Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Feb 23, 2025 2:29 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 242 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 25  Next
Author Message
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 8:50 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
evena wrote:
My main character is useless enough without having 0 ART and becoming the new idiot on the block despite being 217 years old.

Definitely not useless. The ART mod is there to make enchanting less frustrating, not make it possible to do the otherwise impossible. In other words, it further reduces grinding. Actually, I will reveal a bit and mention that ART was not even part of the original plan, that was suggested by a one of the players who were given a preview of the changes. It was definitely meant as a positive addition. Too bad that every change seems to become negative during the rollout.

PS. Maybe the real downer is that I told you something about how the mechanics work for once. After all, how could you know that art was not affecting the enchant spell all along?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 8:53 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Really, I was mostly making fun of my fountain RP character. Man, I suck hard enough without having no ability to enchant.

Sorry that didn't come across as planned.

I do maintain that if the logic behind not giving us the spells learned is that "the magic is now different," enchanting is also significantly different to justify a clean wipe.


That's all.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 8:58 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ninja_ardith wrote:
Okay in short, Dulrik gave us a much needed change, and to do that it was imperative that love be wiped clean. Don't complain. We'll all recover from this.

Thanks for the public support.

ninja_ardith wrote:
Especially since we don't have to wait for some butt to die so we can get our hands on some limited item, or wait for the monthly reboot for some jackwagon to get dehoarded.

In the interests of being fair and balanced, I will say that this has probably not changed. Limited gear may well be more important than before.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:00 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
evena wrote:
I wasn't really complaining, it's just not fair.

Everyone's "enchant" spells could easily have been reset to make it fair: That's all I'm saying.

Easily? No. It would have been easy to make everyone's enchant spell reset to 0 every single time they logged in, but that would not have been useful. It would also have been possible to make every single one of everyone's skills and spells reset to 0 once. But I didn't think that would have been well received either.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:03 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
kiran_sinclair wrote:
I think we can see which stellar Pk'r was asked....

Would love to have a age old question answered that no one seems to know. With the new system, when you have a bow enchanted for accuracy, damage and/or speed is it improving those stats for when you are firing the bow or just when your beating someone over the head with it. It was my understanding the old enchant system only affected the bow when you were using it to pound someone into the ground.

I believe it should affect both. That's the kind of thing that should be statistically verifiable if you are motivated.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:12 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Mitro wrote:
Dulrik wrote:
- Updated song of silence to use cast time penalty
- Ramp up casting penalty on song of silence each round

Given that people think the enchantment updates were a buff to casters, why was song of silence changed? It seemed like only within the past several months has it actually been a factor in a handful of skirmishes (since nobody really thought it useful previously).

Having not tried it against PCs, just NPCs, its usefulness is now dramatically reduced (seems to either not really increase casting time, or adds 2-3 rounds max), and may prove to be of little use as the ultimate song in the bard's repertoire. Also, there is no longer any room echo to indicate that it is working. I also presume that it no longer stops those in the room from giving orders, reciting scrolls, etc.

I just don't understand how songs of silence is not now a lesser version of songs of sleep (just one status higher).

I'll be honest, I wrote this particular code many months ago as part of the refactoring of the enchantment system. It had to be changed and I believe what I've done here actually buffs the song, but I'd have to go back and examine to be sure.

I definitely had the intention to examine songs of sleep as well before this change went in, but it looks like that is something I overlooked.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:20 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I haven't gotten to test out this change at all yet, and probably won't for a little while, but I do find it interesting. There's a few things I think really would be better dealt with immediately. I like a lot of things about it, I like that stat mods can, to a point, be enchanted, and I like that enchantments can be targeted. I also like how it preserves the strength of innate enchantments as it relates to stat mods. I like the ability to be able to enchant weaponry in three different ways. I absolutely love that enchantments can finally be targeted. However, this post naturally is only concerned with the problems I see with it, even though in principal I like a lot of ideas about it.

First, if art is going to affect enchanting success, then sorcs and priests should be able to re-spend their stat points. All of them. A lot of players roll characters with the intention of keeping them around for a long time, and many sorcs/priests who are years old IRL will be much less useful for enchanting than a character that was rolled last week and maxed art. Personally, however, I'd rather that art didn't weigh into enchanting. That seems very unnecessary.

