Unknown2006-06-02 03:21:22
Well, I'm feeling a little sorry for Richter at the moment, who can't seem to find any willing takers on figurine battles. So, I'd like to propose the whole system be reworked into something that is actually enjoyable and beneficial to use. Here is my idea:
1. Figurines would be crafted in the same way they are now, but with one important difference - their levels would instead correspond to consider ranks (eg. level 1 = weak and feeble), and they could only be carved into the shapes of creatures that have that consider rank or below. They could be recarved as often as the owner likes, but there would be a small cost each time to the carver.
2. Instead of dropping a figurine into a cage to fight automatically, owners would be able to control (ie, 'inhabit') figurines inside those special arenas. The figurine level would determine the health available, and the tradeskill upgrades would determine what extra bonuses apply to defence or offence. Any number of participants could join a miniature battlefield, but there would always be only two teams (or maybe alternatively two teams or freeforall). Imagine becoming Miakoda and fighting against Ardrak! Or a monstrous lobstrosity against a silvery unicorn!
3. Basic combat would involve a limited number of abilities, but additional ones can be gained at certain levels by completing quests, or perhaps by purchasing them. The basic abilities would be something like:
* a strong attack
* a weak draining attack
* a healing move
* a shielding move
* a nullifying move
* a number of moves to delay recoveries for each of the above
* a curative move
4. The figurine can be specially enchanted with a certain amount of animation 'time' (sort of like 1 charge = 1 minute). If a figurine has animation time remaining, it can be dropped and ordered to follow, like an ent (though it cannot be killed), and will have various effects in combat, bashing and influencing.
* In combat, if the figurine is of a non-sentient creature, it will convert (level)% of your damage to unblockable type. (So it is only ever going to reach 16%.)
* In combat, if the figurine is of a sentient creature, it will increase your accuracy by a certain amount depending on its level, and also on a slow timer it will report your afflictions (like a diag).
* In bashing, the figurine will increase the amount of gold that drops from creatures by (3xlevel)%.
* In influencing, the figurine will increase the amount of gold given by begging by (3xlevel)%, and it will -slightly- lower the resistance of the denizen by a tiny amount dependent on its level.
I think this addresses a number of concerns I have with the original implementation -
* This system is much more interesting when used - its not just 'start them racing and wait for the result'.
* This system has tangible benefits for high-level figurines, as well as more of a sense of prestige and rarity.
* This system gives enchanters a fairly constant income, assuming these benefits are good enough.
So, thoughts?
1. Figurines would be crafted in the same way they are now, but with one important difference - their levels would instead correspond to consider ranks (eg. level 1 = weak and feeble), and they could only be carved into the shapes of creatures that have that consider rank or below. They could be recarved as often as the owner likes, but there would be a small cost each time to the carver.
2. Instead of dropping a figurine into a cage to fight automatically, owners would be able to control (ie, 'inhabit') figurines inside those special arenas. The figurine level would determine the health available, and the tradeskill upgrades would determine what extra bonuses apply to defence or offence. Any number of participants could join a miniature battlefield, but there would always be only two teams (or maybe alternatively two teams or freeforall). Imagine becoming Miakoda and fighting against Ardrak! Or a monstrous lobstrosity against a silvery unicorn!
3. Basic combat would involve a limited number of abilities, but additional ones can be gained at certain levels by completing quests, or perhaps by purchasing them. The basic abilities would be something like:
* a strong attack
* a weak draining attack
* a healing move
* a shielding move
* a nullifying move
* a number of moves to delay recoveries for each of the above
* a curative move
4. The figurine can be specially enchanted with a certain amount of animation 'time' (sort of like 1 charge = 1 minute). If a figurine has animation time remaining, it can be dropped and ordered to follow, like an ent (though it cannot be killed), and will have various effects in combat, bashing and influencing.
* In combat, if the figurine is of a non-sentient creature, it will convert (level)% of your damage to unblockable type. (So it is only ever going to reach 16%.)
* In combat, if the figurine is of a sentient creature, it will increase your accuracy by a certain amount depending on its level, and also on a slow timer it will report your afflictions (like a diag).
* In bashing, the figurine will increase the amount of gold that drops from creatures by (3xlevel)%.
* In influencing, the figurine will increase the amount of gold given by begging by (3xlevel)%, and it will -slightly- lower the resistance of the denizen by a tiny amount dependent on its level.
I think this addresses a number of concerns I have with the original implementation -
* This system is much more interesting when used - its not just 'start them racing and wait for the result'.
