PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Feature Request
  • Category Rules → Game Balance
  • Assigned To
    Jorrit Tyberghein
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes 4
  • Private
Attached to Project: PlaneShift
Opened by Erodare Lenizus - 12.02.2008
Last edited by Venalan - 03.05.2020

FS#1077 - Parity Between Magic and Physical

There is a significant disparity between magic and physical…two examples:

It is possible to create a character with Strength and Endurance at 120+, trading off Intelligence, Charisma, Will, and some Agility. This character can kill Trepors handily from day one with sword (Lvl 4), can immediately earn the Tria to buy a full chain armor set and wear it well (Lvl 4), can repair his own weapons (Lvl 3), can tirelessly mine for anything (Lvl 3), is a walking dump truck carrying something like 180kg, and fully loaded can run from Hydlaa to Oja without a rest. While this character is far from ever learning a spell, in this world, it doesn't matter. Given these values, he can do almost any quest, because many quests require a physical activity, such as mining or killing beasts for parts, or just running to all corners of the world. Since he can very easily generate Tria and Experience, it's not long before this character scoffs at Ulbers and the higher rated Rogues.

Now to the other end of the spectrum: It is also possible to create a character with 100+ in Intelligence and Will, and moderate Agility (~60), while trading away Strength, Endurance, and Charisma. This character is destined to be a magic user, but cannot function in this world. She lacks the endurance for long distance quests, cannot mine or kill much of anything, can barely earn tria or experience by killing rats with daggers (an odd requirement to get her first spell, which is defensive) and has to kill even more rats to scrape together the Tria for her second spell (her first offensive) only to find out that it's so ineffective that even now she can still only kill rats. There is no path for growth for this character. Training in her vocation is substantially more expensive than that of the killing machine above, and her ability to generate the Experience and Tria to pursue that vocation is almost non-existent by comparison.

Not only are the costs lower for training physical weapons to a given level, but the capability of those weapons are much higher than what can be accomplished through magic at the same levels. This is the disparity I'm trying to point out.

Having said all of that, I understand that RP is the focal point of the game, and if a player wants to just RP and nothing else, that's fine, and stats and abilities really don't matter very much. However, doing quests, doing activities together with other players as part of RP, and defending ones self are part of this game too. Becoming a contributing member of the society through crafting or other services is also part of the game. It is very easy for the first character above to be successful in all of these areas, while the second character is relegated to the sewers for much of her life.

Please, level the playing field, as it were. Bring the cost of magic down, increase the power of the spells to more closely match that of physical weapons, and make more spells available at lower levels that can help the mage function in the world, like a mining spell for instance. Create the ability for magic users to enhance weapons and craft magic items like the heavy lifters can craft weapons so that we can perform services for other players other than standing behind them and healing them in a fight, so we can be part of the team or group with valuable contribution. Give offensive spells like Weakness and Touch of Death a range, because our mage above cannot afford armor, cannot wear it without physical penalty, has no skill for it, and without armor it's dangerous for her to get anywhere near a monster. Make spells work when running so she can move quickly enough to keep away from charging monsters while casting. At her level of intelligence and will, surely she would have the capacity to stay mentally focused even while running. Please double the spell casting speed…it seems that monsters can attack twice for each spell cast. A weapons fighter can inflict double damage with a sword in each hand, and there is nothing comparable in magic.

Going further, there are "stances" for weapons combat, but nothing like that for magic combat. There is no way for a magic user to automatically fire defensive spells when attacked, while worn armor is always in effect. Make magic items like rings or pendants available to protect like armor, but minimize their effect when worn with armor, and require a minimum Intelligence to wear them, so that our big brute above doesn't gain any benefit over his chain mail. Give us a way to repeatedly auto-cast offensive spells in a fight until the target is dead, deselected, out of range, or some other action is performed (like a different spell or a physical attack is initialted) similar to how a weapons fighter continues to swing for effect as long as he remains engaged. I tried making a shortcut key with "/cast Summon Missile" repeated several times, and only the first one works as the others don't wait for completion and fire too soon). Match use of Mana like Stamina, based on Intelligence and Will instead of Strength and Endurance. The fighter above can stay in a fight with a Trepor indefinitely (if the Trepor would hold up), while the magic user is finished after a few casts. He can sit down to recover stamina more quickly, while she is stripped of all of her abilities for much much longer. Killing one rat is all she can handle, then she's wiped out, can't strike or defend herself for an hour. She has to hide in a safe place for fear of being attacked while vulnerable.

As a magic user, she might logically go to the magic shop and the library for guidance and training. Levrus and Jayose should recognize the intellectual prowess and lack of physical prowess and not offer her quests requiring her to do heavy physical work she clearly cannot do, like mining umpteen ore she has no ability to find, dig, or carry, or tasks that are miles outside of her character and vocation.

