This has become a truly great thread. Targun, you really did a great job responding to Cherek's appeal for actual suggestions. Fantastic stuff! I found myself reading it, too, and absolutely agreeing with most of it.
Targun wrote:Stats: scale down, everyone by 30%- we're too big, Genesis was never designed for such sizes
I've really been thinking about this. Alorrana - don't worry. You wouldn't lose the advantages over other players you've spent years developing. That is the beauty of an overall scaled reduction. What you would lose would be your advantage over the npcs in the game that were actually designed to be a challenge, rather than total fodder. We could do a scaling that takes into account whether or not you are an actual interactive player. Npcs get the current formula, and players something new. This would need to be looked at, but would be one of the
easiest things to try and see how it works.
Targun wrote:Skills: alter the function of defence/wep skill so they are not linear, but resemble Gaussian Distribution or geometric series, which will eventually divide players more specificly between tanking/dps/healing classes.
Hmmm ... I'd need to research this, as I'm not familiar with Gaussian Distribution. Can you tell me more?
Targun wrote:Spells:
*Healing Lower the cost of healing. A healer should be a must be for any team expecting decent xp. Tank, dps, healer is how should things be orginezed.
*Offensive: use the mmorpgs solution. Lower the mana cost/increase mana regeneartion. Spellcasters run in clothes, not fullplates. They do much dmg, but are vurnelable to physical attacks, plus have some interesting 'magical' skills, teleports, some kind of crowd control. Effect: warrior can stand up to a magic user, they are no longer overpowered. Magic user does not have to kill in 1-3 spells. With lowered mana cost/ways to regain mana, he can be casting almost all the time. Way more amusing for everyone.
You know - this is very similar to what we are doing. One of the major ideas with the recode of magic is to make mana pools regenerate much much faster, so that the "burst" dynamic of a magic user's arsenal really is limited by their mana in a way that facilitates better gameplay. The idea about cheaper healing is interesting.
Targun wrote:*Npcs holding magic weapons: It was mentioned already- make them relatively stronger. No more soloing huge badasses. Team being the only way to pry those precious items.
I like it.
Targun wrote:*Dmg/hit rating- increase dmg output from regular attacks by A LOT. This would happen to a point with non-linear skills combat aid, but it can be multiplied by 2 or whatever number. Of course some simulations would need to be ran to judge how new ways of calculating skills affect gameplay.
Interesting ... again, it would be very easy to test and revert as we learn the effect.
All in all ... thank you for these suggestions. They have definitely been good to read and consider.
G.
Mmmmmm ... pie ...