Thought I'd copy this little line over to its own post to get more discussion without derailing rage.
There are two major limiters for getting into PK:
Coding your own system and Firstaid being useless beyond a bashing/entry into combat tool.
This is limiting to the PK community as a whole. I don't see why we can't have customizable, server side curing that isn't terrible. This would relieve a lot of stress for "established" PKers in upkeeping their systems as well as cutting out 90% of what PK teachers have to teach, coding for curing. If the players only had to focus on how to kill each other rather than why their system can't keep up with affs, we'll get a better quality of PK, and it'll be easier to balance classes, artifacts, stat scaling, and the combination of any of those three items combined.
Moirean Said:
It might make PK meh for a time, but that would only emphasize the weaknesses in the offensive design of our PK system. If having ideal curing makes PK fall apart, that means we are sorely lacking in creative and tactical attack mechanics.
It would, because we do, but heavily implementing better, more challenging and more fun offenses really can't happen on a large scale while systems are a big deal, since it just widens the gap between those with good code and those without.
DISCUSS!
Comments
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
@Daskalos Regarding lag/ping. Try living in Australia with the sh\*house latency we get due to the distance from the US. I just wish there was a way to not have to jump through two-three servers in the US, before reaching Aetolia. It makes it impossible for international players to even compete on a proper level. (350+ ping) This is why I would say 90% of pkers in Australia, other countries just leave the game, as we can not keep up. However, I heard from Macavity the other day that Aetolia could switch something up that would reduce that issues considerably. But I am computer illiterate so I will just concentrate on neuroscience/psychology/making Welsh jokes, and pretending I understand.
Although I do agree that first aid could do with a bump to speed it up.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
I use tripwire. I recently noticed a circumstance when a mid-priority aff really ought to temporarily be #1 in priority. So I scripted into my personal scripts, a table.remove and a table.insert to move that aff to #1 and then back again shortly after.
If we had a perfectly efficient server side curer, which we could define priorities to the affs and other things (which affs we use special cures for and under what circumstances), then curing would be latency independent.
Someone that is really good, could figure out when their priority needed to be adjusted, and make those adjustments mid-fight. This could be done with simple aliases, or bot-like automation. The coding itself would be a lot less important though. Ezalor could still exploit Dask's choice of cure priorities, and Dask could change it up by writing a simple alias to do so, if he figured out what the problem was.
Which is about how it should be, in my opinion.
Sometimes a class is perceived as weak because it is unpopular. A class can be unpopular for many reasons, and the skills being underpowered is only one of them.
It's hard to say any class is underpowered unless there is a variety of good pvpers all failing at it. Not just a couple either, because some people are just not good at all styles of fighting. A speed knight trying to utilise woodlore traps, as a prime example.
I'm not saying that the exodus of pvpers who dropped the class like a baked potato stuffed with shit couldn't have succeeded if they'd put in the effort learning how - why would they want to? They signed up for the fun of being a speed knight, not of being a sneaky Moirean laying ambushes and tactically using their environment.
It's hard to say for sure now that the class really is weak, when hardly anyone uses it. So when everyone can cure and there are more people fighting, then there are less classes with no one using them, which makes it more obvious when a class is failing.
I also don't know why we have all these duplicate afflictions... as an example:
Affliction: Lethargy.
Diagnose: feeling rather lethargic.
Cure message: The lethargy evaporates, leaving you full of energy.
Description:
Increases balance recovery time by 40%.
Herb: Ginseng. Slice: Ovary.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:14:41:852> affliction blood_poison
Affliction: Blood_poison.
Diagnose: affected by a circulatory poison.
Cure message: You are relieved to catch up with the pace of reality.
Description:
Increases balance recovery time by 50%.
Herb: Kelp. Slice: Eyeball.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:14:46:73> affliction confusion
Affliction: Confusion.
Diagnose: confused.
Cure message: The confusion lifts from your mind and it is clear once again.
Description:
Equilibrium recovery time is doubled and you will be unable to CONCENTRATE should you be disrupted.
Herb: Ash. Slice: Bladder.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:14:50:803> affliction blood_curse
Affliction: Blood_curse.
Diagnose: affected by a circulatory curse.
Cure message: You are able to once again control your concentration.
Description:
Increases equilibrium recovery time by 50%.
Herb: Ash. Slice: Bladder.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
Affliction: Idiocy.
Diagnose: afflicted with the mind power of an idiot.
Cure message: Your mind feels free of its idiocy.
Description:
Increases equilibrium recovery time by 30%. Prevents the primary healing effect of moss when consumed, instead curing the affliction.
Affliction: Berserking.
Diagnose: frothing at the mouth.
Cure message: Your insane rage calms.
Description:
Will cause you to strike out at a random target in the room, causing minor harm and knocking you off balance. This action is aggressive and can cause side-effects as a result.
