What would you like to see in June?

by Estarra

Back to Common Grounds.

Unknown2009-06-02 16:31:52
-Collegiums are great, they're definitely helpful to Lusternia.

-Fearaura's getting reviewed, ascendance is meh-fine in general aside from that.

-Insanity is important for the xp faucet that is astral bashing. Otherwise, I understand how it's a very big pain, heh.

-I like rampages. More combatey arena games would be cool in general.
Unknown2009-06-02 16:34:13
QUOTE (casilu @ Jun 2 2009, 11:49 AM) <{POST_SNAPBACK}>
I think when when we look at fixing forging, we should also look at making ( or keeping depending on how crazy you are) artifact runes less needed. That's why I'm not really a big fan of the fixed stats idea. I spent a week forging this thing and it actually works pretty great, but if we were stuck with fixed stats it would basically make runes 100% necessary to fight. I know how people use Ceren as an example of how you don't need runes to compete, but I also was told the stats on his weapons, fixed stats would make it 100% necessary for runes to compete with nearly anyone.


This post has actually made me think almost completely the opposite. You should get a weapon with stats that add up to 463 every time you forge, and you'll have complete control over where you allocate those stats (within certain boundaries, of course). You could even add the ability for a forger to attempt to increase the stats marginally by continuing to forge past these limits, at the risk of destroying the weapon and having to start over (perhaps with partial loss of commodities from the destruction).

All the magic-based guilds have fixed formulas that don't take the weapon itself into account. Their damage will be consistent (and their weapon is free, to boot). They do not miss. They do not have to get past parry, stance, rebounding, absorption, etc.

Please, please, please don't make my 3,000+ credits worth of weapon runes completely useless in the New Forging Paradigm!
Unknown2009-06-02 16:47:30
QUOTE (Zarquan @ Jun 2 2009, 05:34 PM) <{POST_SNAPBACK}>
This post has actually made me think almost completely the opposite. You should get a weapon with stats that add up to 463 every time you forge, and you'll have complete control over where you allocate those stats (within certain boundaries, of course). You could even add the ability for a forger to attempt to increase the stats marginally by continuing to forge past these limits, at the risk of destroying the weapon and having to start over (perhaps with partial loss of commodities from the destruction).

All the magic-based guilds have fixed formulas that don't take the weapon itself into account. Their damage will be consistent (and their weapon is free, to boot). They do not miss. They do not have to get past parry, stance, rebounding, absorption, etc.


Up to this point, it seemed like a good argument to have limited weapon stats that don't require artifacts to break even!

QUOTE
Please, please, please don't make my 3,000+ credits worth of weapon runes completely useless in the New Forging Paradigm!


As someone who has 3225 credits sunk into two swords (add another 50 if you count a customization on one of them), I'd be in a similar boat. But really, I'd rather have runes be a real option rather than considered a near-requirement. Breaking even shouldn't require special conditions for knights that make them want to jam wooden slivers under their fingernails.

Besides, if it were that, that, that radical a change, hopefully the admin would give a special trade in deal or some such.
Casilu2009-06-02 16:47:47
QUOTE (Zarquan @ Jun 2 2009, 09:34 AM) <{POST_SNAPBACK}>
This post has actually made me think almost completely the opposite. You should get a weapon with stats that add up to 463 every time you forge, and you'll have complete control over where you allocate those stats (within certain boundaries, of course). You could even add the ability for a forger to attempt to increase the stats marginally by continuing to forge past these limits, at the risk of destroying the weapon and having to start over (perhaps with partial loss of commodities from the destruction).

All the magic-based guilds have fixed formulas that don't take the weapon itself into account. Their damage will be consistent (and their weapon is free, to boot). They do not miss. They do not have to get past parry, stance, rebounding, absorption, etc.

Please, please, please don't make my 3,000+ credits worth of weapon runes completely useless in the New Forging Paradigm!