MrG

Closed by  Venalan
03.05.2020 22:57
Reason for closing:  
Additional comments about closing:  

can be reopened if still a major problem with current rules

Project Manager
Lanarel commented on 12.02.2008 21:30

Setting new for now, since this is a feature request.
Although you point out the problem very well, with nice examples (and I fully agree), please know that this is long known. If I had time, I would find you a bug that this is probably a duplicate of :)

Erodare Lenizus commented on 12.02.2008 23:35

Before I published this, I actually did search the old bugtracker for all unresolved bugs with the word "magic" (19), and I looked in this bugracker for all entries categorized under "Magic System" (14), and did not find this issue addressed. I also searched this bugtracker for "magic" in Combat and Training & Skills with no results. Not saying it's not in there someplace, but I couldn't find it.

I wish I had the coding skills to help develop the magic system, but alas I get lost in all the curly braces and semicolons.

MrG

volker commented on 13.02.2008 20:54

I completely agree that growth for a magic only character is too painfully slow to be playable. afaik the law states that every citizen is supposed to have some skill with the sword, so there has never been the intent to provide for magic only characters.

part of the suggestions consider magic as something that is easily done - but considering the existing learning curve it is obviously not. casting while running is as much nonsense as sword fighting while running - you need to focus for both activities, the involved movements (gestures, incantations, stances, feints…) are (or should be) already taken care of by the combat system.
a mining spell is ridiculous, as it would have to be about 5th realm to force the earth with your mind instead of using a rock pick - and you still have to be able to carry the ore. besides, last time I checked mining still involves mental stamina, so you even your warrior type can get fatigued with low mental stats pretty quickly.
as for the easy way of crafting that warrior type characters are supposed to possess: crafting is not as expensive but much more time consuming than magic, and the outcome of your items does depend on your mental stats. hence crafting is actually a lifestyle of its own, like fighting or specializing in 2-3 magic ways.
NPCs do not have to consider the skills/stats of a player as in many cases you don't have to fulfill the quest on your own. as a resourceful wizard you should be able to find ways to get others to help you. as long as you can talk to NPCs while you are overloaded even items that are too heavy for you to carry around can be passed on to the NPC to fulfill the quest.

I started out with a magic only character (strength 23) and had a lot of trouble in the start. however, it is a tough world we are living in, not even ground transport aside from your own two feet, so realistically you should not create such an extreme character without being willing to pay the price.
what I would wish for as a magic user are
a) casting times of low level spells shortening with increasing skill, at least for combat spells
b) more powerful spells at higher levels as the powering of spells works only in a rather limited fashion
c) a larger variety of spells (at least one per way and realm)
d) more medium distance spells instead of touch spells as it is really hard to concentrate while you are being bashed over your head
and of course the bug fixes for the existing spells ;-) I assume that all of these (maybe with the exception of a) are already in process.

a wider range of magic items and the introduction of enchanting skills would be a nice addition but not a must have for balancing magic against other lifestyles.

Project Manager
Lanarel commented on 24.03.2009 14:33

Although I would not mind Kayden having a look now that he is looking at some magic scripts, please understand that what is asked here is much more complex than just changing a few scripts. Before you know it, there will be similar posts asking why anyone choosing a magically inclined path in character creation can kill everyone within a mile by blinking their eyes :).

Balancing magic with other offensive and defensive skills requires someone to spend quite some time looking at all the aspects (expense, invested time, defensive and offensive effect, how quickly you can earn money and items, which depends on availability of 'prey', crafts, quests, etc).

For now, lets first get magic working :). If while doing so, Kayden can tweak a few scripts (for example, have freeze actually do some damage), that would be nice. If not, hopefully someone will have the time to look at general balance soon ™.

Kenneth Graunke commented on 24.03.2009 20:22

I'm making the engine work. I've also looked at various spells and improved their scripts a bit, but I haven't been rewriting or rebalancing the rules. I would love to see a rules team work on that, add new, fancier spells, and possibly remove some existing ones. Most of ours are pretty boring…"You blind the player's vision…it lowers their attack by 2%." "You do something else really impressive! It…lowers their attack by 2%." We can do better, I'm sure.

Another idea is, rather than changing the spell damage amounts, we may just need to raise the PCaps on lower level spells.

Project Manager
Lanarel commented on 26.04.2009 15:12

Removing Kayden as assignee, hoping there will be a rules department to look at balance soon :)

Also changed category.

