ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Janalon2011-06-30 18:34:37
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Report #585   Skillset:    Skill: DmpList
Guild: Nekotai    Status: Rejected May 2011
Problem: With the emergence of the monk tattoo trade, careful consideration needs to be made
regarding how best to mix-and-match from a wide variety of defense/offense enhancements, and to what
degree (i.e. tattoo weight to the .1 place). Selecting from among the elemental defenses is
particularly challenging due to weighted buff points, the multitude of defenses (skillet, racial,
constructs, potions, proofing), ambiguous AB's, and variability of construct defenses due to aether
politics. Achieving the right amount of defensive customization through tattoos is akin to picking
(somewhat) blindly. This calls into need for a DMP status or list: a way for the player to have some
level of readout into the DMP values for each damage type, and/or the % damage modified. Some
precedent is set within TATTOOS in LIST, ARMOUR, and POWERS, and having parallel information on DMP
is not a far stretch.

Solution #1: Create a DMP LIST syntax (similar to POWERS or TATTOOS) to show either cumulative
values and/or % modified for each damage type.
Solution #2: Move TATTOOS and the newly suggested DMP syntaxes over to Combat to parallel
WEAPONPROBE and diversify the skill set.
Solution #3: Solution #1 or #2 AND provide additional information about the impact of racial
(dis)advantages for the various damage types.

Player Comments:
---:
Transparency has been a great benefit to players understanding combat.  I believe the addition of a
fixed command for review of dmp would be a great boon towards additional transparency.
---:
I would enjoy a thorough coverage of the DMP I have with this addition. Approved!
---:
Totally agree with this. Solution #1.
---:
Sol 1 sounds good, it would save people from making insanely large spreadsheets for every DMP in the
game and then seeing which one has.. like I did. I blame OCD
---:
I approve of this report
---:
I also think this would be great. Especially now that there is a precedent with TATTOOS POWERS, this
same ability should be available for other skills.
---:
I agree this would be great, and muchly appreciated.
---:
Yes please!
---:
Solution 1. It's fair to know exactly what effects certain defs have, and terribly frustrating to
have to guess!
Furies' Decision:
Don't find this to be necessary - would require too much resources in coding, unless it is requested
as a separate project.


Shame that a report that has decent support is shot down. Though, I appreciate the detailed explanation provided in the Furies Decision. Fingers crossed that I can push this as a separate project sometime in the future.
Unknown2011-06-30 19:06:50
QUOTE
Furies' Decision:
Changed to 2p outside of Crowform, 1p inside.


No more complaints :-)
Esano2011-06-30 22:24:04
Since when has an envoy report passing stopped complaints, especially when it's one of the magical fourth solutions?
Malicia2011-06-30 22:35:58
I doubt that resolution will stop complaints about squall.
Vadi2011-06-30 22:45:38
Time to see about coding dmplist then.
Unknown2011-06-30 22:46:51
Whoa whoa, people have just been complaining about squall not having a power cost, and that's been addressed, it's all good now!
Rivius2011-06-30 22:52:48
QUOTE (Vadi @ Jun 30 2011, 06:45 PM) <{POST_SNAPBACK}>
Time to see about coding dmplist then.

It's a bummer it was rejected. But to be fair, it does sound like a pretty humongous project.
Sylphas2011-06-30 23:42:37
QUOTE (Rivius @ Jun 30 2011, 06:52 PM) <{POST_SNAPBACK}>
It's a bummer it was rejected. But to be fair, it does sound like a pretty humongous project.


Eh. They already have to run attacks through your dmp to calculate the proper damage, so either it's code you already have and can just tweak, or it's code you probably SHOULD have to make your game run better.
Estarra2011-06-30 23:44:35
QUOTE (Sylphas @ Jun 30 2011, 04:42 PM) <{POST_SNAPBACK}>
Eh. They already have to run attacks through your dmp to calculate the proper damage, so either it's code you already have and can just tweak, or it's code you probably SHOULD have to make your game run better.


Or you don't know what you're talking about so hush!
Sylphas2011-06-30 23:49:44
QUOTE (Estarra @ Jun 30 2011, 06:44 PM) <{POST_SNAPBACK}>
Or you don't know what you're talking about so hush!


...ok then.
Razenth2011-07-01 00:36:33
You probably don't unless you're a software engineer and have worked on major projects before.
Janalon2011-07-01 01:42:52
QUOTE (Vadi @ Jun 30 2011, 06:45 PM) <{POST_SNAPBACK}>
Time to see about coding dmplist then.


Vadi, is this something that you could be able to tackle through M&M? I know that your MM DEFS is a mighty fierce contender... would you be able to attribute a rough guestimate of DMP based on max values (also allowing the player some configuration as well), or am I thinking this is too much? Besides that, I doubt you could also account for skills like resilience and low/high magic, not to mention racial (dis)advantanges to the elements.

