Tuesday, July 13, 2010

Featured Questions #3

Welcome to the third installment of Featured Questions!

If you have any Nodeka-related questions you'd like to see answered, just submit them in the comments section or via e-mail to me (Whim) - I will select and answer several player questions every other Tuesday.

Featured Questions #3:

Are you comfortable with the level Nojohr and Sorcerers are at?

Not really. Sorcerers don't quite scale the way I'd like them to, and they have a couple of significant tricks I'd like to introduce. Nojohrs have defensive/scaling problems as well, although they are a strong base class. They have the additional problem of lernen/magos versatility stunting their development.

Will Necro's ever get sixth sense?

No; at least, not for the spell power benefit. Necros have a different, more flavorful development path to look forward to which does not include "making my maledictions/siphons do tons of damage". The spy-detection functionality might be considered in some necromancer-appropriate variation, though.

Are footpads over powered with shoot?

Tough question. Quick answer: I don't like the fact that enmesh/projectile is, in some situations, equivalent to a slower manual silent malevolence. I do like the fact that footpads have a chance to take down much larger characters with a little work and the proper approach, and in fact I think all pk-oriented classes should have this capability to some extent. I do think it would be good to introduce a little more strategy into this scenario.

I mentioned before that I have a set of abilities in the works, of which every class in the game would be obtaining one variation. These abilities are intended to kind of work towards that goal, giving each class an ability which represents their "role" in pvp to a degree. I'll reveal more about this when design is further along. (Part of the problem right now is figuring out how to introduce and present them in a way which demonstrates their significance, given that they might simply fall into the large sack of abilities each class currently has - making them hard to pick out, especially given individual variations.)

Is unenhance ever coming back? What about a variation of unenhance that does X?

This question is frequently asked, but unenhance is not slated to return in any form. Its existence raises a number of substantial issues, all of which would need to be addressed before we would even consider it. No variation has presented itself which would address these issues.

"Excess pools" (such as mana and spirit on a warrior class) are an issue which I am aware of when designing for the long term, with an eye for justifying their existence. For example, mana and spirit potential now play a very large part in countering evasion; I will also be looking at developing overall rank as a meaningful and desirable attribute rather than just a way to "penalize" players by making missions harder.

Could 'inscriptions clear' return a percentage of the faction spent (on purchasing the inscriptions being erased)?

Unfortunately, no. Inscriptions have no inherent "cost" to them, because they can be obtained in a variety of ways (such as scrolls, which exist and are fully functional but won't actually be seen on Nodeka until the spoils of war are implemented). The faction you paid is just an arbitrary cost which Margrave Krijjkar decided to charge for the privilege of teaching you.

Having said that, I understand that the Invasion inscription costs are pretty high for experimentation right now. I have a few ideas in that regard (such as reduced inscription costs for high accolades) which I may explore.

The scar has been hyped for some time now, is it going to disappoint like Last Air Bender?
How soon can we expect it?
Will there be more areas like pains, except larger, perhaps requiring groups?


I'm sure it'll be a stunning disappointment; hype tends to do that, and well, some people aren't just tough to please, they don't want to be pleased. ;)

Having said that, it will be as good as I can possibly make it. Luckily, that particular benchmark increases over time, as every internal improvement I make for other AI purposes (Invasions, Fields of Guidance, etc.) opens up new doors for areas and events to come. In addition, I think it's evident enough that I'm committed to taking good ideas and developing them, rather than just throwing them out and letting them sit. I think the original Invasion event, as released, is almost laughable compared to what it's evolved into, even if I was proud of it at the time. =) Likewise, I will of course do my best with the Scar, and develop it wherever it needs developing.

Right now, I'm working on Fields of Guidance AI and newbie quest development. After that, I will be working on the Vl'lakian Ramparts (which is similar to what you're asking about a group-oriented Tabernacle) and the Scar concurrently.

Would it be possible for insanity et al. to show up under affects?

