Best Of
Re: All I Want For Winterflame Is...............
Some new updates to the newbie quest / experience. (Since our goal is to attract and retain players), I rolled about 5-6 characters to try out several things before I landed on Daloa, so feel I have a good view of the newbie questline currently. (I am viewing this group as one request, but feel free to ignore if breaks the rules) Namely:
- Lessons from Battlemasters. Having played other IRE muds, I knew how the learning system worked, so I just dove right into learning, and the game did not ensure I was able to learn my class heal, so that was rough going for a bit. Yes, mostly my fault, but I expect other newbies may make the same mistake and just log off. I think this could be a guided experience until you learn the recommended skills.
- Tone down the "strong" version of enemies in the newbie area (explicitly just the level to 5 area, or include some mechanic that tells you how to CONSIDER. I thought you needed the skill, no idea you could just LOOK at it), as there seems to be a smaller version and a tougher version in every area thematically so far, correct if wrong. Even just some dude that tells you about it when you enter for the first time (or see the hint info below). De-leveling from 5 to 4 is not fun. I'm all for teaching someone how to play, but this is kind of rough. Alternatively, protect you from EXP loss until level 10.
- Have some entry trigger/hints for important things that you can turn off (CONFIG NEWBIEHINTS). "Did you know this is a trade terminal and you can use it by issuing the 'tt' command?", "This is a JUNK shop, where you can SCRAP your old armor if you no longer need it and recover some marks!", "There is a terminal here, perhaps someone with some computer knowledge could do something with it!" -- I understand you don't want to explain absolutely everything, but I legitimately thought until last night just nothing was listed on MARKET for weapons, and was not aware it was only for ships.
- Tell newbies ingame that the newbie challenge exists! I Thought I missed it as I didn't see a prompt about it (and well may have just not seen it) -- but only remembered the newbiechallenge command by chance to see if it was still going.
Daloa
3
Re: All I Want For Winterflame Is...............
All I want is easy... delete crits.
But if that isn't on the cards, more TT SEARCH filtering options.
TT SEARCH WEAPONMOD <dam_type> <category> <level>
Where damage type means, impact or thermal etc
But if that isn't on the cards, more TT SEARCH filtering options.
TT SEARCH WEAPONMOD <dam_type> <category> <level>
Where damage type means, impact or thermal etc
Category means, advanced, simple etc
level means the level range, but rather than typing in the level range itself, use the level of the weapon it is intended for and only return results that are suitable for that weapon level.
TT SEARCH WEAPONMOD impact simple 75
would return a list of simple mods suitable for a L75 weapon, in the simple category.
would return a list of simple mods suitable for a L75 weapon, in the simple category.
Similar for armour mods would obviously also be nice, but I only get the one request so...
Indi
3
Re: All I Want For Winterflame Is...............
Marking it in-game as a priority, but I'll post it here for extra measure: can something be added to NEWBIECHALLENGE to show you how much time is left until your challenge is over or something similar? It's difficult to figure out exactly when you joined, and it'd be nice to know when the actual "rollover" is so that I don't find myself at 74.9, thinking I have 12 hours left...
Eikala
3
Re: Quality of Life Wishlist
Filter options on refinery/autofactory list.
IE: "Refinery list Elessium" or "Autofactory list alloys"
Have the "refinery queue all" command show all your refinery jobs even if you do not own any.
Have the "refinery queue all" command show all your refinery jobs even if you do not own any.
bugbo
1
Re: A Plea for B.E.A.S.T.
I've said it before and I'll say it again:
Scoundrel has ieds
Nano has mindswap
Fury has Unstoppable
Engi has shards/magnetize/magnotron
... every class has a way to pump up the heat on their main subsys path. Ignoring the relative strengths of musc over the Internal/Mind routes of Scoundrel and Nano, BEAST needs the help of POUND to compete, else it'll remain a damage cheese class.
Re: Classlead AFfliction Reports
Soza said:Steve said:5: I think Nykara's right about this one -- I agree.
7: I like the sound of this affliction. 10% or 15% damage back on attacks, even if exclusive to nanoseer (which I'm not convinced it needs to be), would be a good thing for nanoseer and, therefore, a good change to the game. However, the ability might be better if the damage dealt isn't based on attack damage but based on balance spent. Every time you spend balance, the damage from the affliction is modified based on the balance time for that ability. Modify the damage based on a relevant stat, weapon power, etc.Mind stuff:Sensory stuff:
- Disorientation staying the same makes sense to me, after further consideration and having had some trouble because of it in the new arenas.
- Anything is better than current brainswelling.
- Merging stupidity and forgetfulness as the 75% subsystem affliction seems like a good thing to do.
