Some ideas for enjoyable mechanics in this newer age

May 08, 2017 06:04AM
I suggest two general traits should be observed: (1) diminishing returns to everything (e.g. diminishing returns to elite-ness, to gear, to area knowledge, etc.), and (2) reduce time investment into unpleasant activities. The second will strike many of you hardcore CFers as diluting the hardcore-ness of CF, but I think with our increasing age and commitments it's not really possible to hang on to the old glory hardcore days.

(1) Diminishing returns

(a) Diminishing returns to using the same skill over and over again. This imitates the WoW-style "rotation" gameplay which (on a facile level) seems complex and interesting but really is just mixing up the buttons. But gamer psychology means that we are wired to enjoy executing a "rotation" instead of just the same skill over and over.

(b) Diminishing returns to lagging skills. For example, spamming bash, cranial, pincer, etc. They should have a more potent effect when they are first used in this recent period, but suffer from diminishing returns quite quickly. As timers wear off, they may be used again at full efficacy. This means that if someone hasn't bashed you yet in a fight, be very careful that they could bash you for 4 rounds if they're lucky, and thus execute a kill like bash-jab-flurry, or even bash-disarm-bash (pick up weapon but not able to wield it before next bash).

(c) Diminishing returns to damage skills. For example, an invoker should be encouraged to mix up his spells instead of spamming engulf. Invent more mechanics that "store charges" and "unleash" them, e.g. weaker spells that increment counters that allow for creation of bigger and more complex effects. When your opponent is storing up charges, you have to start being aware that he may be able to unleash certain sequences that can kill you. You can add complexity to improve the quality of the mind-games at play here, e.g. an invoker may start introducing "passive damage sources" (think rain of stone, shield of electricity) and spend his charges to create reliable lag followed by a single big finisher.

(d) Diminishing returns to gear. All gear should be re-scaled from a scale of item level 20 (weakest, e.g. 1 dam 10 hp leggings), to item level 50 (strongest, e.g. 3 dam 2 str leggings). The strongest item should be only 2.5 times stronger than the weakest item. Outfit gear should be item level 20 and shops should sell up to item level 30 unlimited, some item level 40 limited. People will still want to compete and fight hard for those item level 50 items due to rarity and the slight edge (remember Edges?). Progs should count as item levels, and overly-strong progs should just not exist (Mel-Kartha's prog for example).

(e) Diminishing returns to area knowledge. All data on items should be in a searchable database (including limited items and preps), with their area included, but perhaps not the exact details of where they are. Reward explorers by giving them "muscle memory" over the exact locations of these things, and zone familiarity when fighting. Maybe area explore could be kept in to make explorers happy, but the items there should not be game-breaking, i.e. item level 50 is only 2.5 times stronger than the weakest item.

(f) Diminishing returns to prepping. Remove obscure and powerful preps like lifesurge etc., and make certain preps less binary in their effects: e.g. spiderhands should not exist in prep form, but something that gives disarm-resistance could take its place). Damage reduction should be weaker.

(2) Reducing time spent on unpleasant things

(a) If people like skill grinding (it's nice to have something to do), maybe reduce the difference between 75% to 100%. Make it so practice makes you only 10% better than someone who didn't grind. The difference between 75% spell success and 100% spell success is pretty huge. This way you could legitimately feel like you could somewhat compete without grinding skills. To satisfy the grinders with a feeling of progress maybe re-scale it so that you go from 90 to 100, but in 0.1 increments (100 increments to reach perfection). Scale the usefulness of INT in some other way, e.g. you could simply perform skills better with higher INT, particularly complex skills like spellcasting).

(b) Increase skill gain from PK-use. To prevent "sparring" from being a tactic to raise skills fast, you could check if they've had gains with each other before. If they have, and neither has killed the other yet, then slow the gains. If one kills the other, raise the gains back for the one who died.

(c) Allow skills that you don't normally use that much in PK (e.g. parting blow, evade) to also benefit from gains in PK. That is, fighting in PK could randomly give you insight into a skill you need, without you having to execute that skill. This encourages more PKing, and gives a consolation prize especially to PK losers.

(d) Skill gains from just player interaction (e.g. calculate by how many characters you've let another player read: punish if player obviously abuses it). If you want to sit in the Inn and chat with people you could still have random skill gains (capped to be slower than practising on mobs so not much incentive to abuse really). This means ranking on mobs in a group while interacting will lead to doubly-good learning rates. Also, group ranking should multiply the skill learning rate proportionate to how much more quickly you're killing the mobs.

(e) With a prep overhaul you should need fewer preps. Also, preps should be more concentrated in fewer areas, e.g. major shops should stock more of them. You should be able to buy "prep sets", like a pack containing standard preps a <class> might need, e.g. fly enlarge reduce detect recall teleport for warriors.