Not quite as easy as it sounds. Insanity and havoc aren't simple "add 50 hit, add 100 damage" effects; each affects the barbarian's combat in unique ways, some of which can't be duplicated by current temporary effects. I can, however, let you know what they do:

Insanity:
1. can't be parried
2. increases damage by a random percentage, range is based on strength and mastery beyond 100%
3. decreases hit to a random percentage, range is based on intellect and wisdom
4. drains endurance with each attack, drain can be reduced with mastery beyond 100%
5. makes the barbarian easier to hit

Havoc:
Similar to insanity, with the following differences:
1. the base hit and damage formulae are superior to insanity's
2. endurance drain is greater
3. mastery beyond 100% improves hit instead of damage
4. the "easier to hit" penalty is slightly less than insanity's
5. mastery beyond 100% reduces the "easier to hit" penalty, even going slightly below x1.0 at high %s

Would it be possible to program a 'donation' feature for the repair of Ruushi (during city Invasions) in exchange for faction?

Absolutely, although in a somewhat different form than what you describe. I have planned for the ability for experienced participants to alter the defense effort with certain global tactical decisions which last for one invasion - for example, the ability to increase golem repair rates or to inhibit the spawn rate of a certain invader class which has become too overwhelming. (These aren't slated to incur faction costs.)

This feature isn't on track to be released yet due to the ebb and flow of Invasion difficulty as I further develop the event. Given the recent enhancements, I feel that the event has drifted towards the easier side of the spectrum. (It was somewhat difficult before the golem grouping and shriveled spell nerf were introduced; there was also an unmentioned adjustment to the spawning algorithm which smooths out the spawn curve in certain situations). I have certain challenges I'd like to add to the event to spice things up, eventually; once these are ready, the time will probably be right for adding tactical benefits to balance out the added difficulty. (This is probably a slightly longer-term project, as I think Invasions are running smoothly now and I'd like to address other important areas before coming back to it.)


16 comments:

  1. I think that there should be a "peace keeper" like mob. If a player gets a pk flag during invasion or kills golem's, the "Military Police" will hunt you for going AWOL or being Traitor. This "traitor" flag should exist for one to three invasions to penalize invasion disruptors.

    B

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  2. Are you comfortable with where wizards stand?

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  3. Great Whim!

    I don't know about everyone, but I appreciate when we get the thought process behind updates and changes.

    Makes it easier to see where you're coming from instead of just "OMG you toned druids"( see rite of virility ). When infact rite of virility was super super nasty before and that's why everyone used it.

    Thanks

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  4. I agree with Odinn on the thought process, it shows where flaws lie in our ideas too thus teaching us to structure them better for the future.

    Boyd, I see on problem with your idea though I like it... the killer would simply leave town after the kill to avoid the death, so maybe the peacekeeper would remain active constantly and thus kill you every time you entered town for a 24 hour period from gaining flag?

    Whim can I have that nice throw away ability that you gave to mesmerics please :)

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  5. If you want MPs for invasion, should probably go after folks who spend more than 20 minutes without fighting a single invasion mob after pledging as "deserters". For the golems, simply make it so only those with a rune of heroism can attack it(mobs being exempted from this rule, of course, unless it's not possible, then allow them to attack it while they have their quest affect or something).

    If unenhance isn't coming back, can we please remove the 10 practices/level cap? IIRC, it was implemented only because some people were abusing unenhance to get Int/Wis to 300, then levelling, and unenhancing the practices(and Int/Wis). If a player wants to spend more time being small building up their Int/Wis just for the bonus practices, I say let them go ahead. It's merely trading the tedium of grinding the Int/Wis for the tedium of grinding the plats for practices. In the long run, it probably evens out(especially after factoring in the amount of time spent on the Int/Wis gaining that could otherwise have been spent as a larger remortal character). I would also not mind seeing 500 plats=10 practices reinstated as an additional unenhance option. It's frustrating to be just 10> practices away from getting that next % for a breakpoint in an ability, and then having to get another 5k platinum(which, if you're a smaller player, is about an hour, or more of running, if you can't catch an invasion, which is itself the better part of an hour) to hit it.

    tldr; Invasion stuff, un-cap Int/Wis influence on practices per level-up, re-instate 10 practices per enhance as an option(not replacing the 100 one).

