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#2086 - 06/30/08 06:19 PM The Rambling of a Madman, AKA C/M/S revision.
Olgad Offline
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Registered: 06/30/08
Posts: 1
Loc: Prescott, AZ, USA
Each category starts with a base of 50% the xp gained.

End Result: Combat (50%), Magic (50%), Standard (50%)

This in turn would be modified by the factors Guild, Race, and Play style.

All races would have a xp modifier of (+20%, -20%) balanced as the coders see fit. An Orc say could get (+20%) combat but (-20%) magic. This could be combined in any way for the race by the coders as long as it ends up being no more than (+20%,
-20%).. It could be (+10%) combat, (+10%) magic, (-20%) standard, or (+5%) combat, (+5%) magic, (-10%) standard, etc. The key being the bonus is equal to the negative. Bonus' being a multiple of 5 works best.

So using our Orc example above. The player would be at Combat (70%), Magic (30%), Standard(50%).

This again is modified by guild choice. The Fighter guild would have (+20%) combat, (-20%) magic for example. Again this can be combined in any way the coders think represents the guild best as long as it ends up being no more than (+20%, -20%). A thief guild might have (+10%) combat, (-20%) magic, (+10%) standard
for example.

So lets say our Orc joins the fighters guild. The player would be at Combat (90%), Magic (10%), Standard (50%).

Finally during player creation he can apply a play style bonus of (+10%) to any category.

So if our Orc decides to place his bonus in combat he'd be at Combat (100%), Magic (10%), Standard (50%).

A combat focused character.

So when he gains xp .. example: 100xp, it goes into each category and then is modified by his build.

100xp combat, 100xp magic, 100xp standard.
For our Orc this ends up becoming.
100xp combat, 10xp magic, 50xp standard.
In this way players can tailor there characters to their play style allowing for a larger variety of character builds.

The more powerful races could be balanced out by removing the (+10%) play style bonus from them.

The end result would be removal of c/m/s as we know it and harken back to the older days of Darke but also gaining from what has come since.

XP gain from combat has been a proven game mechanic that works. So remove xp from spells.

Keep long term xp in but make it a fraction of the xp gained from combat. Also have the xp gain based on character level and not spell level to remain easily balanced.

For those who wish to be recluse or those far to deteriorated from death check allow them to "Study" for xp. A long term that would give less xp than combat but more than Long term Spells. Studying could only be allowed in a library or other institution of learning and would be similar to a long term except you would need to keep people from botting. So bring up a random message that would have to be replied to. A book name perhaps..
The xp gained would be based on level similar to Long Terms.

Example: The History of Darke, input "get The History of Darke" to continue the long term and xp gain.

This would allow for easy tracking of those using triggers to bot the process.

Now we could go back to becoming an active MUD where characters need to get out to level and in the process end up interacting again. Tho there would still be the option of the Arch-mage who sits in his library studying musty arcane tomes or the self studied blacksmith. The price being he'll be out leveled by his more active peers.

Lots of balance would need to go into this, No studying while doing Long Terms, No Casting, Combat, or Movement
while doing Long Terms, etc.

There would also need to be some sort of Commoners guild that players could train in to make use of levels which are
not taken in account within their guild. The trained skills and spells would be minor in comparison to guild skills and spells but useful. World lore skills for example could be placed in this guild. Either that or make sure that all three categories are taken into account within each guild. The key being that the accounted for category that falls outside the guilds normal function are minor yet useful skills or spells.

Example: [Commoner Magic Skill Category] Create Fetish Charm (+1% luck bonus), chance of failure reduced by skill.
This seems alittle to minor or useful but you get the idea.

Last idea is an instant reward when you level. As of now there is little satisfaction to gaining a level. Gamers like instant gratification but also need to be rewarded throughout the process of leveling for a truly satisfactory gaming experience. Currently you gain devs throughout as you work towards the next level. I suggest when you level you get a lump sum of the devs right away 25% -> 50% perhaps and gain the rest in the same way as we do now.

Well thats my random ramblings. The thoughts are not well organized but they are at least out there so any discussion
or questions let me know. Lets see if we can make these ideas coherent.

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#2091 - 07/07/08 04:14 PM Re: The Rambling of a Madman, AKA C/M/S revision. [Re: Olgad]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
I like this idea, but in the examples given the "loss" in xp is from a category the guild has no access to. Would this be the same in every guild - For instance should my arch-mage get +20% magic, -20% standard?

Similarly how would balance of race modifiers be achived? A race like ogre which has near enough no mana to begin with is already at a disadvantage for becoming a mage - should an arch-mage ogre be unplayable (as it currently is) because it loses such a vast amount of xp (presumably -10% if not -20%) and has not enough mana to effectively cast its spells? I'd be open to a much more radical overhaul that allowed a player to trade in racial advantages for extra "play style" percentages (rationalized by the idea that "my drow-elf was raised above ground so never developed the racial bonus to sight" is a valid roleplay aspect) and take on disadvantages for further "play style" percentages even.

The spell xp system is on the radar for an overhaul for sure, but I don't understand the idea here. On the one hand we're removing xp from spells (boo.) in order to make the mud more interactive (yay!) and on the other we're giving spell xp from LTs and other reclusive activity (huh?). So where does magic xp come from if I don't want to do long-terms and I get none from casting spells? Would there be some sort of toggle "study magic" and now when I kill things with my daggers I earn magic experience? Or would I still gain magic experience from spells, just not from the level of spell being cast?

I'm curious to see where we may be heading!
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

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