CerberusAdministrator
(addict)
02/01/08 01:24 PM
Special areas?

Whatever happened to the infernal forge, or the ichor pit, or any of those "only in <this place>" type of abilities? Does anyone know why they're no more? I'm dreading hearing any one of the answers I think may be coming:
  • We don't know - AHH!! No news was posted? No one noticed that an area's cool special feature just stopped working?
  • It was unbalanced - Again, insert hair-pulling scream. Things can be rebalanced without removing them, can't they?
  • <Player> whined - heh. My dog ate it is almost as good a reason.
Maybe I'm off-base and alone, but I think these should be pretty high up on the list of re-enabling. Maybe not as they were, but certainly with a little bit of love and a whole lot of review. Anyone got any thoughts on the topic?


Charon
(enthusiast)
02/01/08 02:36 PM
Re: Special areas?

I for one am for special locations having special abilities. The better the ability the harder the place should be to get to (and no trans runes to that location!).

Charon
(enthusiast)
02/07/08 08:52 AM
Re: Special areas?

I'm curious what everybody thinks of special places that do special things and the restrictions on them.

Harold and I tossed around a few ideas for bonuses including (and some I'm just tossing in now off my head):
- forges create better/superior weapons
- boost in forge armour that would allow forges superior to the hard-capped forge
- special abilities of some nature

Ideas for limitations include:
- significant xp loss during or upon completion of a bonused item.
- DC during or upon completion
- time limitation, can only do one LT in that area every so often. Perhaps one piece of super-armor forged per mud year.
- permnament stat loss or some kind or hp loss (one levels worth perhaps?)

These areas of course would be protecte appropriately. Needless to say that we want these measures in so that equipment made from such sacrifice and work isn't the "norm" like TA laen is today.


Kim
(enthusiast)
03/01/08 05:53 PM
Re: Special areas?

Well, I think you have answered why those places were removed, basically. The drawbacks you have posted were either meaningless (DC loss, time limitations), or so harsh the only way anybody would do them is by doing non-interactive I'm-just-a-tinker-bitch characters (perm stat/HP loss). XP loss falls into the later category, maybe not obviously. But.. level up the tinker bitch, get the necessary skills, and then who cares about the tinker bitch losing XP, once you have the skills?

I have yet to see a good reason WHY some places should give special abilities to forged stuff. It really doesn't add anything except imbalance.


Charon
(enthusiast)
03/02/08 08:55 AM
Re: Special areas?

I think people misunderstand what balance is. A Mage and a fighter being able to level combat with the same effort and the same results isn't balance.

Special areas add a couple of things. First they add a destination which is important. Next it allows people who are willing to put in the extra time and energy to get something for it.

If everybody who put in 50 days of playtime had exactly the same equipment and abilities as somebody with half that time, that is poor balance.

If putting in the extra time and effort, which is the idea behind special areas, the implementation has yet to be decided, results in the same results as not putting in that extra effort then there is truly something unbalanced.

Let us take for example an extremely high level nightblade. Such a character could kill almost anybody. Does that make them unbalanced? Perhaps, but levels are one way the mud rewards effort. I understand this isn't perfect of course but the idea is still valid.


CerberusAdministrator
(addict)
03/03/08 02:59 PM
Re: Special areas?

 Originally Posted By: Kim
Well, I think you have answered why those places were removed, basically. The drawbacks you have posted were either meaningless (DC loss, time limitations), or so harsh the only way anybody would do them is by doing non-interactive I'm-just-a-tinker-bitch characters (perm stat/HP loss). XP loss falls into the later category, maybe not obviously. But.. level up the tinker bitch, get the necessary skills, and then who cares about the tinker bitch losing XP, once you have the skills?
I agree with the point that some drawbacks are irrelevant. Deathcheck is meaningless, but time limitations aren't a drawback at all they're just a check on the rate at which new <whatever> can enter the game. By tweaking that rate we can (to some degree) balance the amount of new power coming into the game, and it gives us time to consider the ramifications before things get out of hand.

This talk makes me think that dev costs are a better drawback for the infernal forge in particular, whether directly or indirectly - of the forger or user.

Direct: It will cost you 120 development points to forge a <weapon> at the infernal forge. Would you like to continue? (yes or no) -OR- It will cost you 3 development points to wield the <weapon>. Would you like to continue? (yes or no)

Indirect: Your soul howls as it is flailed by unseen demons! You have lost 1% to your <skillname> skill. -OR- <critical effect> The demons bound into <waepon> seep into your soul, wreaking havoc upon your mind! You have lost 1% to your <skillname> skill.

Obviously these drawbacks fall into the harsh category. Thoughts on the idea? (Note: idea, not plan, not waiting-to-be-implemented, not on the horizon. In fact, think of it as musing, not even wistful musing, about the potential for innovative code.)

 Originally Posted By: Kim
I have yet to see a good reason WHY some places should give special abilities to forged stuff. It really doesn't add anything except imbalance.
 Originally Posted By: Charon
... they add a destination which is important. Next it allows people who are willing to put in the extra time and energy to get something for it.
Think of the mud in terms of creative space. If everything was exactly the same except for descriptions, there'd never be a reason to go anywhere but the place closest to the most stuff. By opening special abilities anywhere to anything we open a draw for players to spend time in a particular area. That particular area goes up in importance to the game, and it encourages players to explore other areas whose creative space might be more hidden.

