Combat in Lusternia has become overly complex and difficult for even many advanced players to enter competitively. While one can point to many specific skills or systems, the main reason is what is commonly referred to as “feature creep”, i.e., the process of adding complex features and mechanics over the years has cumulatively created an extremely difficult combat system, including (but not limited to) over 200 afflictions. While looking into possible tweaks and adjustments to ameliorate the complexity, it appears that balancing one system creates imbalances elsewhere. Thus, the goal of this proposal is to look into a complete overhaul of the combat system, ranging from how racial statistics work to rewriting damage formulas and removing over 100 afflictions to make combat more manageable for more players. However, before committing to the project, the pros and cons must be weighed before coming to a decision.
The advantages of a complete overhaul of the combat system are multitudinous, including:
The main issue with a complete overhaul of the combat system is the amount of resources and time required to implement. It is estimated that it would take between 6 to 12 months of focusing all coding resources to the project. All 98 current skillsets, comprising thousands of individual skills, would need to be rewritten (though, of course, some would need more work than others) as well as all the revisions of artifacts and racial systems. Further, this project cannot be done in stages because the proposed new combat system is not compatible with the current combat system, making it impossible for the two systems to be in use simultaneously. Therefore, Lusternia could be in a state of little visible development for up to a year while this project is underway. Also, some players who enjoy gaming combat in order to find extremely powerful states may be displeased with not being able to outmaneuver each other in the manner in which they are accustomed.
The formulas for health, mana and ego would no longer be tied to racial statistics (i.e., constitution, intelligence, charisma). Rather, these statistics would be determined by the archetype of the player. They would start with a base of 500 for each statistic with an additional bonus per level:
Archetype |
Health |
Mana |
Ego |
Warrior |
85 |
70 |
60 |
Mage/Druid |
60 |
85 |
70 |
Guardian/Wiccan |
70 |
80 |
65 |
Bard |
70 |
60 |
85 |
Monk |
80 |
65 |
70 |
No Archetype |
50 |
50 |
50 |
Statistics would be rethought and redone, including the removal of size and possibly adding more statistics. The end result would be combat oriented, probably dividing statistics into two types: (1) those that impact physical combat, and (2) those that impact non-physical combat.
The goal would be to remove all afflictions in game (as we know them) and replace with a new, simpler affliction system. Afflictions would be divided into categories and each category would have five levels of afflictions (so an implicit goal to reach the higher levels). It would only be possible to reach the highest level in an affliction category for certain skills (i.e., just because one has the skill to do blunt trauma affliction does not necessarily mean the highest level blunt trauma affliction. Thus, skills would be remain unique and have clear combat goals.
The five level system would carry on to buffs, debuffs, armour and weapons. Thus, the effects would be maxed out at 5.
To overhaul most skillsets, the entire skillset would be reviewed and stripped of all the old afflictions, buffs and debuffs and replaced with the new system. Note there would only be one or two level 5 afflictions contained within one skillset, thus reinforcing the uniqueness of a skillset.
Because it is not possible to mix the old combat system
with the new combat system, nor would it be possible to maintain two separate
codebases for up to a year, it is proposed that the new combat system would be
coded in parallel with the existing code, though in no way would the two
systems interact. Rather, it is proposed that the new system would only work on
those characters specifically flagged to use the new system. These flagged
characters will only be available as character shells for arena duels. Players
would enter the arena in a special duel and choose which character shell to
become. These character shells would have basic equipment and skills and
players could play test combat with the shells and provide feedback to the
administration.
Upon final conversion to the live game, those artifacts that are incompatible with the new system would be allowed to be traded in at full artifact value. New artifacts would be released that could then be purchased as replacements.
Comments
"The formulas for health, mana and ego would no longer be tied to racial statistics (i.e., constitution, intelligence, charisma). Rather, these statistics would be determined by the archetype of the player. They would start with a base of 500 for each statistic with an additional bonus per level:"
Edit: Should note, I've more thoughts and such, just reading through, that's the first question on my mind.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
I'm just asking if I'm right with the formula, was going to look at it across all archtypes.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Yes I know, PvE questions in a PK thread, but I'm curious >.>
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
No, the themes won't change but the afflictions would.
Honestly, a combat overhaul and simplification of the affliction system is more appealing to me, and IMHO more likely to bring in more players than a few new curio types, a new bashing area and the odd Jesus feature. As far as I'm concerned this is well worth a year of game limbo to push forward, and I hope as many people contribute to testing as possible.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Such a scenario is the perfect time to completely overhaul the combat system. The reason why such things very rarely happen is because in this kind of status quo, there is little incentive to put in the effort (see above about how combat is generally balanced) for the coders and admin. However, from the point of view of a combatant, it is a great idea. While the current combat system has its perks and some of my favourite mechanics and feel (which will all no doubt be tweaked or even removed outright) it is simply impossible to fix certain problems. Part of this is already touched on above in Estarra's post, like the reality of having too many afflictions for newbies to reasonably learn within a certain period of time. But there are also meta factors (like people's perceptions of monks) which obstruct envoy reports from making a difference where it is needed. In such situations, starting on a clean slate is sometimes the only choice - no alternative exists unless players are willing to live with the problems that the current system creates.
Overhauling the system will also have long-term benefits. The envoy system came after the combat system, and acts and works pretty much like a bandaid, even to this day. The limitations of the envoy reports are to ensure the sanity of our volunteer coders and prevent envoying from being an endless blackhole that sucks up coding resources. With an overhauled system, however, envoying (or its future implementation) can be designed alongside, with the new system created to easily receive feedback and make changes. It is hoped that some time can also be spent on thinking about how the new system will interact with player feedback after it is implemented, and designing the combat system in a way that tweaking and balancing is easier to do (both in actual coding, and in the meta "balance" debate) so that envoying in the future need not be so limited.
The prospect and possibility of losing some of the most adrenaline-inducing and fun tactics that the current system has (and make no mistake, it IS a fun system) saddens me, but the promise of a more balanced system that is easier for newbies to get into (and thus for me to re-learn) outweighs the nostalgia that I will no doubt have.