(f) You should be able to "reserve" up to X non-limited equipment items, and half of your non-limited preps, so that upon death they just return straight to you. Thieves that steal them will not be able to sac them, and they will return to you after 24 hours of being stolen. You should always be able to get a container, that is you can just make one out of thin air any time. When you die, the victor may choose to rifle through your prep bag, but only be able to loot half your non-limited preps. Your ghost will have a copy of the prep bag containing half of those preps. The victor may only loot your non-reserved items (all limited items cannot be reserved).

This means that you'll always minimally be prepared to fight after even a full-loot. You'll still have your main weapon, a bunch of simple equipment (remember they're 40% as strong as the strongest stuff the veterans are using).

(g) CON loss represents an inconvenience (in the form of low CON) to long-lived players who take big risks. Make it so that deaths bring you closer to perma-death, but do not reduce your CON-based saves, max hp gain (if not yet level 51), healing rate, etc.

(h) Don't be super-anal and punish players for perceived failures to live up to cabal dogma etc. Skew towards reminding them gently first. Instead, be more punishing on bad behaviour that turns other people off the game (vicious trash-talking for example, or really poor sportsmanship, e.g. uninducting people for tiny slights).
Subject Author Posted

Death Angel bugged on officials?

GoldenApple May 07, 2017 11:24AM

Pretty clearly the process is being run manually lately... Maybe someone doesn't know how to cron? IDK. (n/t)

laearrist May 07, 2017 03:31PM

Things seem to be going to shit in general.

Rhyaldrin May 07, 2017 05:00PM

I've reported them on the bug board

Kstatida May 08, 2017 12:18AM

Your characters are beta testing the new "CANT_LAG" flag. nt

Isildur(VIP) May 07, 2017 08:23PM

what happens if you actually take harmonious? unlaggable? (n/t)

jhyrbian May 07, 2017 05:02PM

Lessens lag that you receive.

Rhyaldrin May 07, 2017 05:05PM

Maybe they've finally figured out the lag system was flawed

zannon May 08, 2017 03:29AM

If they try to reinvent the wheel now they'll lose what little support still remains. (n/t)

Rhyaldrin May 08, 2017 06:22PM

I don't 100% disagree with you, but less carrion in the fields probably isn't overall for the good...

laearrist May 08, 2017 03:49AM

Fuck antigank code

Kstatida May 08, 2017 12:24PM

The problem it is trying to address, I think, is the effectiveness of permas...

laearrist May 08, 2017 12:26PM

Yeah I get the reasoning

Kstatida May 08, 2017 12:29PM

Some random thoughts I had... re: anti-gank code

laearrist May 08, 2017 12:58PM

The charge system should apply to quite a few things because well, character strength. Good post. (n/t)

NbM(VIP) May 08, 2017 03:27PM

The earlier one is really nice idea (n/t)

Kstatida May 08, 2017 01:08PM

Normalize equipment bonuses and wider range in weapon damage

PaulO May 08, 2017 05:35AM

Re: Normalize equipment bonuses and wider range in weapon damage

Isildur(VIP) May 08, 2017 06:18AM

Re: Normalize equipment bonuses and wider range in weapon damage

PaulO May 08, 2017 07:37AM

More Owaza type moves?

zannon May 08, 2017 04:02AM

Some ideas for enjoyable mechanics in this newer age

starbright May 08, 2017 06:04AM

Re: Some ideas for enjoyable mechanics in this newer age

laearrist May 08, 2017 08:36AM

Only purpose of non-interactive skill grind / exploration / gold-farming is to keep players online (i.e. prevent coordination problems)

starbright May 08, 2017 08:58AM

Yea. Maybe something that allows you to do skill practice if you have no one in PK or in who group, but if someone shows up, you can't learn skills or whatever anymore at all. Gotta go interact. (n/t)

laearrist May 08, 2017 09:39AM

Re: Some ideas for enjoyable mechanics in this newer age

Isildur(VIP) May 08, 2017 06:30AM

Yea, the counter to gang is gang... So more group play

laearrist May 08, 2017 04:31AM

Lag prevents movements, but not command?

zannon May 08, 2017 05:54AM

Available options

Kstatida May 08, 2017 12:28PM

Re: Specifically Orc vs Bard

laearrist May 08, 2017 08:07AM

Can't word in combat? So you want to make STSF more powerful than it is? Entwine, cutoff, STSF, thief cutoff, parting blow, entwine all implemented with combat word in mind. (n/t)

saagkri May 08, 2017 07:55AM

In all honesty, mages should die more often. Also warriors should have less magic available to them... So the answer is probably somewhere in between. (n/t)

laearrist May 08, 2017 08:38AM

Re: Lessens lag that you receive.

jhyrbian May 07, 2017 05:09PM

That would be a good way to get some attention drawn to it, if it worked that way and someone did it. (n/t)

Frosty May 07, 2017 05:37PM

I think she only works Tuesdays now (n/t)

wishore May 07, 2017 12:11PM



Sorry, you do not have permission to post/reply in this forum.

Online Users

Guests: 147
Record Number of Users: 1 April 26, 2024
Record Number of Guests: 161 April 28, 2024