As to why special abilities should be added to forged equipment, currently I can't give an irrefutable reason why equipment should be made any more special or unique. That's a failing of the power level of our current equipment, in my mind. Anyone should be able to get the best of anything not because of their intimate knowledge of the system, but because of the time they've spent obtaining those items.

Spending 18 weeks to figure out the most powerful combination of equipment is not the same as spending 18 weeks making a character who can obtain the most powerful piece of equipment at some peril to life and property. Both are valid, and both add a great levle of interest to some people in games. I am of the opinion that by opening the creative space that makes players spend some time outside of their safe zone you open the possibility that those players will be actively engaged rather than passively present.


Garkin
(stranger)
03/10/08 09:45 PM
Re: Special areas?

Going back 10+ years ago, I remember when the infernal forge was in the game. I remember when it was taken out, too. I believe back then it had the property of taking a very common mineral and randomly forging it into an item of a different material type.

And so players would form a party, loaded down with tons of cheap mcgrail, fight their way down there, set up transport runes to their castles and mines, and forge unlimited powerful weapons.

Until maybe Shadowraith learned about it. Then the entire world of Darkemud witnessed a terrific moving of the earth, and a volcano spewed ash, covering the world in darkness for two days. And when it was all over, the forge was no more...

(Essentially, it was crazily unbalanced and was taken out.)


CerberusAdministrator
(addict)
03/11/08 11:44 AM
Re: Special areas?

So is the general belief that there can't be special areas that are balanced? Should we abandon the idea of adding new specials and continue to remove the unbalanced specials we find, or strive to balance these features?

I am personally vested in special features because I like to program them, and as a player I like to strive to obtain or use them. If the only impetus for seeing these in game is in my own thoughts, they should be abandoned and those resources placed elsewhere.


MacTORGAdministrator
(enthusiast)
03/11/08 12:03 PM
Re: Special areas?

could we have special items that can be only used on a per person bases and only when they are online? and if they log of it gets sent back to the special area?

CerberusAdministrator
(addict)
03/11/08 12:20 PM
Re: Special areas?

Yes, without any effort what-so-ever. With any effort at all we could have special items that go to random locations (or random within a designation) when the player logs out, drops, or unequips the item.

Charon
(enthusiast)
03/11/08 12:47 PM
Re: Special areas?

Ok I had a brilliant post typed up but then my shitty connection died so everybody gets the super short version.

I think there are really 2 topics here, one for special areas and one for special items.

I don't think balancing either one is that difficult honestly. Allow me to illustrate first with special areas. Keep in mind this example isn't something I've planned to code it's just an example.

Let's say that one of the buffer mobs in goblin town (say gobbla) has a key on them that allows access to the goblin elite treasury. Once in the secure room the player is greeted by a guard and once the player supplies a password (which could be learned through some other method) the goblin will exchange a standard goblin weapon given to him (take off a dead goblin presumably) and given an unsurpassed iron weapon of the same type but with *1 icy and *1 flame on it. This would be repeatable once per hour per player.

Now, people COULD complain that this would be unbalanced as HMs could obtain an infinite supply of free weapons, but that would be a stupid argument because HMs wouldn't WANT those weapons and if they did they could easily obtain something similar.

For somebody just starting out however it WOULD be worthwhile to figure it out and get that weapon.

Everything is like that. Even if you took the masks from the stalker's realm and really looked at them. For those who aren't aware the masks in a nutshell:

1. Grant haste to the wearer
2. Poof out randomly
3. Randomly summon high level mobs to kill you
4. Randomly cause damage to the wearer

They are easily found killing probably the toughest mobs in the game in a hard to reach location. Normally this is accomplished by a team of at least 2 HMs and it isn't uncommon even for 2 level 50+s to experience a death on a farming mission.

That said, I've used them to help level my lower level characters up and I really only did when some HM friends were on so that in the event of a deadly mob, they could come and save me.

Is this unbalanced? Perhaps to some but if you require a HM on call to kill mobs for you whil using an item, chances are you can probably get access to a level 11 spell to be cast on you if you can't cast it.


Garkin
(stranger)
03/12/08 04:06 PM
Re: Special areas?

I seem to remember there were several artifacts floating around darkemud when I was playing 10+ years ago. Are any of them still around? Some were quite powerful, but had terrible downsides.

For example, there was a ring that granted complete invisibility and undetectability. But you had a 60% chance of aggressively attacking anything that entered the room while it was worn; regardless if it was a friend or foe.

That sort of stuff made the game so much more interesting and fun. It just requires a coder creative enough to invent a way to balance whatever cool power exists.


CerberusAdministrator
(addict)
03/12/08 06:09 PM
Re: Special areas?

That's an interesting take - is it more important to have unique artifacts than special areas?

I remember a few of the old artifacts, and many roleplaying attempts following them...