- Confusion having a balance knock is a bit unimaginative, as RocketCat says (I think that's what's being referred to, anyway). Confusion could be replaced with one of the afflictions offered in lead number 11, such as recklessness. Alternatively, we could have something like an affliction version of recklessness, where there's "confusion" about what afflictions the character is suffering from: current, gained, and lost. If it's a lot like recklessness, it might look like losing information regarding afflictions (current, gained, lost). If it's more like confusion, the names might be swapped at random with other afflictions. If it's about afflictions, I think scoundrel and nanoseer would both be good candidates for it because there's randomness built into their kits for which afflictions are being dealt.
Internal stuff:
- Perhaps making the big sensory affliction the inability to block movement would work, even if it's too much to give to blind.
- Increasing rejection's power is a good first step but we really need more power early on.
- More discussion on this would be good. Internal's real weakness is its subsystem afflictions. More comments on whether the proposed solutions will do the job would be helpful.
Merging the two, (Stupidity and forgetfulness) at the 75% tier is likely to be a little too strong, I'd say merge them at the 50% tier, and for the 75% tier give a new subsys aff that makes subsys feedback ticks slightly faster for all subsystems (possibly make its effect better against non-mind subsys but still faster for mind too) which could help nanoseer push for breakdown.
After a bit of thinking and mathing, I don't THINK it will be a big issue if feedback into mind is unaffected - it'll be a while before that happens anyway. I'd propose 12->6 and 3->2 for the numbers (since it starts ticking fast sub-60)
Nykara
1
Re: Classlead AFfliction Reports
Steve said:5: I think Nykara's right about this one -- I agree.
7: I like the sound of this affliction. 10% or 15% damage back on attacks, even if exclusive to nanoseer (which I'm not convinced it needs to be), would be a good thing for nanoseer and, therefore, a good change to the game. However, the ability might be better if the damage dealt isn't based on attack damage but based on balance spent. Every time you spend balance, the damage from the affliction is modified based on the balance time for that ability. Modify the damage based on a relevant stat, weapon power, etc.Mind stuff:Sensory stuff:
- Disorientation staying the same makes sense to me, after further consideration and having had some trouble because of it in the new arenas.
- Anything is better than current brainswelling.
- Merging stupidity and forgetfulness as the 75% subsystem affliction seems like a good thing to do.
- Confusion having a balance knock is a bit unimaginative, as RocketCat says (I think that's what's being referred to, anyway). Confusion could be replaced with one of the afflictions offered in lead number 11, such as recklessness. Alternatively, we could have something like an affliction version of recklessness, where there's "confusion" about what afflictions the character is suffering from: current, gained, and lost. If it's a lot like recklessness, it might look like losing information regarding afflictions (current, gained, lost). If it's more like confusion, the names might be swapped at random with other afflictions. If it's about afflictions, I think scoundrel and nanoseer would both be good candidates for it because there's randomness built into their kits for which afflictions are being dealt.
Internal stuff:
- Perhaps making the big sensory affliction the inability to block movement would work, even if it's too much to give to blind.
- Increasing rejection's power is a good first step but we really need more power early on.
- More discussion on this would be good. Internal's real weakness is its subsystem afflictions. More comments on whether the proposed solutions will do the job would be helpful.
Merging the two, (Stupidity and forgetfulness) at the 75% tier is likely to be a little too strong, I'd say merge them at the 50% tier, and for the 75% tier give a new subsys aff that makes subsys feedback ticks slightly faster for all subsystems (possibly make its effect better against non-mind subsys but still faster for mind too) which could help nanoseer push for breakdown.
Soza
1
Re: Classlead AFfliction Reports
Nykara said:Soza said:The reason confusion is proposed the way it is, though a bit unimaginative, is that confusion is a nanoseer only affliction one of the only hindering afflictions that nanoseer can give in the mind tree. It started out a long time ago as an affliction that would *sometimes* cause the person afflicted to instead hit a different entity in the room. This meant that it could hit a player, a mob, a npc, or any loyal, ie pets. Confusion was already a "hit or miss" kinda aff but it gave the nanoseer enough hinder to slow down the enemy while the nanoseer could slowly build to their mind kill. Which is exactally what mind is, a slow hard to obtain kill. At this point in time, I came up with a brilliant plan. "what if confusion (nanos only hinder) always had a target for *when* it actually procced, and thus I started carrying a sentry drone around with me. This sentry drone, I would pickup before moving and place once I moved. This drone being there, and because of Albions incessant ways to kill pets had since become invincible. I eliminated the problem of confusion requiring another target in room to be a usable aff, not a good aff. A usable one. With confusion now usable in 1v1 it quickly became the target of hate, (expecially for furies as they have to roll against confusion once per attack, and once per rage). It was simply too much for the super strong furies to deal with and got nerfed into its current state. Which is the same as before but can only make you hit players/loyals that aren't loyal to you. As such confusion needs some sort of replacement effect that is going to help to keep the nanoseer alive while doing no health damage and probably being cured almost instantly.Tldr: confusion needs to be some sort of hinder aff.I agree with your tl;dr but I disagree with your statement that it was not a good aff. 35% hinder, with additional bonuses such as causing combo conditions to miss entirely and lose the combo for an entire round, is rather fantastic hinder. Even sluggish + 4 damaged limbs isn't that good. (Sluggish + slowness + 4 damaged limbs is, though!)eta: But 1 aff shouldn't be as good as 5-6 affs.