I think that's way they didn't want to attack forging. It's going to be a pain to balance. People want precision and damage to mean something, people with runes don't want them to be worthless, and people without them want to be able to fight. My axe stats are 493 after rounding decimals and converting. That took a week.
Narsrim2009-06-02 16:49:11
QUOTE (Azoth Nae'blis @ Jun 2 2009, 04:36 AM) <{POST_SNAPBACK}>
Does that not make a difference? With that and the huge number of charisma/influence buffs around, plus illdrain, I'd think illithoids would make passable influencers. And even if they're a little subpar, they're damn good at everything else. Can't excel in everything.


The influencing racial buffs are largely worthless unless you have high charisma. Charisma determines influence "damage" and equilibrium recovery for influence "attacks." The major reason Illithoid/Viscanti/etc are so terrible is because they influence so slow. Their influence damage, even with the buffs, is still god awful as well.

Finally, Illdrain doesn't impact influence damage/speed so it is fairly moot.

=====+=====

Influence speed/damage caps at 23 charisma so clearly the closer you get to that, the better. While Illithoid/Viscanti can boost their charisma by +4 to +5 so can everyone, which in turn still makes them subpar.
Unknown2009-06-02 17:15:01
Firstly steaming afflictions is the lamest idea ever. I voted for races because they are not equal at all. While I don't want them to be equal I do not like to see Godly tank kephera. When I am super squish failing. Especially because it makes almost no sense the Keph really can do everything I can do only it gets passive defence boosts? What you need to do in my opinon is Weaken Keph, give Faelings a real reason to be so weak aside from the lol speed boost. Fix mugwumps, stop balancing Taurians around a crappy skill.
Unknown2009-06-02 17:17:16
If you can't make it as a spec Faeling (failing? heh), you might be doing it wrong.
Unknown2009-06-02 17:46:14
Oh yea because as a Spec faeling I got more then 1 point of cha and a point of int.
Tervic2009-06-02 20:17:47
QUOTE (Gregori @ Jun 1 2009, 05:34 PM) <{POST_SNAPBACK}>
I think it should actually go like.

Both parents can adopt a child within 1 year by both attending the consideration period. 1 parent may also start a consideration period, however the period will take twice as long, unless the second spouse arrives to start their half of the consideration period.

There should be a drawback to it, while still allowing it.


I would approve of this.

As to spec faelings... They're pretty nice, but still not on par with viscanti and elfen (I've played as all three, elfen is by far and away my favorite, with viscanti in a distant second).
Daganev2009-06-02 20:24:28
QUOTE (casilu @ Jun 2 2009, 08:49 AM) <{POST_SNAPBACK}>
I think when when we look at fixing forging, we should also look at making ( or keeping depending on how crazy you are) artifact runes less needed. That's why I'm not really a big fan of the fixed stats idea. I spent a week forging this thing and it actually works pretty great, but if we were stuck with fixed stats it would basically make runes 100% necessary to fight. I know how people use Ceren as an example of how you don't need runes to compete, but I also was told the stats on his weapons, fixed stats would make it 100% necessary for runes to compete with nearly anyone.


I don't understand this position.

The fixed stats would be at the level to compete, then the runes will add 5%, 10%, 15% bonus, just like the mage runes do. Are artifact runes necessary for Mages to compete?
Unknown2009-06-02 20:25:05
QUOTE (Tervic @ Jun 2 2009, 04:17 PM) <{POST_SNAPBACK}>
I would approve of this.

As to spec faelings... They're pretty nice, but still not on par with viscanti and elfen (I've played as all three, elfen is by far and away my favorite, with viscanti in a distant second).


Is Merian even a blip on the radar?
Daganev2009-06-02 20:32:12
The way I envision it would be as follows. You can build a damage weapon (i.e. flail) everytime you forge it, it comes out as 180/150/180 (random example) If you put on stat wounds, your flail is now 5% faster, 5% more wounding, and does 5% more damage (less than 5% actually, but +5 )
If you forge a scimitar its alwasy 140/235/180, if you build a rapier, its always 100/160/280

At this point, if those numbers arn't good, or if one weapon type is never viable, then they tweak the numbers/math so it becomes viable. If you have runes on your weapons, your weapons just become 5,10, or 15 % better.