Perhaps a more moderate request would be to ask for slight tweaking to the skill AB's so that DMP amount and type are more clearly defined. I could be entirely content with this solution, and would be more than happy to pour over the AB's and issue which ones need disambiguation.
Rivius2011-07-01 01:52:15
QUOTE (Janalon @ Jun 30 2011, 09:42 PM) <{POST_SNAPBACK}>
Vadi, is this something that you could be able to tackle through M&M? I know that your MM DEFS is a mighty fierce contender... would you be able to attribute a rough guestimate of DMP based on max values (also allowing the player some configuration as well), or am I thinking this is too much? Besides that, I doubt you could also account for skills like resilience and low/high magic, not to mention racial (dis)advantanges to the elements.

Perhaps a more moderate request would be to ask for slight tweaking to the skill AB's so that DMP amount and type are more clearly defined. I could be entirely content with this solution, and would be more than happy to pour over the AB's and issue which ones need disambiguation.

Yeah that could work. Disambiguation was the point of that report anyway, right? Once we have the data, what's stopping the community from making a DMP calculator or something?
Unknown2011-07-01 01:57:32
Not all DMP comes from things with AB files. There's also offensive and defensive DMP, and all the various damage types and sources. Yes, it's complicated.
Unknown2011-07-01 01:57:54
QUOTE (Rivius @ Jun 30 2011, 09:52 PM) <{POST_SNAPBACK}>
Yeah that could work. Disambiguation was the point of that report anyway, right? Once we have the data, what's stopping the community from making a DMP calculator or something?


The time it would take me to script it in mudlet and release it wouldn't be that long I don't imagine.

just saying, I'd do that in a heartbeat if I knew all the data was available. And I doubt I'd be the only one.
Janalon2011-07-01 02:23:53
QUOTE (Zarquan @ Jun 30 2011, 09:57 PM) <{POST_SNAPBACK}>
Not all DMP comes from things with AB files. There's also offensive and defensive DMP, and all the various damage types and sources. Yes, it's complicated.


True, but I feel this mostly relates to DMP stacking penalties as it relates to selecting a defense in the tattoo trade. I don't need to know everything... I only need to know enough to have a basic understanding which defensive tattoo will give me a return of %2 defense, and which ones will give me the full 10%. Right now, it's (mostly) a shot in the dark.
Ixion2011-07-01 02:37:22
*puts my dmp chart up for sale to the highest bidder*
Placeus2011-07-01 02:39:49
QUOTE (Estarra @ Jun 26 2011, 04:07 AM) <{POST_SNAPBACK}>
The admin do discuss and comment internally on reports but in many cases those comments cannot be passed on to players.


I knew it! *

CODE
(GodsRus): Sior says, "Lol, Placeus reported on holy light again.  wat a n00b."
(GodsRus): Estarra says, "inorite?"
(GodsRus): Eventru says, "Time to mess with him a little... solution #4?"
(GodsRus): Roark says, "Lol yes."


*The following codeblock is fictitious and is not based on to actual events, reports or people.
Janalon2011-08-09 22:41:50
Good news: BrewMeister Malts now have set alcohol levels:

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ANNOUNCE NEWS #1813
Date: 8/8/2011 at 22:56
From: Sior the Anomaly
To  : Everyone
Subj: Changes

...

o PaleMalt, DarkMalt, and AmberMalt will now actually raise your level
of inebriation. Get drinking!


Bad news: these defenses are rendered nearly "useless" due to fumbling.

This is now out of a bug report an into the hands of envoy, as adjusting cost/benefit ratio is a matter of "balance." I'm looking for an Envoy with an open slot this month to take up an envoy issue that should benefit everyone. I've taken up liberty to write the report, so you would only need to copy it over. See below:

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Report #672   Skillset: Brewmeister   Skill: AmberMalt&DarkMalt
Guild: Nekotai    Status: Unsubmitted

Problem: Brewmeister AmberMalt confers 5 DMP to "All" resistances and DarkMalt 5 DMP "All" buffs. Until now, these brews were bugged and did not impact sobriety. Now the combination of alcoholic content plus the defenses only lasting one minute have rendered AmberMalt and DarkMalt practically useless. There are only few means to mitigate the effects of alcohol upon sobriety: racial alcohol tolerance (which also bring about with reduced damage), the dingbat artie Charm of Clangoru, and  Dramatics Sobriety. This report seeks to bring about balance through a multi-pronged approach.

Solution #1: Review alcohol level of AmberMalt and DarkMalt IN ADDITION to increasing defense time (somewhere in the range of two- to five-minutes).

Solution #2: Dramatics Sobriety should halve "fumbling" rate, as Dramatics Drunkard introduces fumbling while sober. This should help manage lower levels of drunkenness.

Solution #3: Introduce a new skill PartyTattoo (pending a better name) that will provide a level 1 alcohol resistances for 100-weight. If there are too many tats, replace EnchantedTattoo with this new skill.
Unknown2011-08-17 03:50:30
I'll possibly submit it next envoy cycle. This cycle's report was used to fix contemplation-insanity interctions, and next month may involve other similar fixes. But if it doesn't I can submit that.