Virilneus’ GS4 Idea Book

January 4, 2008

Hybrid Mana Control Penalties

Filed under: Game Balance — Virilneus @ 12:17 pm

Some game formulas, such as the mana return formula, give bonuses to the tune of counting your highest trained mana control fully, and next highest trained one at half. This balances out TP costs and rewards between hybrid pures and pure pures. It is a fair and equitable way to do things.

 Other game formulas, such as a few in alchemy, simply average the mana controls for hybrids. This results in hybrids spending twice the TPs for the same bonus as pure pures.

 Obviously, all game formulas should use the setup used for mana returns, and the alchemy formulas, and any other formulas in game setup that way, need to be changed. Else this is just-another-hybrid-penalty.

December 31, 2007

Maximum Possible Enchant, Forging, and Metals

Filed under: Game Balance, Skills, Spells — Virilneus @ 6:25 pm

There is a problem with enchant and how it relates to forging, namely, thanks to the change with enchant to allow wizard enchanted weapons to be blessable, it is now cheaper and easier to forge perfect steel weapons and enchant them to 4x than to forge a perfect vultite weapon.

 It makes no sense that more common metals should be more desirable, but they are, and that is a problem.

 Some would say this is a forging problem and should have a solution found within that system. I think however that since an enchant change caused this issue, maybe another enchant change could fix this. Futhermore, the idea I have come up with I feel helps the enchant system in many other ways as well.

 The concept is the same that is found in almost all other magical item manipulation based spells or abilities in the game, namely that materials have a quality and that that quality determines how much magic they can hold. You find this with scrolls, and all imbeddables. You find this system in place in the Scroll Infusion, Imbue, and Recharge Item spells. However, this is not the case with metals for the enchant system. All metals, no matter of base quality, can be enchanted to the same 10x limit by players (with the right, rare, potions of course).

 Why is it, that this system alone, the system that perhaps generates the most benefit, places so little importance on the base material quality? It goes against the grain of all other magical systems, and it should be changed.

I propose that all metals should be given a maximum possible enchant, not unlike their current minimum enchant (aka starting enchant aka natural bonus). This enchant being the maximum possible level a player would be able to enchant the item to.

The easiest formula I can think of for this would be a +20 or 2x(base enchant) whichever is higher. So Golvern & Veil Iron would have a max of +50. Vultite, Rolaren, etc would have a max of +40. Glaes, Mithglin, etc would have a max of + 30. Imflass +24, Mithril, Steel, Ora, and anything else +10 or lower would have a max of +20.

Or, it could be a set amount + the initial enchant. Say metals under +20 base enchant would have a max enchant of +20 over their base. So imflass at +32, mithril at +25, Ora at +30, steel still at +20. Then metals above 4x would have +25 added to their base (so that a theoretical 10x is still possible).

The third option would be for GMs to just go through and assign maximum enchant values for each metal and wood type, so they would be able to make unique considerations for each.

 Some may see this is a nerf to enchant, it is not. This doesn’t change the power of enchant, the demand of enchant, or the value of enchant. All this does, really, is change which metals a customer is likely to hire a wizard to enchant with.

Some may see this as “unfair” because they have a say mithril themed outfit and now they won’t be able to use mithril without taking a loss on the enchant value. Firstly, this system would of course grandfather in all existing gear, secondly, you can always use your “rp metal” as the hilt, as embellishments, as spikes, cross guards, trim, edging, and all the other nifty ways you can add secondary materials to your item’s description. It just will not be the base metal.

In addition to fixing the little forging problem I think this would also help enchant in that it would create an additional restriction on high level (8x+) enchants. The creation of a new restriction, metal types, should logically lead to a lessening of the existing restriction, potion availability. In other words, I feel that this change would result in more high level enchanting potions being released.

Finally, this would also help the game and enchant by likely lessening restrictions on other metal types or enchant methods. GMs may not want players to be able to enchant razern to 7x or 10x, but if razern had a maximum possible enchant of +25 maybe GMs would allow it to be enchanted, in spite of the natural crit weighting it has. The same goes for Rhimar, Drakar, Coraesine, Zorchar, Gornar, and all the other special property metals. All these metals that are currently not enchantable might be made enchantable so long as they have a maximum enchant built in.

 If you do not want to simply outright put a hard limit on enchanting certain metals beyond a theoretical maximum amount, then a compromise could be those metals simply gaining exponential increases in failure rates beyond a certain point, so that they are still possible, if very risky, to enchant further.

 Irregardless, metal (and wood I guess) quality should play a larger role in enchant, and perhaps other magical systems. It adds more depth to the game, and supports the official documentation on material rarity and desirability.

December 10, 2007

Foraging, and Double Dip Penalties

Filed under: Game Balance — Virilneus @ 10:50 am

The foraging system is broke. Unlike any other major system in the game there exists an antiquated large professional bias system that is unneeded in today’s game. This system was created well over 15 years ago to suit a much different environment than what GS4 is today.

HISTORY OF THE PROBLEM

Originally way back when there was no primary mangler skill that affected foraging results. Instead things like level, perception, and first aid are what mattered. However level is not professionally biased at all. First Aid was the domain of empaths mostly, and perception was the realm of rogues. So there was no way for rangers to gain an appropriate foraging (or even skinning) advantage through the use of the mangler, when they were supposed to become the most apt profession at both.

Compounding the problem was that the game way back in the 1980’s or early 1990’s was a 20 level game, and 20 levels did not provide enough of a time for significant differentiation in a 1d100 system whereas people of different training paths could become significantly differently skilled. For those who do not grasp this concept, an example would be that with a 1 rank per level difference in skill the total ranks of difference after 20 levels would be only 20 and in a 1d100 system you need differences of 100 before skill diversity really becomes visible. This concept is of course why Gemstone has a system of ranks and skill points so that a greater difference in skill levels can be created at lower trainings.

