So the discussion on illusions and afflines made me realize that there is a considerable flaw in them. And that is the fact that using afflines you can ignore some readily, but if your system is setup to not have afflines the presence of them shows it to be an illusion. I propose we take a new stand on illusions. The intent is to tone down illusions while making them work more modernly with afflines. Because of how targetted they are, certain afflictions and effects cannot be faked (new scroll HELP ILLUSIONRULES?).
Main rules:
- Illusions would still be usable in combat but be required to meet standards.
- No <affliction> line will accept any cleanse or focus spirit cure (bard affs can still work). Phantomspheres, crucify, and similar skills would also be disallowed.
- Anything mimicing an affliction will check the persons config for affline.
- Listing an affliction that is incorrect with the line presented would be issuable. No web illusion with an aff of slit throat.
- Nothing unreasonable. Specifically no weaving an item to look like a huge group of things (a pair of boots cannot be glamoured to look like 130 diseased furrikin, you know who you are).
ILLUSION
*Syntax: WEAVE ILLUSION <illusion text>
This skill becomes PURELY RP. Remove the ability to see through this illusion and make this illusion no longer allowed in combat. This even improves the RP of the skill.
IMPROVED
Syntax: WEAVE IMPROVED [FOCUS] <delay> [COLOUR <colour>] [AFF <affliction>] <illusion text>
Power: 0 (for 1 line illusion)
2 (Any, for 2 line illusion)
This will work the same as current but allows you to stipulate you are imitating an affliction, which will show an affline to those who have it configured. If you do not state you are using an affliction this is not permissible in combat and will ignore the ability to see through it.
NEW - AFFLICTION
Syntax: WEAVE AFFLICTION <target> <affliction> <line>
This would replace normal weave for combat purposes, it is targetted! The eq on this should be higher than base weaving to avoid rapid use between channels (say 4ish seconds to put it on par with sub)
PROGRAMMED
Syntax: WEAVE PROGRAMMED [AFF <affliction>] <illusion text>
Add the affliction syntax.
Ok, I have unloaded what was on my mind. Zzzzz
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Comments
Those classes no longer use illusions as intended, they go psionics. Psionics does not need illusions to function, so the purpose of the skill is lost. Now it is just spammed to fake cleanse cures basically.
While removing their combat impact would simplify systems CONSIDERABLY because you can stop trying to set up for anti illusion.
Some may argue specific things like "Well telepathy needs to fake affs for XYZ reason." For those people they have access to such illusions, with limitations.
I proposed changes to all the skills, while afflines and illusions seems to have been made almost purely to say afflines were okay. I had ideas, I posted elsewhere.
As it is, illusion effectiveness is nothing but a crutch. When Malarious claims that psionicists don't need illusions, he's partly right. Certain psionics setups are perfectly viable without any need for wasting a psionic balance on illusioning. It's even counterproductive. Howevver, other psionic setups can't gain the affrate they need even with illusions, partly because of how reliant illusion effectiveness is on the victim's coding skills. Mediocre players can use illusions to prop up their less-than-optimal setups, but they remain mediocre because they can't do anything to those who have a system coded to counter illusions. On the other hand, against those who don't have such systems, they just appear to be ridiculously good.
With this hard to balance mechanic, we have two camps on oppposite sides of the spectrum, who are hollering for nerfs and buffs. And both their positions are perfectly valid - if you buff the normal abilities of classes that use illusions as a crutch, you risk boosting them against certain systems into entirely unreasonable levels, while only getting them to a barely acceptable level of competitiveness against stronger systems. Illusions are blocking a more objective analysis and evaluation of the classes that rely on them, because of the vast gap in perception of how strong they actually are.
Instead of keeping illusions in their variable effectiveness, and having the problem of people issuing about inane illusion usage hanging over the precious time of our volunteers, it'd be a better idea to scrape illusion use in combat as it stands, and change it into an actual mechanical effect that can be objectively measured and subsequently balanced. A simple thing to do is to simply make an illusion knock the target off a curing balance for an unstackable amount of time. At the same time, remove the ability for players to be able to manipulate the messages the target sees (in order to not "trick" systems). You give classes that used to use illusions an actual effect that offensively helps them build their affs, and then you can buff/nerf their actual affs, affrates, balance times, other abilities without having to worry that it would make them too strong against certain people while being ineffective against others.
On the topic of using illusions for RP. The emote system can and should be expanded to make having to resort to illusions for RP no longer needed. It's ridiculous that only people with access to illusions can have the ability to do certain kinds of freeform RP, anyway. The custom emote system has had several upgrades put into it, but it could still be expanded some more. Svorai has a perfectly detailed thread in the ideas section detailing ideas and requests that would make needing illusions for RP redundant.
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Amusingly, when talking about the woodchemantics backlash attacks on envoys with admins, this sort of thing is what they told us: They eat a cure balance, therefore they are inherently useful for offense... even though the cure balances they eat are non-vital and are very quick.
