So, believe it or not Prometheus told me I should post this up. This is no post about whining who is what and so on. These, like any prior posts by me are very founded, and vital points to be made when it comes to how this mud currently works, and the imbalances that are affecting everyone (even if you don’t realize it).
These are the points I am going to touch on:
• HP in general.
• Casters: Effortless power boost.
• AC and Spell resistance.
• Understanding how PK SHOULD work.
HP: We are having a huge problem with HP and DMG right now. DMG is high (too high) and HP gains are lower than ever. Right now EVERY SINGLE MOB can encircle amongst other things. What does this mean? This means that they WILL do a ton more dmg than they should. Caster mobs classes shouldn’t enricle (they do), nor should warrior mobs classes, and NORMAL mob classes. It is a rogue only skill. Basically what we have is mobs using high dmg skills/spells that can do as much as 3k in dmg at times, and get two of those skills in a row before you have a chance to heal. The problem with this is 90 percent of the player base barely has topped 4k hp save a few of us. I certainly haven’t. I used to hit 5.8-6k HP. I should have never remorted. HP gains need to be much larger to balance out the dmg being dealt to players by OTHER players, and mobs.
Casters: Caster classes are basically effortless. You can gather all of the easy (SUPER EASY) eq from around the mud to max your stats. Only a couple pieces are actually quested for, and on top of that I BELIEVE only one or two pieces are actually being USED. Ghostly shimmer is a caster item that is never used. However blue face paint is the best caster face eq, and I think people are still using the mardi gras beads. Other than that, nothing else exists. Where are the other pieces of eq that casters are getting? Benign mobs actually. If you know where to go, it isn’t hard to take a caster from a nobody to a caster equivalent to Jason, and then even surpass him. Why is this a problem? It took people like Jason YEARS and YEARS to get where they are. They have the best eq in the game from spending WEEKS at a time on a single quest, one by one to become an epic player. (this is in no reference to GMs. Epic can be achieved by non-GMs as well. Virisin and Exodus proved it.)
Staves (plural of staff) though are made by gypsies can be easily gotten by anyone who has a) a gypsy alt or b) someone who is a gypsy. The existence of major focuses has basically made weapons like orcrist pointless. Why? Because although searching for trees can BE long…that is all they have to do. SEARCH for the right tree, and woodsing. However, weapons like memory, the cool dagger, razor blade of throat-cutting, and the orcrist are in fact quested for. Orcrist in particular takes a long time to get because mining is completely random. I will stop there since it would reveal quest info about orcrist. The point is that major focuses are easily found in comparison to questing. There is no questing involved in woodsing.
What do staves do? They enhance the benefits of beneficial spells, along with the malignant effects of detrimental spells. What we have here is an automatic power boost without the ability to disarm staves. In addition, a caster with the crappiest EQ one, worn just to max all stats and CHA can now have AC = to if not greater than that of what an epic melee player may have. This means that someone like Jason who has little AC can be outdone dmg intake wise by a caster wearing robes, not armor.
To surmise this point: casters with crappy eq but with good stats (non dmg/hr) + staves =
Greater dmg than melee.
Greater AC than melee.
AC and Spell Def:
Currently we have NO spell resistance system as it stands. We have “elemental res” which does little in the long run. There is no balance. AC is lifeblood for decreasing DMG, but it is MELEE dmg only. So a caster with great negative AC (speed doesn’t matter for casters) vs. a melee means that the caster no matter how you look at it, has the advantage automatically. Why? Because we cannot resist any magical damage dealt.
How Pk SHOULD work: We need dmg in pvp to work differently. PK battles should be a lot of running around, and outwitting the other side. No “one hit, I win”. PVP is all about the skills of the player behind the character, not what one hit, super powerful skills we have and spam the crap out of them. We need to either cap dmg to a certain percentage based on whatever (I’m not a coder, and don’t do that kind of math well) or start increasing HP gains significantly to balance out the dmg intake. In addition, cure critical/light, and heal need to do more. Vampy needs to come back, or something. Either way, we have a problem with what we can do to each other. We’re basically treating each other like mobs…and we’re not. We don’t have HP that numbers in the tens of thousands. As the years have gone by in 4d, HP has continually gotten smaller and smaller.
Finally here are the ultimate suggestions to discuss upon:
• AC should factor in spell dmg. Spell resistance is too complicated a system to support due to we would have to alter EVERY SINGLE PIECE OF EQ in the 4D world. Yeah, that isn’t going to happen.
• Current caster eq needs to be nerfed a bit, and casters must quest for real eq like the rest of us. Melee has to bust their ass for every piece of eq. If this means we need to create quests in the game for all current and major zones, I will be happy to help. Either way, casters need to start questing for their eq.
• Woodsing should be taken out. No reason why gypsy should be dappling in that stuff anyhow. They’re a rogue class with a couple spells. Either take it away, or make it BOP so nobody else can use them. Focus items should be quested for. Again, I am happy to help out writing quests for all major zones. I am happy to work full time for 4d in terms of this if it is going to help us all.
• Staves should be disarmable. That is the end of that.
• PVP dmg needs to be taken down a notch and/or HP needs to increase greatly. In the old days, we could hit fairly high hp (I don’t remember the exact numbers, I THINK I hit 10k back in old code, could be mistaken).
• Spells like harm, call lightning and fireball need to be decreased. There is no reason why someone with 15 remorts vs someone with 70 remorts should be kicking the 70 remort players ass. If I can’t do more than 250 dmg with kick, then neither should they be doing more than they with harm.
So, these are the points I have made. I will now leave this up for discussion. We need to take this all into consideration when concerning the skill tree code being written. Balancing is the hardest part of any mud. There is a lot of math involved, so always remember that the coders are working very hard to make this a smooth process.