Project Manager
Lanarel commented on 26.01.2010 00:09

Assigning to bovek to have a look. Maybe he can get some ideas from this and then close it :)

Elwee Tinuveel commented on 15.02.2010 23:36

Just to tell: there should be some sort of "wait" (for completion) in the shortcuts becuse, as already stated, two spells can't be casted in sequence (not in parallel: just in sequence) because of the casting of the first ruins (blocks) the second one. The "wait for completion" should not work for casts only, but I found it's need just in casting now.
e.g.
/target Elwee
/cast <name of defensive spell>
/target clear
←- this ruins the previous cast completion

Obviously maybe I'm to new at PS to know some kind of (existent) "wait"… or some trick to do it (but in this case I think is preferrable to have an explicit way to "wait" instead of a trick).

Even if I completely agree with MrG on the need that the magic way of life should be at least the same (in power) as the weapon's one, I really hate any kind of "auto-magic" like "loop untill the monster is dead" as it's up to the mage to try 'till he is satisfied by his work.

Instead of "automatically fire defensive spells" I suggest the mage can cast some kind of "all day" protecting shield which lasts for "24 hours" from the cast (and can be saved from logout/login/crashes), it can be ruined by other's attacks and can be renewed if faded away.
Low level mages can have it with less (magical) hit points while high level mages can trust it much more (like an armor, but not lasting like it: e.g. low level = 10 hits, high = 30).
It should be "generic", protecting the PG from any thing which try to hit him.
Any other kind of protection will add to it but have shorter protection times and the ability to protect from some kind of particular damage (physical, energy, fire, dark and so on).

Last but not least, I think that the only cast which can be used while running should be a position related one (walk/run): e.g. there can be a "teleport" spell which can move the PG to a (nearest: in view) location: this can be casted while moving without ruining the mage's cast concentration, while the other spells won't be (as well explained by felanha).


*EDIT*
To avoid creating such a kind of "tankmages" I suggest to differentiate "war" PCs from "mage" PCs in the way the first will just have access to some low-level cure, but the second will access all the magical ways: the key is in the Stats.
Stats should be "capped" in a way a PC can have only an (auto)balancing amount. Three Physical Stats and Three Mental ones, so the Cap can be 300% (or 350%).
(I don't know the numeric stat "limits" so I assume "100%" the "full Stat")

e.g.
STR/END/AGR at 100% should lead to
INT/WIL/CHA at 0% (or the sum will reach max 50% if the cap is 350%)
(a "pure war")

and (obviously)
INT/WIL/CHA at 100% should lead to
STR/END/AGR at 0% (or the sum will reach max 50% if the cap is 350%)
(a "pure mage")

As no one will tavel the world with 0% STR (not enough STRength to lift anything) and no war just do "brute force" only, there will be a sort of "balancing" from Physical to Mental Stats: wars will decide to lift Mental Stats a little (to better use some part of equip (e.g. magical weapons), potions, low level healing spells) and mages will lift Physical Stats just to walk and run without being stuck lifting their bag of Glyphs. ;)
Lifting up Physical automatically forces Mental to decrease (and vice versa) so will be impossible to have a PC with 100% Physical and 100% Mental: one should choose his way, the metal or the spells.
A technical hint: implementing the "cap" requires the presence of some kind of "lock" mechanism to avoid the unwanted decreasing/increasing of some Stats: e.g. I lift 1% of STR and one of my Mental Stats will decrease by 1% (if I reached the Cap): locking INT the auto-decrease will choose from WIL and CHA only (if I lock the three Mental I'll have no gain in Physical as no (auto)decrease is possible in Mental Stats: no auto-balance = no increase).

note: this mechanism has proven to be good in Ultima Online's Stats and Skills, leading to very differentiated PCs but all with a "preferred way" (mages, rangers, wars, rogues, etc.) all really "balanced" in skills and stats thus the ability of the player counts much more the "level" of the PC.

Cheers, Elwee (a wanna to be mage) ;)

Kaerli Stronwylle commented on 05.03.2010 18:44

The problem that beginning mages face is threefold (I'm limiting this discussion to newbies as the strength of high level magic is a whole another can of worms):

  1. Magic training is hideously expensive; especially as their capacity to finance it is severely limited without taking up a profession (such as smelting, smithing, or cooking) as well. The recent changes to increase PP yield from crafting probably helped this; however, smelting and smithing are difficult to do with low weight capacity, and to be truly effective at crafting requires a fair bit of leveling anyway, which means that less PP is available for magic training.
  2. The spells you learn at low levels are relatively weak at that point. More on this later.
  3. The six or so "base" glyphs (those sold by Levrus) are trivial to get. A few select ones can be obtained easily by questing; however, most glyph rewards (even low-level ones) are yielded through quests that either require going out to forlorn corners of the world or are extremely difficult to impossible for a beginning mage to run. Perhaps making it so that a novice mage can get at least 2-3 glyphs spread across functional areas (healing, buffing, attack) in his or her chosen Way without having to slave away at a mine for hours would be a good idea.

