Afflictions

by Lysandus

Back to Common Grounds.

Lysandus2010-08-13 13:09:06
It's something I've noticed since I first played Lusternia... why do we need 100+ afflictions? I could understand that they added combos/strategy/realism in terms of MUD combat but 100? C'mon do we really need all those? Would it be better if we have less yet effective afflictions then a hundred afflictions to the point that some or most of it does the same thing with a different name?
Unknown2010-08-13 13:24:31
There are easily over 200 afflictions, if you consider all things separately, like a broken left arm from a broken right arm.

In general, it's not a problem, but there are a lot of redundancies, several afflictions that do multiple things (like preventing eating AND drinking AND smoking AND talking), several afflictions that do little or nothing, and afflictions that change the whole match-up.

Everyone wants to be unique, so everyone has unique afflictions not found in other skills. However, this was brought up a long ago, and it was decided that in the future the new afflictions would be fewer, trying instead to mix-and-match what we've got already.
Lysandus2010-08-13 13:30:31
well still, that seems to be a lot and I give kudos to those who created the system on their own with all these afflictions, not to mention the trigger lines themselves.
Unknown2010-08-13 13:42:35
Hi, crushed foot.
Sior2010-08-13 14:39:34
A few months ago we removed a few afflictions in order to start trimming down on the bloat as part of our combat streamlining campaign.

We're willing to trim a few more if there are some constructive suggestions for removal of afflictions which won't greatly impact game balance.
Shaddus2010-08-13 17:23:24
All we really need is poisoned, paralysed, turned to stone, sleep, and charmed. If it works for Final Fantasy, it will work for us.
Razenth2010-08-13 17:26:12
Pigged, zombified, berserk, silenced, imped, cursed, blind...
Shaddus2010-08-13 17:34:44
QUOTE (Razenth @ Aug 13 2010, 12:26 PM) <{POST_SNAPBACK}>
Pigged, zombified, berserk, silenced, imped, cursed, blind...

Shh, I was trying to stick with FF1
Razenth2010-08-13 17:37:24
Whoops, sorry sad.gif
Lehki2010-08-13 17:46:43
ORDER BEAST BREATHE BAD
Lysandus2010-08-13 18:01:11
Perhaps we split the afflictions to common and unique?

Common such as bleeding, burning, cripple, weakness, broken bones and what not.

While the unique will depend on the archetype such as amputation, freezing, slow, etc.?
Lehki2010-08-13 18:02:40
QUOTE (Lysandus @ Aug 13 2010, 02:01 PM) <{POST_SNAPBACK}>
Perhaps we split the afflictions to common and unique?

Common such as bleeding, burning, cripple, weakness, broken bones and what not.

While the unique will depend on the archetype such as amputation, freezing, slow, etc.?

And that will make it simpler... ?
Xavius2010-08-13 18:03:05
Er. What would that accomplish?

EDIT: Neenja Lehki, hooooo!
Unknown2010-08-13 18:03:25
Any changes made to afflictions will have to be minor at this point. No way are we going to futz with combat systems just to make them compatible with your overhaul/oversimplification of the list of afflictions.

One good example that was given the last time was peace and pacified being redundant. You need just a few, specific suggestions like that.
Sior2010-08-13 18:23:53
QUOTE (Zarquan @ Aug 13 2010, 02:03 PM) <{POST_SNAPBACK}>
One good example that was given the last time was peace and pacified being redundant. You need just a few, specific suggestions like that.

We didn't actually combine those two because concerns were brought up about dreamweavers and telepaths.
Unknown2010-08-13 18:25:20
True, but it's still a focused example of afflictions that are redundant and couple possibly be reworked, as opposed to sweeping changes.
Lendren2010-08-13 22:09:03
QUOTE (Lysandus @ Aug 13 2010, 02:01 PM) <{POST_SNAPBACK}>
Perhaps we split the afflictions to common and unique?

You could have done this back in the days of nine guilds. But over the years, most of the ones that used to be unique now can come from three different guilds.