Board |
News.old [context] |
Sender |
Astark |
Date |
Wed Feb 27 17:40:30 2013 |
To |
all |
Subject |
A Major Update - Part 1 |
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Over the past few weeks we've done an extensive amount of work behind the
scenes that will contribute to a more efficient workflow. We have setup
an extra server to reduce the load on the main port, bug tracking software
setup to better manage issues, and automatic, redundant backups setup so
that we don't lose any critical information. Now that we've got these
systems and processes in place, we'd like to share some more information
with you all about the changes we have planned, and the direction we are
taking things.
The overall vision of most the changes that we're making is to make game play
more engaging, faster, and balanced. Things will be scaled down slightly,
particularly in regards to mob HP. Player changes will follow to maintain
balance
As it stands, we have mobs with over 100,000 effective HP. With the exception
of tough mobs on EQ runs, most everything else deals very little damage and
most fights require nothing more than "kill mob , action <skill>, wait".
Players are already hitting the 200 point stat cap, and many skills/spells
are not very useful due to the way combat is handled.
The biggest change we are making is to the health and damage of mobs. Mob
health is effectively halved, and damage is doubled. Additionally, mobs will
have more attacks and more skills, rather than inherently being able to do
everything. This will allow players to effectively use afflictions and
maledictions on mobs, such as, blind, bash, slow, poison, etc. All of these
effects will have a greater impact on a mobs combat effectiveness and how
they fight. Mobs won't be able to circle you when they're blind, and they
won't be able to cast spells or use stances when they have no moves. They
will actually have mana pools so that spells like energy drain are viable
against mobs.
Summoned mobs will have less HP, but also hit harder. You will not likely
see a player make an army of 10 zombies that lasts them for hours anymore.
Tattoos and EQ will be changing. Ratings will be more consistently applied
to EQ so that you don't see 97s wearing tons of 94 EQ. EQ will have less
stats (str ... luc), but the tradeoff will be more +hp/mana/move, AC, Saves,
Hitroll, Damroll, and possibly other affects/flags as we make progress. You
feel weaker stat wise, but again, our goal is to have the overall balance the
same. You may need to rest more often between fights, but fights will be
significantly shorter. The purpose of this change is that players aren't
hitting the 200 stat cap so early on. Yes, it's possible for us to rework the
entire stat system or increase the stat cap, but that type of change simply
makes higher level characters more powerful, rather than balancing out the
entire range of levels.
Some weapons will be modified so that we have a more balanced spread of
damage types available, and so that more weapon types are available, at each
level range. We will get rid of vorpal flags on weapons that can't actually
behead, like flails, and we'll change damage types so that we don't have 2
swords in the game that are 1 handed, level 90, doing divine power damage.
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