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  6. Fenulia:

    Regarding the 'level gaining' issue, any gains you get from levels used to be important, but let's face it if you want to have a
    'base 100+ super alt just to gain pools/pracs', you most likely have an alt, I if you spent the same amount of time running plats on your alt to buy the extra practices or pools you would save yourself alot of time.. just as an example.. most major remorts run around 150 ppm
    making it 9000 plats per hour. so if you spend 6h of straight running you'll have gained 54,000 plats..

    Now you say the cap is 10 pracs per level.. what if it was 50 pracs per level!!! OMG!
    50 pracs gained over 100 levels = 5000 pracs
    5000 pracs costs 50,000 platinum

    enhancing int & wis to base 100 at mortal costs 500 plat * 72 points * 2 stats = 72,000 platinum (IF you roll a base 18 int wis char)

    Training int and wis for longer then 6 hours is a waste of time since you're more likely to spend less time running the plats to enhance the same amount of practices you would have gained.. and with the slow exp gain at level 1-30 or whatever you decide to stop at..

    level gains are obsolete so just don't worry about it :P

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  7. So my quick point of view on noj's is that they don't have a problem with scaling... they have no scaling.

    I'm the biggest noj in the game and I'm pretty sure oldest/longest playing too as Iron is 8-10 years old and has always been a noj. At this point, I'm just augmenting to demi so that I can train enhanced damage more (and health afterwards). That seems to be the only thing worth doing training wise that has any real impact. Scaling up on a single skill.

    Virtually all of my equip (or desired equip) is just hit/dam or dam/quick/nr. Getting equip with less than RP level stats doesn't have enough affect on skills/buffs to be effective. Everything in the class works off of different stats so there is no cumulative effect from adding a stat. You do more with trading stat equip for raw +hit/dam/quick/nr.

    The class is pretty much entirely relegated to "get better hit/dam equipment" and training enhanced damage for scaling.

    Enough of me griping/whining, I emailed specific ideas for class improvement a few months ago.

    As far as the magos/lernen causing balance issues, just remove the study skills and replace them with something new. They aren't as useful as people think (other than magos+bleed for pk). If it means the class becomes fun/useful/competitive again, people can get over the loss. Take those 2 sub-classes down and then bring the class as a whole up.

    My 25cents worth (call it inflation).

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  8. Question:
    A big part in MMO, imo, is a player driven economy. There isn't one on nodeka per se. Crafting i would not consider, as this is widely available for anyone who choose to master it. Selling donations? Well let's try to keep it as much as possible to in-game currency. At the moment the only thing worth in the trade-market is unique eq, being it unique, not many people would have it.
    So question, somewhere in the future will there be a player driven economy system? E.g: unique character trade-profession (as most mmos have)?

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  9. How much endurance do you need to get the 15% damage bonus?

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  10. I'm curious as to how improved parry or improved dodge racial bonuses from races like sprite actually helps dodge or parry. The helpful doesn't say much other than greatly improves.
    -Alfheim

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  11. Are non-Nijlo imms allowed to look through players' containers, inventory, stones collected, or score sheets? Do you feel this breeches any type of player-imm relationships? A public listing of imm rules would be welcomed.

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  12. When connecting to Nodeka the display shows "(c) 1999-2008 Nodeka, LLC." - an update would be nice.

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  13. Anonymous shouldn't get their questions answered unless they leave a name.

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  14. I like how melees now have a chance to evade as well - Mist warrior's Lesser evasion!
    But i've got a query.
    As evasion is base on willpower and
    spellpower, how's that gonna work out from a ninja when that it's clearly not a
    stat/pool we master whatsoever.

    Would that be a problem for the ninjas and
    a very minuscule improvement?
    P.S: ODINN UNSILENCE ME it's been 3hours and not 12minutes!

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  15. Is there any chance of a slight increase in chance of getting techs? It seems quite low to me, especially given the fact that there's an 18 hour prevent on tech gains anyway. It's really frustrating to spend several days worth of running scraps and not get a tech.

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  16. Is haste a spell that gives benefits over 100% practiced? Thanks for the blogposts and upgradings :)

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