The PTBs at the time, of which I really doubt any are still around save David Whatley, decided that the best way to accomplish diversity in foraging abilities would be to assign arbitrary professional bonuses and penalties based on how skilled they thought your profession should be. So rangers got a bonus, sorcerers & wizards a penalty, etc. This solution was perfectly fine for the time. The problem is that in the 15-20 years since no one has thought to change it.

Eventually, through a series of changes, we come to a point today where these biases are completely unnecessary and also significantly larger than other similar profession bonuses that exist in today’s game (and they’re rare).

THE PURPOSE OF THE MANGLER

Before anyone tells me these bonuses are fine, especially any GMs, please answer one question. What is the purpose of variable training costs in skills in the mangler?

Maybe I’m crazy, but to me the purpose of rangers having 1/1 in survival in the mangler, which is half as much as the next lowest profession, is to ensure they become the most proficient profession at things like foraging.

The fact is, sorcerers & wizards have to spend nearly 3x as many TPs for our survival ranks. Bards, Rogues, warriors, etc a solid 2x as many TPs. Rangers have a sizeable lead here. Survival is so cheap for them to train in almost all train in it heavily, making them great foragers.

As I stated above, when the foraging biases were created there was no such mangler skill as survival. However now that there is, how can anyone justify the biases when the mangler so handily already takes care of things?

OTHER RANGERLY BONUSES

After the foraging skill was created and the biases set, eventually along came the foraging spell (603). Without this spell it’d already be nearly impossible for many penalized professions to even complete Adventurer’s Guild foraging tasks. However, rangers have additional bonuses through their spell training that professions using it off scrolls or through items do not receive. As such, even without the professional bias, even if rangers had no better TP costs in survival than anyone else, this spell alone would be enough to ensure rangers would remain the preeminent foragers in Elanthia.

It does not stop there though. Rangers also have the ability to SENSE terrain which gives them an indicator of which plants grow there, whereas other professions need to rely on time consuming experimentation to figure such things out.

Finally, for that extra boost, an older ranger can use 650 and achieve the Yierka form and get even better at foraging. No other profession has access to such an ability.

SIZE MATTERS

One of the most discouraging things about these biases is the sheer weight of them. By weight I mean how many ranks of skills or TPs spent does it take to overcome a bias. How would squares feel if, for no good reason, they started 20 ranks in the hole for invoking scrolls with their AS skill or 20 ranks in the hole for using magic items with their MIU skill? How would anyone who isn’t a rogue feel if they needed 40 ranks to use a rolaren lockpick instead of the standard 20?

This is how it feels to be a wizard or sorcerer trying to forage. With each rank helping so little and with such a large bias it takes a substantial effort just to get as good as a level 0 ranger, and at that point you still have a long way to go.

If the bonuses were just a shift of the endroll required to a measly 5 points in either direction, hardly anyone would notice and no one would complain. But that 5 point shift wouldn’t have accomplished their goal 15+ years ago, with no skill backing them up they needed big biases, and no one has of yet changed them since.

THE BOTTOM LINE

Foraging should be a system like picking locks. Rogues do not get a professional bonus to picking locks. However they have the lowest TP costs for perception, picking locks, and disarming traps. They also can triple in these skills when other professions cannot. Their skill training allows them more benefit from the 403/404 spells than other professions, their guild gives them additional lockpicking abilities not available to other professions. As such, even without an arbitrary bonus, they’re easily the best lockpickers in Elanthia.

Rangers likewise have the lowest training costs in survival, they have 3 additional professional abilities that grant them bonuses. They do not need an arbitrary positive bias and other professions certainly do not need arbitrary negative biases.

If GMs really feel this system is so great then perhaps we need more such redundant biases to double up the effect of mangler biases. I would propose that it is only equitable for the changes in regards to AS, MIU, and lockpicking that I mentioned above as hypothetical examples be implemented post haste. After all, if the foraging system is so perfectly balanced as many would have you believe then certainly that same bonus/reward structure deserves, nay demands, to be ported to other skills.

Or maybe.. just maybe… Simutronics can collectively come to the realization that a system that was designed before many current players were even born is probably do to be examined with a critical eye.

Scrap or drastically shrink the foraging biases, they aren’t needed anymore.

December 3, 2007

Empathic Dispel and Hybrids

Filed under: Game Balance, Spells — Virilneus @ 3:49 pm

It was said that when Empaths were given the MnM spell circle Empathic Dispel would be evaluated in regards to what spells it can affect.

With Warden’s statement that Empaths are now to be considered full mental/spiritual hybrids despite not having the MnM circle, this would seem to be the right time to do this review.

Empathic Dispel is a Mental/Spiritual spell that affects the following spheres:

  • Mental/Spiritual
  • Mental
  • Spiritual
  • Spiritual/Elemental

Which sphere is missing? Mental/Elemental of course, AKA Bard spells.

Bards are mental/elemental hybrid semis, empaths are mental/spiritual hybrid pures, sorcerers are elemental/spiritual hybrid pures. Why is it that Empathic Dispel affects the 700 circle but not the 1000 circle?

Personally, I do not think it should affect either, it is already powerful enough and a half on half match shouldn’t be enough to justify it not working. So I would ask that 700 circle spells be made immune to 1140. If not, then for consistency sake the 1000 circle needs to also be affected by 1140, anything else reeks of bias.

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