Secondly, the other big problem is the fact that armor can't be enchanted for saves now, and enchanted saves even on jewelry don't stack. This means that obtaining any save over 20 is going to be next to impossible unless you find armor that carries the enchantment innately: And since from now on sorcs are always going to have max art for enchanting, that means your saves AND magical damage reduction are going to be in the tank compared to what they used to be. Sure, I realize that impairment has been lessened, but even without impairment that makes warlocks, sorcerers and anyone with a petrification scroll an absolute murdering machine.

Dulrik wrote:
I think you'll find that there is still going to be quite a lot of thought and effort put into acquiring and enchanting an elite suit. Probably even more thought than before and perhaps as much effort too, although that effort will no longer be sitting for hours spamming the enchant spell until you hit three cherries on the enchant slot machine. It will be on acquiring gear that is correct for your needs to start with and then placing the right cherries on top.
And then junking it and waiting for 20 more minutes every time it fades, which brings me to my last point.

The biggest problem is that it the timesink required for enchanting hasn't changed: It's just offset it onto waiting for repops. As things stand now, the only armor or jewelry that is worth enchanting comes with an innate stat mod or save, meaning that as soon as said item fades it's absolutely worthless. Everyone's just going to be sitting around waiting for repops now, and/or the best armor is now on summonable NPCs. This change actually made it even more frustrating to get higher level armor that actually takes time and effort to gather.


I'd like to see some of a few things. First, I'd like to see either A) see art not matter for enchanting or B) all existing sorcs and priests get a free stat reallocation if they wish. Existing sorcs and priests shouldn't have to reincarnate to level 22 and then relevel just to get the chance to max art if they want to. Otherwise you're just punishing people for playing longstanding characters.

Secondly, I'd like to see that saves can be placed on armor, and/or that even enhancement saves (fort/will/reflex) should be stackable. It's crazy to think that it's impossible now to get over 20 in a single save without having at least 16 enchantments for that save to come from innate enchantments that are immediately lost if an item is faded. The game did not need a bigger push towards sitting around waiting for repops, which is exactly what this change seems to have done.


As a final note, I'm slightly worried about the potential success rate of enchanting versus what's really required now. Now there's a totally new enchantment type placed in the game for people who need physical protection along with protection from spells, yet I would surmise that enchanting success, in general, has been lowered. This seems like a really big hit to players who need to be protected both from spells and from physical damage, namely, melee characters. I'm almost certain that melee characters have been totally shafted from this change for the variety of reasons I've listed.

Of course, except for MR barbs.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:32 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Dulrik wrote:
Easily? No. It would have been easy to make everyone's enchant spell reset to 0 every single time they logged in, but that would not have been useful. It would also have been possible to make every single one of everyone's skills and spells reset to 0 once. But I didn't think that would have been well received either.


Forgive my ignorance of the code, and feel free to correct my misconception of how this happened.

It seems that the reason that we didn't get a learned spell is because it was totally new. Like when someone leaves a cabal and rejoins, there is no baseline of knowledge to translate into active skills and spells. This stated, it would seem that removing enchant spells from the game for a few ticks and reinserting it would have reset them across the board.

Again, I am excited about the changes, I just feel that one class got pissed on. Everyone who had a priest with mastered enchating has to go back to the trainers and act like they never knew a damn thing while enchanters have full access to the work that they ground out to perfect the spells.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:36 am 
Offline
Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Yeah, MR barbs are going to become even more OP'd x10 with the new changes compared to all other melee. Get a suit of full AP innate bonus. Eat everyones face.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 11/24/2012 Q&A
PostPosted: Sun Nov 25, 2012 9:40 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
evena wrote:
Dulrik wrote:
Easily? No. It would have been easy to make everyone's enchant spell reset to 0 every single time they logged in, but that would not have been useful. It would also have been possible to make every single one of everyone's skills and spells reset to 0 once. But I didn't think that would have been well received either.


Forgive my ignorance of the code, and feel free to correct my misconception of how this happened.

It seems that the reason that we didn't get a learned spell is because it was totally new. Like when someone leaves a cabal and rejoins, there is no baseline of knowledge to translate into active skills and spells. This stated, it would seem that removing enchant spells from the game for a few ticks and reinserting it would have reset them across the board.

Again, I am excited about the changes, I just feel that one class got pissed on. Everyone who had a priest with mastered enchating has to go back to the trainers and act like they never knew a damn thing while enchanters have full access to the work that they ground out to perfect the spells.

Unfortunately, removing it from the game for a few ticks wouldn't have worked. However, let's see what else might be accommodated with respect to relearning spells for existing characters. Perhaps a special trainer will make an appearance at tonight's Thankira event...


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 242 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 25  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Majestic-12 [Bot] and 123 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group