Announce post #3123: Experimental Changes

AutoposterAutoposter BotMember, Bot Posts: 317 ✭✭✭✭
7/25/2020 at 5:23
Keroc, the Starborn
Experimental Changes

I had planned to do this later on, but since it now involves the Pit report (2887 for reference) we'll be exploring some big changes early on!

- Healing elixirs and defensive elixirs now share the same balance.
* This means you can't drink a health elixir and levitation elixir at the same time anymore.
- Health and mana elixirs will knock your elixir balance for 4.75 seconds.
* Same duration as before.
- Levitation, immunity, frost, antivenin, and vigour elixirs will knock your elixir balance for 1.4 seconds.
* Slightly less then before, used to be 1.5.
- Speed elixir continues to remain free of needing elixir balance for now.

- The Pit now strips levitation every 4 seconds, up from 3.
- The Pit can now only be ensorcelled by the person who cast it.
- The Pit no longer bypasses levitation if the target is fallen.

- Firstaid will use defensive elixirs over healing elixirs.
* I haven't really found a situation just yet where waiting is worth while with existing mechanics and the balance being short, but feel free to let me know if it becomes a problem.

There are some further changes that come along with this that are experimental, as this was something I was working alongside the above ones. I may further adjust, expand, or revert these ones, so keep that in mind. I didn't want to change too much early on.

Celerity & Recovery
There is now a new mechanic called Recovery to go alongside Celerity.

Under the old system, every second you would recover all your celerity points. With recovery, you now only recover as much celerity as you have recovery. So if you have a recovery of 2, you will regain 2 celerity points each second. Everyone has a default of 2 recovery to start with.

Gaining extra recovery will often only come in the form of a temporary boon or situational position. As such, don't expect to gain a defence that gives recovery at no cost to yourself. It will perhaps require an endurance upkeep or for you to be within a certain environment.

AUDIT will show you your total recovery along with your celerity.

Changes to go alongside this:
- New Affliction: Shock.
* This affliction will block recovery from occuring.
* You will be able to move until your celerity points are spent, at which point normal movement will become unavailable.
* Cured only through time, restores 1 celerity upon being cured.
- Trotting from Horsemanship now bestows +1 recovery instead of celerity as long as you are mounted.
- Stalking from Corpus (and the racial) now bestows +1 recovery during the night.
* No longer hides your player from view however.
- Celerity from Corpus now bestows +1 celerity instead of its old effect of speeding up the recovery tick.

Hiding abilities
Hiding abilities are making a small comeback in usefulness.

With Heatsight being wildly available, many abilities that hide you from view are quickly countered at zero cost. We would like to see them have some usefulness within the realm, so some changes have been made to strike a balance so that they are usable without being frustrating in day-to-day events.

Changes to go alongside this:
- Heatsight is now a single use command that will show the room, letting you see hidden players only for that moment.
- The hiding defence is now stripped when you move, unless you are shadowing someone.
- Shroud no longer hides the player from view in the room, it continues to hide actions and movement however.
- Spiritsight for Deathlore now lets you see those who are currently dead within the realms.
- Shadowsight for Subterfuge now lets you see through illusions 50% of the time.
- Lifevision remains how it is for now, however it has lost the ability to see through illusions.

Penned by my hand on Closday, the 2nd of Khepary, in the year 489 MA.


  • SerriceSerrice the Black Fox Member Posts: 1,229 ✭✭✭✭✭
    Hypersight gives you 100% illusion bypass. Have people forgotten this existed?
  • OonaghOonagh Member Posts: 387 ✭✭✭✭
    edited July 25
    Serrice said:

    Hypersight gives you 100% illusion bypass. Have people forgotten this existed?

    Who are you? - For real though, Hi @Serrice you stinkyface.....for everyone in the back.....I add this.......

    Oonagh has been slain by the might of the toxic atmosphere of Ulangi.
  • OonaghOonagh Member Posts: 387 ✭✭✭✭
    edited July 25

    Oonagh has been slain by the might of the toxic atmosphere of Ulangi.
  • SeurimasSeurimas Member Posts: 98 ✭✭✭
    What gives or will give Shock? Anything PVP?
  • AyastiaAyastia Member Posts: 47 ✭✭
    Seurimas said:
    What gives or will give Shock? Anything PVP?
    This was intentionally vague it seems. Because if it is not something an equal amount of classes on both sides can do, we are looking at a giant pile of horse feces here. 
  • OonaghOonagh Member Posts: 387 ✭✭✭✭
    Oonagh has been slain by the might of the toxic atmosphere of Ulangi.
  • AyastiaAyastia Member Posts: 47 ✭✭
    I would also like to point out there are people who play their characters as very proud of their speed (celerity). A core component of that characters pride. And this recovery bit just nuked that. 
  • AeryxAeryx Member Posts: 110 ✭✭✭
    Everyone's made great posts in this thread, I agree with pretty much all of it. That being said, I think these changes continue to expose two glaring problems with Aetolia's development: Lack of transparency, and lack of consistency.

    I truly hope someone, somewhere, learns something from this.
    Source of it all reveals the meaning of life to everyone. Be the spark that will light up the night. You shall be the song that will carry hope. You're invincible, carry on.
  • TsarraTsarra Member Posts: 6
    Rijetta said:

    going slow is not very fun

  • HawaHawa Member Posts: 148 ✭✭✭
    I've said it so many times before, but it bears repeating:
    Keroc is, in fact, biased... against players. :tongue:

    I'm doing my best not to have a knee jerk reaction, but I can't deny that the prospect of coding all these fiddly changes into my Frankensystem is not a pleasant one. Oh well, lol.
    (Congregation): Iosyne says, "I made a cup."

    Horkval are a feature...
  • LinLin Blackbird The MoongladeMember Posts: 1,707 ✭✭✭✭✭
    Classic Aetolia is back. I have to code a bunch of janky workarounds into my system to track my own offense, and everyone moves at the speed of sludge
  • SaltzSaltz Member Posts: 23 ✭✭
    If recovery is implemented to make running away from combat a harder and less obnoxious approach, (Which it does sound like, looking at Shock affliction.) then I see the reasoning behind this. I second it even, it'd be a nice change of pace to recover a bit of your celerity before dashing away in a distance which could be a fun experiment for both the runner&chaser. That being said, I am somewhat concerned that Shock will be an investment check as an affliction though. By the looks of it, it'll be very detrimental against people who have low celerity and potentially will not even tickle the ones with high celerity.

    Combat-aspect aside, low travel speed is unfun on its own. If the change was done for combat purposes I'd suggest enabling the recovery mechanic only for 15 seconds after using any ability/relic/artifact (anything that isn't a movement command basically.) and from that point forth the player can continue to travel with their celerity alone.

    But if the concern is that celerity speeds almost anything players can do in the game (Most notably including questing, hunting... So, gold generation.) along with a realization that utility was offered to the playerbase way too generously... The answer for that might be diminishing returns on stacking celerity really high, instead of making it near meaningless for all purposes (Except combat.) by introducing recovery.
This discussion has been closed.