Drazson wrote:Kvator wrote:I am really curious how ogres went through balancing process

Indeed, they are impressively worse than most other options.

Just so. I am not the sort of wizard who enjoys coding combat mechanics or thinking about combat mechanics very much. However, when I must, I think about them extremely carefully and take a lot of time to get them precisely how I want them to be. This was true with the way the npcs, for example, choose (or opt not to) assist one another in the orc temple near Sparkle. I fine tuned that process with vast amounts of trial and error to get it to feel a certain way that I thought would be fun and interesting.
I did the same with ogres, because ogres are such a vastly different type of guild when it comes to combat. The parameters for considering white-damage combat was so strange given their strength, potential sup-guru skill in 2-handed combat and club, and ability to double-wield one-handed weapons that have the max allowed damage in the game ... well, it took a very very special approach. The approach was that I wanted them to have one of the worst specials in the game, in a lot of ways, because they had the best "white-damage" in the game. So, the ogre special was hand-crafted to do a ton of damage, horribly slowly, and missing a lot. The result has been almost universally hated by players in the guild - to my deep and abiding satisfaction.
This guild was one of the very last to be created before we introduced the global balance initiative in 2009. Because I had just gotten the guild exactly where I wanted it, I decided that it should not get a balance recode - it was already absolutely perfect for how I wanted it to work. That belief lasted 9 more years until we discovered this bug that has called into question the results of our efforts since 2009.
I still believe the Ogres are balanced perfectly against the field of other guilds. However, if we were to change (nerf, boost, whatever) the way all specials that have received a recode to the new global standard, the ogres would suddenly be incorrect in (almost certainly) a big way. So, for me, the ogre balance was a great thing while it lasted. I would rather close the ogres than allow them to be better than other guilds at combat. And, I do not plan to close the ogres! So, last week I asked Carnak to see what he could do to recode the ogre special attack. He's done this on a test server that we can play around with, and we have the ability now to experiment with that and see how it goes. The change is not yet implemented in Genesis-actual, but will be in the not-too-distant future.
My goal is to have ogres feel exactly as they always have vs. other guilds. In other words - really fun advantages in some ways, really dreadful drawbacks in others.
G.
Mmmmmm ... pie ...