PlaneShift
Support => Complaint Department => Topic started by: _sly_ on April 09, 2012, 07:30:54 pm
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I had an interesting encounter.
It was a fight of a Mage against a weapon user. The Mage used some spells to boost his stats and defense and casted his offensive spells. It was over pretty soon. I was the weapon user and i attacked bloody with the best swords available in the game. With physical stats and sword skill maxed i could not deliver a single hit. The Mage did not lose a single health point. Zero.Nada. I have to assume that this is how its supposed to be and that weapon users are worth a shit, expected to just leave the game.
If you have two Mages in a PvP situation it does not get better. It might result in a huge lag fest and maybe both guys cast spells for an hour or maybe for eternity.
Why dont you just remove those evil game mechanics completely?
Then you will have a nice 3d chat box.
As a software-Tester of this open Alpha Game i ask myself why i should waste my time playing a game like this.
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one of my characters is 100% magic free, and yet has an ever increasing body count. How? Because of a preference of roleplaying combat rather than using mechanics. The magic mechanics are especially bad, for one, a spell never misses. never.
just try and RPing your combat. Not only does it balance the tables, but it is far more enjoyable than just clicking a button.
there's no suspense, no way for you to outthink your opponent, no way to duck and dodge, to parry and counter, no way to use objects in your environment as impromptu weapons, no way to do any of the things that makes combat exciting by using mechanics.
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I have to agree with Sly on the PVP mechanics problem, but as an RPer, I agree with Aramara, in that I've really enjoyed RPing my fights more anyway. And if randomness is needed, there's always the /roll command, as long as both players agree how the dice will be used to determine the success of attacks. That said, I've only used dice once or twice, most notibly at the suggestion of someone who wanted to try to pickpocket me. That was a fun RP! \\o//
So yeah, I guess a 3d chatbox ain't so bad. :lol:
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not at all. the 3d aspect is great in that it truly helps to visualize the situation, the surroundings, environment etc. as well as gives the players a reference in spatial position and distances between characters.
for instance, in the final Butcher RP, which took place in IRC, it was hard to tell who was where in location relative to each other. I mean, I had a picture in my head, but there was no way to be sure that that mental image was anything like any of the other players' mental images.
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Right, Aramara! If PS were a book, the 3d would be the beautiful Illustrations. Heck, one could even liken it to a graphic novel, for the reasons you listed.
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I don't think the merits of RP combat are in question. The point is that the mechanics are hugely imbalanced and need to be changed.
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The magic mechanics are especially bad, for one, a spell never misses. never.
Actually you can get a 'half-hit' type of thing, or with some of the more finicky spells it'l just fizzle altogether and say the spell failed.
still agree though.
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. I have to assume that this is how its supposed to be and that weapon users are worth a shit, expected to just leave the game
Oh, boo hoo! :'(
It takes time for stuff to get balanced. Prior to this re-balancing, we went for years with a horribly unbalanced system that favored weapon users. You could one-shot ulbers with about 40 sword and a pair of q300's. With about 60 DW and a crappy pair of +1 dw rings ( the only dw buff available at the time aside from some uber-rare itesm ), you still couldn't one-shot ulbers... hell, you needed a sack full of EXPENSIVE mana potions to take them down. You could not train magic without first training a weapon skill as that was the only effective way to gain the tria, mana potions, and pp needed to train magic. Likewise, magic users had no defense, so they had to train HA.
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. I have to assume that this is how its supposed to be and that weapon users are worth a shit, expected to just leave the game
Oh, boo hoo! :'(
It takes time for stuff to get balanced. Prior to this re-balancing, we went for years with a horribly unbalanced system that favored weapon users. You could one-shot ulbers with about 40 sword and a pair of q300's. With about 60 DW and a crappy pair of +1 dw rings ( the only dw buff available at the time aside from some uber-rare itesm ), you still couldn't one-shot ulbers... hell, you needed a sack full of EXPENSIVE mana potions to take them down. You could not train magic without first training a weapon skill as that was the only effective way to gain the tria, mana potions, and pp needed to train magic. Likewise, magic users had no defense, so they had to train HA.
That seems a bit lame Rigwyn. You are basically saying because there has never been balance in PS's PvP system that one should just suck it up?
My experience is that the OP is totally justified in his/her/kra's observations.