* This system has tangible benefits for high-level figurines, as well as more of a sense of prestige and rarity.
* This system gives enchanters a fairly constant income, assuming these benefits are good enough.
So, thoughts?
Acrune2006-06-02 03:32:14
I like the idea, I'm just not sure if it would be used any more then the current system is, and I'd hate to see admins spend all the time making something that still no one ever does anything with.
Edit: Well, except all the fighters would have a new buff to get.
Edit: Well, except all the fighters would have a new buff to get.
Unknown2006-06-02 04:28:55
I think the current system is cute. I'd use it more, except Laneth is a poor little elfen who can abrely afford to clothe himself in decent boots.
Unknown2006-06-02 04:35:58
But... why would you use it? To me, it seems like a simple gambling facilitator, nothing more. You drop two figurines in, wait a few minutes (pretty text scrolls by, but doesn't actually do anything), and you get a winner out.
More money and time means more wins, more wins means more wins, but no ultimate gain.
More money and time means more wins, more wins means more wins, but no ultimate gain.
Unknown2006-06-02 04:40:43
This reminds me of that arena event in Achaea in which every participant took on the role of a 'hero' and had a preset selection of usable skills and items.
Looks like way too much work for far too little gain to me.
Looks like way too much work for far too little gain to me.
Unknown2006-06-02 04:42:31
Realistically, how much use is the current figurine system going to get? I'd prefer that investment in effort in time is not wasted.
Unknown2006-06-02 04:45:11
QUOTE(Avaer @ Jun 2 2006, 02:35 PM) 293212
But... why would you use it? To me, it seems like a simple gambling facilitator, nothing more. You drop two figurines in, wait a few minutes (pretty text scrolls by, but doesn't actually do anything), and you get a winner out.
More money and time means more wins, more wins means more wins, but no ultimate gain.
Well perhaps there is an idea, implement a betting function into the battles! Spectators can bet on which figurine will win and the owner of the winning figurine gets a cut of the takings, then the winnings are distributed accordingly!
I like that idea quite a bit...
Arix2006-06-02 04:55:55
what I do is buy a bunch of cheap, crappy figs and make them battle eachother until they level
Richter2006-06-02 06:10:30
Some interesting ideas there.
What I know is, currently:
-Figurines are way too expensive. If anyone is ever going to use them, they need to not cost 5000 gold per, with comms and expenses (not counting buffs)
-No one will ever, ever, fight my level 23 figurine.
-Figurine skills are too high up in skillsets. Miniatures are the third to last skill in arts, and the third to last skill in forging. They need to drop, like, to master (180 lessons).
-A few of the ab files need updating to explain more (or so I'm told). Does anyone actually know for sure what minimeals do? O_o'
They need to be affordable, and accessable. I've spent a real life week looking for people to make me figurines, and this feature will not get used unless changes are made. Wether or not they need actual combat abilities, or additional uses beyond the current ones, I don't know.
What I know is, currently:
-Figurines are way too expensive. If anyone is ever going to use them, they need to not cost 5000 gold per, with comms and expenses (not counting buffs)
-No one will ever, ever, fight my level 23 figurine.
-Figurine skills are too high up in skillsets. Miniatures are the third to last skill in arts, and the third to last skill in forging. They need to drop, like, to master (180 lessons).
-A few of the ab files need updating to explain more (or so I'm told). Does anyone actually know for sure what minimeals do? O_o'
They need to be affordable, and accessable. I've spent a real life week looking for people to make me figurines, and this feature will not get used unless changes are made. Wether or not they need actual combat abilities, or additional uses beyond the current ones, I don't know.
Unknown2006-06-02 17:05:27
I agree with Richter. I cannot find one enchanter capable of enchanting figurines. (Or cubes, or my rings, or my robes... )
Unknown2006-06-03 01:07:00
Agreed with Richter as well. I don't ever get to do anything with my forging skill, and since I don't see myself getting above master rank anytime in the forseeable future, without lots of commune credit sales....
Narses2006-06-03 02:05:19
Basicly it was a cute notion, but I doubt you'll see many people interested in figurine fights when they can do actual battle.
Why do people have hobbies? to have fun. Creating such a minor hobby which is the equivilent of marbles for a game which is a hobby unto itself and provides far more interesting rotues of interest/advancement...
I don't think it was worth the effort... not at its current state anyways.
Why do people have hobbies? to have fun. Creating such a minor hobby which is the equivilent of marbles for a game which is a hobby unto itself and provides far more interesting rotues of interest/advancement...
I don't think it was worth the effort... not at its current state anyways.