to help counteract area damage and bleeds, and to help run slightly tougher areas. Perhaps its strongest component, however, is the lateral deterrence it adds. Currently, in group combat, it's almost always the correct decision to flank a single target (usually a high-offense low-defense character). Effects such as lateral deterrence help to make this less of a cut-and-dry decision.

Monday, June 1, 2009

Creepy Crawly

The crash bug has (we hope!) been fixed, allowing the ogres to raid poor Ruushi with impunity once again.

I've made what I think will be the last of the balance/feature passes through the Ruushi Invasion for the time being. I'm pretty happy with the way it's running now, and so I'll let it sit at an elapsed time of one week since inception. (Apparently my one-night coding impulses employ 168-hour nights.)

Updates this week will begin to focus on class improvements and foundational Scar-work once again. =) As a by-product of being locked into a single development issue all week, I've got a ton of backed up little seeds of ideas for each class to try out in my local test environment. =)