Maybe it would be best to remove the PvP system all together rather than giving the false belief that such a work-able system exists in the game.
It would go a long way to put some believability that this is, in fact, an RP based game, as well.
Rather than throwing the baby out with the bath water perhaps allowing a one swing option with the present combat functions so that the game mechanics could be used in a turn based aspect. That would go a long way to balancing things out. Then, regardless if you are lagged out from the mage, you would have the opportunity to take your swing when it became your action turn in the RP/Mechanic combat.
- Nova
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That seems a bit lame Rigwyn. You are basically saying because there has never been balance in PS's PvP system that one should just suck it up?
No grasshopper, I'm saying that one needs to be patient. Things change over time. At times certain things will be unbalanced, broken, disabled, or working waaaay better than intended. Suck it up and wait it out. The game is still in development - that means that its being worked on, tweaked and changed. With such changes there will be instability.
Derp...
(http://i42.tinypic.com/5ckriv.jpg)
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One can only hope that you are playing Devil's Advocate, Rigwyn.
Your comments only rub salt in the wound of a rightfully disgruntled player. And so we chug on sticking our heads in the sand of under development.
- Nova
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Magic/combat are still pretty unbalanced / not properly implemented in the game. Supposedly there is a big redesign in magic system coming up. Not sure about what is planned exactly though. You can ask your questions on the dev meeting about it.
On a side note, imagine some powerful magic, like a wall of molten lava - normal weapons would be rather powerless against it. So yes, mages have an advantage in a sense, especially with ranged spells. However mechanics of how it all works together need to be changed.
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I agree with Gilrond and in most points also with Rigwyn (I would argue magic used to be overpowered in the old times, too, when you could throw six stones per second ;) ).
I guess the current problem of physical immunity is not really an issue of magic rules, even though a mage benefits even more from that than a warrior. We have seen this issue partly when all attacks were scaled to inflict less damage, which eliminated many one shot kills in both pvp and pvm. Now we have some high quality armor for even more protection, and a few buffs (loot/spell) that seem to be additive. My hope is that there are big changes to come with the combat enhancements, that the system of armor based defense loses some of its additive nature and that critical hits will be introduced that break through an armors weak spot. Balancing of magic against combat is another big problem that can be addressed once both fields work (e.g. no more infinite mana and mental stamina).
So what can we do as players if we want to have fun with some PvP then?
Hope that your "enemy" plays fair. Maybe arrange some fights with lowest quality armor. If it is open PvP without restrictions, grab your 30'000 food items and spam those spells while having a relaxing sleep, but don't expect much fun.
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I guess the current problem of physical immunity is not really an issue of magic rules, even though a mage benefits even more from that than a warrior. We have seen this issue partly when all attacks were scaled to inflict less damage, which eliminated many one shot kills in both pvp and pvm. Now we have some high quality armor for even more protection, and a few buffs (loot/spell) that seem to be additive. My hope is that there are big changes to come with the combat enhancements, that the system of armor based defense loses some of its additive nature and that critical hits will be introduced that break through an armors weak spot. Balancing of magic against combat is another big problem that can be addressed once both fields work (e.g. no more infinite mana and mental stamina).
to name the issue more on a "cause" level: PlaneShift lacks rules developers - as already raised many times in the wish list and complaint department boards here. yes, most mechanics aren't very balanced, but there's a fix for it: go and try to make people who may be suited step up and have them apply to the team.
without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.
and on another note: yes, it's an *alpha*.
that means features get added/changed regularily requiring balancing adjustments and even a simple bug fix can cause balancing changes (see AoE spells ::|)
just think how it'd affect the mage<->warrior balancing when warriors actually get skills to use besides their simple standard attack ;)
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perhaps allowing a one swing option with the present combat functions so that the game mechanics could be used in a turn based aspect. That would go a long way to balancing things out. Then, regardless if you are lagged out from the mage, you would have the opportunity to take your swing when it became your action turn in the RP/Mechanic combat.
I am increasingly in favor of this type of system, turning the combat system into one turn-based, where you would have to describe your action before you performed it. It would best reflect the role-play aspect of the game which we all hold dear.