*aff that now 75% of the time doesnt actually do anything because no other targets in room, and 15% of the time instantly cured*
The reason it's bad now is that it only works 5% of the time.
Soza
1
A Plea for B.E.A.S.T.
I am writing this letter to beg for mercy for the B.E.A.S.T. class. This is not satire or sarcasm; I am being 100% sincere.
Let me begin with a history lesson. For the first 27 days of Starmourn (from launch, until Jan 11, 2019) there was a concept in the game called 'limb damage'. This concept allowed everyone but Scoundrel to give the mangled left/right leg/arm afflictions, which prevented attacking and standing (as appropriate). Further, they dealt 5%, and were cured like normal by wetwiring. Now, anyone who thinks about that for a few minutes can probably see why it was so terrible. However, when those abilities were removed, most of the classes got some sort of balancing pass to replace what they lost in some way or another.
Most. But not B.E.A.S.T....
When limb damage was removed, POUND was functionally removed as well. You can't pound unless your opponent is prone, and it was very impractical to prone an opponent and keep them there if there was no affliction that would do so. B.E.A.S.T. lost its ability to burst for 7% muscular, which was the only thing keeping it on-par in any given subsys race. BEAST has been suffering for the last 1 Year, 10 Months, 28 days. Now is our chance. Now is the time to make reparations for injustice.
My proposal, which is a simple one, is thus: let POUND work off of an entangled opponent, without them being prone. Entangle is fairly easy for BEAST to give, and being able to POUND off of it would 1) add a lot of the theme back to the class (HULK SMASH is a very real power suit fantasy), 2) give BEAST back some semblance of a chance in the subsys race, and 3) just feel so damn good.
Don't you want to be on the right side of history?
Most. But not B.E.A.S.T....
When limb damage was removed, POUND was functionally removed as well. You can't pound unless your opponent is prone, and it was very impractical to prone an opponent and keep them there if there was no affliction that would do so. B.E.A.S.T. lost its ability to burst for 7% muscular, which was the only thing keeping it on-par in any given subsys race. BEAST has been suffering for the last 1 Year, 10 Months, 28 days. Now is our chance. Now is the time to make reparations for injustice.
My proposal, which is a simple one, is thus: let POUND work off of an entangled opponent, without them being prone. Entangle is fairly easy for BEAST to give, and being able to POUND off of it would 1) add a lot of the theme back to the class (HULK SMASH is a very real power suit fantasy), 2) give BEAST back some semblance of a chance in the subsys race, and 3) just feel so damn good.
Don't you want to be on the right side of history?
-Nykara, B.E.A.S.T. fanatic
Nykara
4
Re: Classlead AFfliction Reports
5: I think Nykara's right about this one -- I agree.
7: I like the sound of this affliction. 10% or 15% damage back on attacks, even if exclusive to nanoseer (which I'm not convinced it needs to be), would be a good thing for nanoseer and, therefore, a good change to the game. However, the ability might be better if the damage dealt isn't based on attack damage but based on balance spent. Every time you spend balance, the damage from the affliction is modified based on the balance time for that ability. Modify the damage based on a relevant stat, weapon power, etc.
7: I like the sound of this affliction. 10% or 15% damage back on attacks, even if exclusive to nanoseer (which I'm not convinced it needs to be), would be a good thing for nanoseer and, therefore, a good change to the game. However, the ability might be better if the damage dealt isn't based on attack damage but based on balance spent. Every time you spend balance, the damage from the affliction is modified based on the balance time for that ability. Modify the damage based on a relevant stat, weapon power, etc.
Mind stuff:
- Disorientation staying the same makes sense to me, after further consideration and having had some trouble because of it in the new arenas.
- Anything is better than current brainswelling.
- Merging stupidity and forgetfulness as the 75% subsystem affliction seems like a good thing to do.
- Confusion having a balance knock is a bit unimaginative, as RocketCat says (I think that's what's being referred to, anyway). Confusion could be replaced with one of the afflictions offered in lead number 11, such as recklessness. Alternatively, we could have something like an affliction version of recklessness, where there's "confusion" about what afflictions the character is suffering from: current, gained, and lost. If it's a lot like recklessness, it might look like losing information regarding afflictions (current, gained, lost). If it's more like confusion, the names might be swapped at random with other afflictions. If it's about afflictions, I think scoundrel and nanoseer would both be good candidates for it because there's randomness built into their kits for which afflictions are being dealt.
- Perhaps making the big sensory affliction the inability to block movement would work, even if it's too much to give to blind.
- Increasing rejection's power is a good first step but we really need more power early on.
- More discussion on this would be good. Internal's real weakness is its subsystem afflictions. More comments on whether the proposed solutions will do the job would be helpful.
Steve
1