If your 180/150/180 weapon, does 2000 damage every 3 seconds, well now with max runes it does, 2350 damage every 2.75 seconds.
Daganev2009-06-02 20:48:49
The other option that I think would make sense is that you are given 500 points to put on your weapons.

Then remove the 463 rule, that rule only makes sense with the idea of "short lived" uber weapons (which were really never short lived)

So for example:

AB TEMPER
You may allocate Damage,precision,or speed towards your weapon.
TEMPER for

WP FLAIL
Awesome flail
Damage: 140 Precision: 120 Speed: 150
You may allocate 80 more points on this weapon

Then there would be a table:
Flail:
Damage: 80-180 Wounds: 80-200 Speed: 80 - 200
Morningstar:
Damage: 80-160 Wounds: 100 - 235 Speed: 80 - 200
Hammer:
Damage: 40- 100 Wounds: 80- 200 Speed: 200- 280
Mace:
Damage 80 - 170 Wounds: 80 - 220 Speed: 100-240

Or something like that.
Casilu2009-06-02 21:05:07
QUOTE (daganev @ Jun 2 2009, 01:24 PM) <{POST_SNAPBACK}>
I don't understand this position.

The fixed stats would be at the level to compete, then the runes will add 5%, 10%, 15% bonus, just like the mage runes do. Are artifact runes necessary for Mages to compete?


The way runes work now, it's not easy (nor possible except in extreme circumstances) to compete with runable weapons without runes, and even those weapons in that stat range are a pain to make. I spent a week forging my axe for about 100 or so extra wounds on Melville compared to my damage weapon. I don't really see a way you can make unruned weapons valid with fixed stats and not make runed weapons insane. Like Zarquan said, he has 3000 credits in runes on his weapons. To make it so that runed weapons aren't nigh unstoppable, you'd either have to lessen the effects of precision or remove most of the runes (elementals, bleeding).
Diamondais2009-06-02 21:11:02
If forging is for sure looked at and changes are made, at the same time weapon runes should be looked at to reflect if they would be too unstabilizing for the changes or if they would work.
Casilu2009-06-02 21:18:38
QUOTE (diamondais @ Jun 2 2009, 02:11 PM) <{POST_SNAPBACK}>
If forging is for sure looked at and changes are made, at the same time weapon runes should be looked at to reflect if they would be too unstabilizing for the changes or if they would work.


Forging has a whole set of fun problems with it:

Forging weapons themselves.

Uselessness of stats.

And, if forging is changed to make good weapons more likely, what is going to happen to some of those runes?
Unknown2009-06-02 21:22:28
QUOTE (Rainydays @ Jun 2 2009, 11:47 AM) <{POST_SNAPBACK}>
As someone who has 3225 credits sunk into two swords (add another 50 if you count a customization on one of them), I'd be in a similar boat. But really, I'd rather have runes be a real option rather than considered a near-requirement. Breaking even shouldn't require special conditions for knights that make them want to jam wooden slivers under their fingernails.


As another person who isn't even willing to try to figure out how many credits I've put into runes, I'm still going to side with this perspective.
Furien2009-06-02 21:29:15
Yes to arena rampages, please.
Diamondais2009-06-02 21:52:14
QUOTE (casilu @ Jun 2 2009, 05:18 PM) <{POST_SNAPBACK}>
Forging has a whole set of fun problems with it:

Forging weapons themselves.

Uselessness of stats.

And, if forging is changed to make good weapons more likely, what is going to happen to some of those runes?

Yeah, like I said. Runes need to be looked at too to see if they clash with the new system or if they need to be changed too. wtf.gif
Lekius2009-06-02 21:53:41
QUOTE (Deschain @ Jun 2 2009, 01:25 PM) <{POST_SNAPBACK}>
Is Merian even a blip on the radar?


People play Merian? confused.gif