This whole idea of timed hits... that I swing my sword every 1.75 seconds (or whatever it is) is just beyond belief. If you want a real-time combat system that reflects all the capabilities that come with RPd combat, you'll basically have to scrap all that we have and invent SoulCalibur.
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to name the issue more on a "cause" level: PlaneShift lacks rules developers
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without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.
You are right, of course. I admit such a discussion is not very helpful.
perhaps allowing a one swing option with the present combat functions so that the game mechanics could be used in a turn based aspect.
Considering the "one swing option", you can easily lower your characters health to just a few hit points by doing some nonsense-research in your spell book. The character must still be able to inflict more than zero damage for this trick, though. Anyways.
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to name the issue more on a "cause" level: PlaneShift lacks rules developers
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without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.
You are right, of course. I admit such a discussion is not very helpful.
The discussion may be more helpful if one ponders why there is a lack of someone. This point has been made for the GM team as well... that they can't handle something as mundane as name changes because of the small staff.
This sounds valid on face value. Yet my experience has shown that there is a deeper problem than lack of those stepping forward.
In August 2011 a member of the GM staff approached me to apply to the GM team. Being very active at that time their offer was excepted and the appropriate details submitted. Two month went by and the GM was approached to see what had happened. It was explained that they were trying to arrange an interview with the GM team and myself.
Two more month went by and again the same answer given. At the six month point the GM explained that they had had to go through such a torturous wait themselves.
It is now 9 months. My daughter came into creation in the same time frame.
It is madness to complain that help is needed and then expect help to await such slow movement in decision making.
Unless new blood is readily and happily brought into a project we will witness what we see now. A snail crawling pace of development and new players moving on without new blood being brought in. Instead just bad PR generated which fosters the continued spiral.
My experience of coding on a MUD for a number of years was very similar. A large hierarchy was created during the peak period of activity and then when things began slowing down that hierarchy killed the mud. Wizards would code great projects only to have things languish awaiting the Quality Control department to clear things. Many just threw up their hands and walked away.
Today the MUD is still there with the occasional wizards logging in their player characters to do some player killing with each other. The rest of the time the MUD lays empty. One wonders how many of the PCs we see active on PS are in fact GM run PCs and that the same sorry fate is underway on PS.
- Nova
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to name the issue more on a "cause" level: PlaneShift lacks rules developers
...
without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.
You are right, of course. I admit such a discussion is not very helpful.
The discussion may be more helpful if one ponders why there is a lack of someone. This point has been made for the GM team as well... that they can't handle something as mundane as name changes because of the small staff.
This sounds valid on face value. Yet my experience has shown that there is a deeper problem than lack of those stepping forward.
In August 2011 a member of the GM staff approached me to apply to the GM team. Being very active at that time their offer was excepted and the appropriate details submitted. Two month went by and the GM was approached to see what had happened. It was explained that they were trying to arrange an interview with the GM team and myself.
Two more month went by and again the same answer given. At the six month point the GM explained that they had had to go through such a torturous wait themselves.
It is now 9 months. My daughter came into creation in the same time frame.
It is madness to complain that help is needed and then expect help to await such slow movement in decision making.
Unless new blood is readily and happily brought into a project we will witness what we see now. A snail crawling pace of development and new players moving on without new blood being brought in. Instead just bad PR generated which fosters the continued spiral.
My experience of coding on a MUD for a number of years was very similar. A large hierarchy was created during the peak period of activity and then when things began slowing down that hierarchy killed the mud. Wizards would code great projects only to have things languish awaiting the Quality Control department to clear things. Many just threw up their hands and walked away.
Today the MUD is still there with the occasional wizards logging in their player characters to do some player killing with each other. The rest of the time the MUD lays empty. One wonders how many of the PCs we see active on PS are in fact GM run PCs and that the same sorry fate is underway on PS.
- Nova
nods
I remember a time when you were able to find guys doing friendly duels outsite the arena.
I have to say, some weren't all that friendly... ;).
However, thats long gone. A certain aspect of the game that was used for years is no longer present. I have to say that i do not subscribe to the 'coincidence' theory. I heard players claiming to be happy about this.
Arcon Styles aka Sly wishes the remaining players a lot of fun.
Farewell
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I'm with you, _sly_. I remember those days of dueling for hours outside the arena. Dueling was one of the main things I enjoyed about the game. If RP or OOC situations got too dramatic, it was nice to be able to run off and duel with a group of close friends. Sure, there was some OOC drama with dueling, but it was still a nice element of the game. You'll be missed.