Herb: Lobelia. Slice: Testis.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
Affliction: Epilepsy.
Diagnose: suffering from epilepsy.
Cure message: Your nerves suddenly calm down.
Description:
Causes periodic epileptic fits which knock you off balance.
Herb: Goldenseal. Slice: Liver.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:16:40:405> affliction indifference
Affliction: Indifference.
Diagnose: indifferent.
Cure message: Your focus returns.
Body part: Head.
Description:
You will be unable to eat or drink any consumables. Additionally doubles the mana cost of the FOCUS ability.
Herb: Nothing. Slice: Nothing.
Salve: Epidermal. Poultice: Oculi.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:17:14:864> affliction impatience
Affliction: Impatience.
Diagnose: impatient.
Cure message: You are patient once again.
Description:
Prevents the FOCUS ability and MEDITATION. Decreases the efficiency of the mana elixir by half.
Herb: Goldenseal. Slice: Liver.
Salve: Nothing. Poultice: Nothing.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
<8090/7728h 7705/7705m 32400e 32400w <eb> <db>> <100|97|100|100|14.07%> <08:17:21:975> affliction anorexia
Affliction: Anorexia.
Diagnose: anorexic.
Cure message: Food is no longer repulsive to you.
Body part: Torso.
Description:
You will be unable to eat or drink any consumables.
Herb: Nothing. Slice: Nothing.
Salve: Epidermal. Poultice: Oculi.
Smoked: Nothing. Tincture: Nothing.
Special: Nothing.
I'd understand if a class only had one or the other, but when you can get both... I don't get it. Do we really need 5 different skills to slow down eq\balance? Do we need anorexia\impatience by itself AND a combo skill in indifference? There are probably more, but these are the ones that stick out to me.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Edit: Correction, blurry_vision is cured by epidermal (as well as tree and renew, natch).
I'm going to throw in my two cents, just in case everyone is afraid we're not reading these comments - we definitely are, we are just swamped.
Right now we're in a bit of a crunch when it comes to active coders, meaning there is limited coding power to be spent on the projects at hand. We've got several big class updates in the pipeline as well as major events on the horizon, which are taking priority since their releases are what keeps the game moving forward. A coding project like this, that takes a basic concept (firstaid) and expands it into the realm of viable systems, is a MASSIVE undertaking, for a number of reasons. The combat balance changes this would require notwithstanding, creating a system that allows players to set their priorities and queue cures is a pretty huge project on its own. An ugprade to firstaid, short of these configurations, may be something to consider - even if for now, it's simply increasing the tick rate.
The introduction of the simple combat messages as well as the affliction database means it's easier than ever to create a system - you don't need to collect trigger lines, you don't need to worry about illusions for the most part, and information about each affliction and what it's cured by is readily at your fingertips. Perhaps a publically sourced, basic system would be a good investment? I know Xarian just released a copy of his system, so working together as a community to establish a basic system for easy access could do wonders until the administration has the time and vision to implement a server-side solution.
To comment on the overlap in affliction effects, there are a few outliers for sure, and we're always open to adjusting these to address the big offenders. But each of those afflictions has a context that at least partially explains the overlap. In this case, the blood poison/curse afflictions are vampire-specific and count as physical afflictions, which supplements their otherwise mental-affliction-heavy offense. Idiocy and plodding are lycanthrope and shaman specific and have a primary effect of stealing a moss balance, not just slowing balance and equilibrium. Berserking is primarily designed to break aura and shield, the balance loss is accessory to this. I would agree that classes should not be able to stack these afflictions, and for the most part, they can't - recent changes to the afflictions themselves might necessitate a review of what is available to each class and how it stacks, but that's an issue with oversight, not design.
We are going to try to shy away from new afflictions with our upcoming releases, but for the few that slip through the cracks, we'll be trying our hardest to make them have innovative effects on combat rather than clone the afflictions that already exist.
A final comment on class design and exposing the problems they have inherently - these are all mighty goals that we'd love to see accomplished, but our priority is to make as much content accessible to as many people as we can, and that means putting overwhelming large changes to our combat structure on the backburner.
As for how much work it would be, the baseline for the whole thing is already implemented in Imperian, a little cooperation with the admin over there and some time devoted to Aetolianizing it here and there would go a long way even if it took a long time. (And a good hold-over until then would be increasing firstaid's tick so it's at least usable as an entry point without being crippling.)
As for using Imperian's setup, I know there are a lot of nice features that would translate well, and it's something to consider once we have more coding power. There are also a lot of fundamental differences in how afflictions would need to be handled, since we have prerestoration and linear curing trees, which would mean affliction classes would need a heavy looking at.
As it stands, there's simply no chance of this happening right now.