Now, to expound on the second point. Most attack spells are quite weak at low magic skill levels; this means that a novice is practically limited to a select few monsters (One-Eyed and some Diseased Rats, perhaps other mobs in a similar strength class such as some Tloke Drones) by going toe to toe, spell against claw. It is possible to take on stronger monsters by using the world as a defensive weapon to prevent the monster from hitting you (basically, taking advantage of the current state of the AI); however, mana becomes a severe limitation in that case, even with the use of Relaxing Sleep to increase your character's passive mana regeneration temporarily. The only way around this is large quantities of mana potions; these add up rather quickly though, and take up inventory space that is quite precious to a novice mage (who will most likely have very poor physical stats). This is further compounded by the fact that some Ways don't provide any attack facilities to novices (see the breakdown below).

  • Crystal Way: attack and healing are available at realm 1, making this attractive to novices. However, the quest for the Energy glyph is somewhat time consuming, which can put a bit of a damper on healing ability. Once you reach realm 2, things get a little better: there's a max-HP buff, a weak debuff, and a stronger attack spell; however, Crystal lacks any true defensive spells, which is problematic.
  • Azure Way: this is the single hardest way for a new mage to learn. Relaxing Sleep is a very useful spell for the mana regeneration it can provide (it also serves as a weak, short-duration HoT and provides stamina regeneration); Defensive Wind (like all the defensive buffs in the game) should be strengthened though; this would make melee combat far more tolerable for novice and intermediate mages, due to the fact that they are squishy (limited HP). An aggravating factor is that the first offensive spell available in this Way is a realm 3 spell, meaning that a mage has to study for quite a while before he or she can actually kill things with Azure magic.
  • Blue Way: you do get a first realm attack spell (a DoT), which helps. However, very few other useful spells are available in this Way (no buffs that I know of, and no healing/DoT removal either, perhaps a HoT would be appropriate for Blue to contrast with the straight healing provided by Crystal Way?).
  • Red Way: other than the lack of a heal, this is one of the best ways for a novice to take up. A useful strength buff, two attack buffs, a defensive-offensive (damage reflective) spell, and a pseudo-AoE attack spell are all available from the beginning, provided you can obtain the necessary glyphs. However, the main power of Red Way lies in buffing fighting, not in direct attack (this is due to the lack of true AoE behavior in the engine; perhaps Flame Burst should be made into a straight attack spell and AoE casting reserved for more skilled casters?).
  • Brown Way: there are buffs and defensive spells available early; however, again, we have the issues of difficult to obtain glyphs and weak defensive spells though. Flying Stones is unavailable until realm 2; however, it is a good attack spell even at such low skill levels, which makes BrW surprisingly useful for intermediate mages.
  • Dark Way: you get a debuff, a straight attack spell, and a DoT/weak self-heal, all at realm 1. However, (this is a problem Weakness shares with Freeze), keeping a target DoTed consumes an inordinate amount of mana due to the short time frame of DoTs in PS. Perhaps making the DoTs longer and slightly weaker would help?

Brief magic glossary:

  • AoE – Area of Effect. Refers to spells that affect whatever is in a given chunk of space, rather than individual targets
  • AW or AzW – Azure Way
  • BlW – Blue Way
  • BrW – Brown Way
  • chain targeting – Spells that are targeted at a given character, but whose effect also "spills over" to one or more nearby characters.
  • CW or CrW – Crystal Way
  • Direct (straight) attack – Spells that attack a given target (analogously for heals)
  • DoT – Damage over Time. Refers to spells that inflict damage on a foe over a set period of time as opposed to all at once.
  • DW or DkW – Dark Way
  • HoT – Heal over Time. The inverse of a DoT, this type of spell slowly heals the target over a period of time.
  • pseudo-AoE – A class of spells that uses chain targeting behavior to emulate an AoE effect.
  • RW or RdW – Red Way
  • Squishy – vernacular for a character with severely limited HP/armor
Nivm commented on 06.06.2010 06:16

This task should be slightly more complete now, as the difficulty is no longer as bad as the original poster made it sound. The difficulty curve with mages is commonly a very hard beginning, but an exponential increase in power. The sorcerer's apprentice is usually handed the manual labor the sorcerer does not wish to do; "character building" and "lessons". Is magic not meant to follow these tropes?

Project Manager
Lanarel commented on 13.06.2010 20:33

BUg tracker is not really a good place for discussions. Things not being balanced is known, and being worked on. Magic should already be much better after Jorrit made improvements. I will assign to him so he can check this report to see if there are any good ideas worth keeping somewhere else, and I suggest he closes this request after that.

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