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to name the issue more on a "cause" level: PlaneShift lacks rules developers
...
without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.
You are right, of course. I admit such a discussion is not very helpful.
The discussion may be more helpful if one ponders why there is a lack of someone. This point has been made for the GM team as well... that they can't handle something as mundane as name changes because of the small staff.
This sounds valid on face value. Yet my experience has shown that there is a deeper problem than lack of those stepping forward.
In August 2011 a member of the GM staff approached me to apply to the GM team. Being very active at that time their offer was excepted and the appropriate details submitted. Two month went by and the GM was approached to see what had happened. It was explained that they were trying to arrange an interview with the GM team and myself.
Two more month went by and again the same answer given. At the six month point the GM explained that they had had to go through such a torturous wait themselves.
It is now 9 months. My daughter came into creation in the same time frame.
It is madness to complain that help is needed and then expect help to await such slow movement in decision making.
Unless new blood is readily and happily brought into a project we will witness what we see now. A snail crawling pace of development and new players moving on without new blood being brought in. Instead just bad PR generated which fosters the continued spiral.
My experience of coding on a MUD for a number of years was very similar. A large hierarchy was created during the peak period of activity and then when things began slowing down that hierarchy killed the mud. Wizards would code great projects only to have things languish awaiting the Quality Control department to clear things. Many just threw up their hands and walked away.
Today the MUD is still there with the occasional wizards logging in their player characters to do some player killing with each other. The rest of the time the MUD lays empty. One wonders how many of the PCs we see active on PS are in fact GM run PCs and that the same sorry fate is underway on PS.
- Nova
maybe that's the gm team, as they have interviews, but i usually accept new programmers immediately as developers don't need one. only they never catch up with the email i send them... i wonder.. maybe I've a 3-headed dog eating my outgoing emails...
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weltall made a joke!!!
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My two cents concerning pvp. Back in the days I played Ultima Online. That was the best designed MMORPG I played up to date. No other MMO managed to get even close to Ultime Online - concerning game mechanics, but graphics never was that important for me. And guess what - in Ultime Online PvP no fighter or archer stood any chance against a mage. There was free open pvp and the player killers were only mages and were killing other people with magic who could do almost NOTHING to prevent it - if they weren't mages themselves.
Now thinking about balancing regular combat against magic... The real life scenario where two people are stading 20 meters from each other and one has a sword and the second one can burn him in an instant is not very balanced either. Also, when you read fantasy the "high" mages are usually killed by a trick, by a slit throat from the back, in their sleep etc.
But back to Ultime Online - it wasn't balanced, so it sucked for melee fighters, right? No. Melee fighters could duel with each other with melee, they could go to tournaments and prove their melee skill - and even the combat system there worked in a sense kind of similar to planeshift, it was quite hard to master it actually. Melee was also prefered combat style killing monsters in dungeons.
Back to Planeshift - since pvp here is on demand, I really don't find any problems the magic vs combat is not "balanced" right now. Why the hell would this bother anyone in this game? If you want to duel properly with someone else and you are a melee fighter, just tell you want to duel with weapons and not with magic. Or you can check whether it is enough e.g. to restrict his magic to certain realm or to certain spells - perhaps it will be more balanced. If the one you are dueling with refuses, then just find someone else.
Hmm. One more comment about balancing pvp. I played a couple of mmorpgs. PvP was NEVER balanced anywhere. There were always classes that had advantage and after "nerfs" just the best class changed. It's kind of never ending cycle where whiners are whining and the game designers are trying to help everyone but in the end it just makes the game worse - but that is my opinion only (I think the major problem here are in fact player egos - and not only of younger players - they just want to win and hate to loose and when they loose they are looking for excuses - "that class is imba" is one of them).
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I think Sly's point in this topic really was about immunity to physical attacks rather than details of combat-magic balancing. (yes, I already said that (http://www.hydlaaplaza.com/smf/index.php?topic=40775.msg457867#msg457867)). I am looking forwards to the next rules update, where this problem (http://www.hydlaaplaza.com/flyspray/index.php?do=details&task_id=5713) will be addressed among others. Thanks for that, Eonwind.