Anyways, I agree with Lerad. The problem I have with illusions as a means for combat is that they add an... illusory level of competence that is entirely based on system sophistication. It comes and goes, and isn't really predictable.
I also agree Emotes should be more RP savvy, maybe adding ^ to the start of an emote would tell it not to add your name or something?
If a skill RELIES on illusions (telepathy?) then the skill itself should be fixed. Things like ectoplasm or other cures listed above should not be illusionable, if they are intended to help with offense they should contribute to offense, not aim for something out of left field like ectoplasm.
tl;dr
Remove illusion use for new specific effects. Upgrade emotes.
However, trying to balance around illusions is extremely difficult because of its variable effectiveness. This is a fact. If Lusternia had a server-side curing system that is competitive, it would be 0% effective. If Lusternia was manuable, it would be 0% effective. When you have classes that have illusions as perks, that's fine, they don't need the illusion to be viable, but when you give illusions its own skillset and make classes have it as part of their core, how are you going to come to an agreement about whether such classes need buffs or not?
The answer is you don't. You will never get the agreement needed to put certain buffs into the class.
On the other hand, not only does illusioning frustrate those who rely on them (while letting those who don't have creative fun), it also frustrates system makers. The argument that "anything increases system making difficulty" is a valid one, but illusions is by far the worst culprit. There is literally nothing else in the game that sucks up more time and coding effort than an attempt to create a comprehensive illusion proof system. This is the number one reason that such systems have very, very rarely existed in the entire history of IRE games, across all of them. This is the reason illusions are even viable in the first place, because it is near to impossible to make a system completely illusion proof. Why should such a burden be placed on the coding abilities of the opponent? This isn't on the same level as remembering which affs are more dangerous. That's skill and experience. This isn't even on the same level as tracking warrior wounds and priortizing regneration affs - that's coding based, but still takes less effort than illusions. Not only do illusions confound amateur system builders, they eat up so much coding time for even top-tier system builders that not many even bother.
When I first came to Lusternia, I saw this game had an entire skillset called "Illusions" and I facepalmed so hard I almost broke my keyboard after smashing my face and my hand onto it (note: exaggeration). But then I read further and I saw that they were actual, mechanical effects, aff-over-time skills and abilities. And I jumped so high I broke a hole in my ceiling (note: exaggeration). For a second there, I was so elated that there was finally an IRE game that was smart enough to ditch the pointless coding barrier-to-entry of coding while actually keeping the flavour and RP of "illusion" in IRE combat. Then I finally found out that vanilla illusions still existed, and still had the very same problems that plagued vanilla illusions in all other IRE games.
This is the most confusing part for me. Lusternia has, from the get go, demonstrated that it knows how to make illusions workable and balancable without the problems of normal illusions. But despite that, and despite having a working skillset on that, not only do illusions still exist, dramaturgy, was introduced. I remain confused to this day.
P.S. I appear to have been wrong about psionicists needing to use a psi bal for illusions. Whoopee doo. So in truth, it appears that the psionic setups which are already viable actually have illusions as something entirely extra and those that can't get their affrate even with illusions are already working at their maximum capacity, and clearly need help, but can't get it because of the existence of illusions.
Yay.
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I would prefer removing illusions from combat and creating illusions with the purpose of benefits. We could also very easily make them non-com for psionicists, simply treat psionics as using equilibrium and then balance accordingly. If illusions did not work off eq/bal they wouldnt be used in combat, so that seems the easiest way to fix them. As I said I would be in support of illusions with a defined purpose (such as messing with cure balances) but I think such things WOULD have to go the way of being on their own balance times. Because if you can use the of herb bal illusion every 2s with a setup of sweat, burst, and clot you would be stacking far too easily in some melds. Same for having an illusion against focus (body or mind).
Really illusions are usable by psionic mages and runists presently.
What would good effects be for a new version of illusions? That is the hard part to balance, because more affs with TP/TK could make them too easy, but effects like stealing herb balance can be abused. Do we stick with eating balances and similar level effects but with 8s timers or such?
EDIT: As for dramaturgy, have a line before it to show its dramaturgy:
Malarious steps forward to begin his performance.
Malarious slaps you in the back of the head.
You are afflicted with stupidity.
You are afflicted with anorexia.
You are afflicted with impatience.
You are pretty much hosed.
I would love if we added afflicting as a GMCP message (which can be done purely because we get rid of illusions, wouldnt that be lovely?), props to Nihta for making me realize removing illusions makes this work! But if illusions dont exist you dont HAVE to code for GMCP, because You are afflicted would work!
EDIT2: Also possible is making illusions require being on channel balance too. But then only runists, acrobatics users (for bards), and wand users would be able to weave combat illusions. Which might be simpler, but still means some people can fake it (though wand users can use it with offense, runists and acrobats probably arent benefitting much from em).