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#2022 - 06/01/08 01:01 PM Circle of Life
Cerberus Administrator Offline
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The Cleric-of-Risla spell "Circle of Life" has been drastically altered. Please post comments, questions, test results, concerns, etc here.
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#2023 - 06/02/08 08:50 AM Re: Circle of Life [Re: Cerberus]
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The game information on circle of life has been removed.
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#2027 - 06/03/08 06:14 AM Re: Circle of Life [Re: Cerberus]
carmy Offline
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I don't know if I understand 100%. This is a portable healing rune that affects people who are not in the room?
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#2029 - 06/03/08 07:31 AM Re: Circle of Life [Re: carmy]
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Yes, this is carried, and thus "portable", though it is in practice difficult to move around with.

Edited by Harold (06/10/08 01:52 PM)
Edit Reason: The in-game information on Circle of Life has been removed.
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#2032 - 06/04/08 02:31 PM Re: Circle of Life [Re: Cerberus]
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I'm pleased with the way this experiment has turned out, though I must say I'd hoped for more community response either for or against. So I have a few prompt-type questions:

Is party-wide effects a design space we should look to in the future for abilities?
Does these effects make parties too relevant?
Are there more ideas for this sort of ability?
Would clan abilities in this vein (clan based rather than party based) be worthwhile for exploration?
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#2040 - 06/05/08 08:25 PM Re: Circle of Life [Re: Cerberus]
Candanuca Offline
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Registered: 04/18/08
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I honestly don't think there is enough for a party of people to do right now. I can think of people going into Dregan's but there really isn't anything for a low or mid range to attempt on that kind of scale. I am probably asking for too much in mentioning quests but I do believe that party anything would be interesting to implement. Party buffs like the one just changed give a benefit to being in a party now at least. Now we just need fun things to do in parties! We already see a lack of places to hunt individually so maybe a party focused area would be a different solution to that. Mobs that require some kind of cure that a cleric has or a mob you need to sweep before it performs something. Just an idea.

Making certain classes important for combat situations would cause a need for parties and then it wouldn't make the parties too relevant, it just makes them relevant enough!

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#2042 - 06/06/08 08:11 AM Re: Circle of Life [Re: Candanuca]
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Partying is not particularly advantageous or even relevant at this point, and part of the reason for this change was to encourage our coders to consider them as viable for design space.

Regarding there being enough for parties to do, that's quite a larger problem than Candanuca's post makes it out to be. Most mobs are designed to be solo'd (though things in the Stalker's Realm are obviously an exception) and don't scale well to partied combat because the xp they can give is finite. Since they are designed for a single player to fight, they're just steam rolled when more than one player begins fighting them, and parties give no experience bonus/sharing to counteract this(another thing we've been looking at, but no one has taken on as a project as of yet). When mobs and areas are designed for party interactions primarily, they go largely unused.

I can tell you from experience that coding mobs that can stand up to a single player is difficult, but generally just a question of how much effort the coder puts into it (and testing it). Coding mobs that could stand up to parties is quite another thing entirely though, as writing the special routines is not only time consuming but difficult to ascertain the real effectiveness of. My current project is called the Manor, and I'll continue to see what I can do to make some places advantageous for multiple players at once to be involved in it. The other side of that coin is, of course, that the possibility for attack effects over parties.

Darke is in heavy need of areas, both as hunting places and quest/exploring zones. We're accepting applications.
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#2046 - 06/07/08 11:57 AM Re: Circle of Life [Re: Cerberus]
Charon Offline
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Partying is always a very hard thing to manage. Has anybody seen it done excellently on a mud before?

The muds I've seen generally have massive groups of people with triggers to attack when the leader does. I've seen it lead to a lot of AFK people just collecting xp and some MUDs even have strange questions just to ensure that players are around. (Asking simple questions that require a reply like "what is two plus 4)", "does gravity pull things up?". Things that would be difficult to answer by trigger.

I've also played some MMOs that have party systems. Sometimes they work and sometimes they don't. In Final Fantasy XI for example past a pretty low level you can no longer solo anything. The easiest mob that gives you xp will destroy you if you try to solo it, regardless of skill or equipment. I don't think anybody wants something like this for darke.

The biggest problem *I* think with making mobs have to be grouped up is that combat on darke is first very much based on crits, and second that it happens very very fast. By the time a cleric can type 'th harold' (trueheal alias) at least one round will have gone by. By the time it goes off another 3 or 4 have gone by and harold is probably dead.

The problem I think with combatting monsters is that either the monster will crit you so bad that you'll die in a few rounds (before any potential healing or even attack spells would go off) or they can't hurt you at all.

I think one possible solution could be slowing combat down in a party setting (the higher-level mobs should offset the xp for slower combat) AND/OR make mobs, and potentially players more damage focused instead of crit focused. Each hit might do say 50 damage or so, but not 10 damage and sever off an arm. This effectively would make the goal to keep the player's HP above 0 and to bring the mobs down to 0 instead.

The healing in Darke is already set up to accomodate this with the various levels of heal spells doing more and more hp return.

To clarify I don't think healing should always be necessary. Right now however if you have 2 fighters the one that crits even slightly harder will be doing 90% of the damage/killing. If instead they did outright hp damage, even if the lesser fighter did half as much damage to the mob, it would still die 33% quicker than if the first fighter were alone. An xp splitting formula would have to take place somehow of course.
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