On current combat problems
Before I begin, a foreword. In order to keep this thread on topic and with reasonable discussion, posts should be marked at the beginning with a bolded main point, and potential italicized lesser points. Bold points should be the main thing being addressed, rather than spending an entire page on arguing a miniscule point or example, like it usually happens.
That said, let's begin.
In my opinion, there are currently a few generalized main problems with combat.
A) Combat has no middle ground. You have basic attacks, and then you're largely ineffective until you've entered the top tier.
When you're attempting to learn combat, you either manage to outpace their healing, or you don't. This is especially true in the case of affliction professions. A hunter or a sabreknight who is trying to afflict their opponent to death will either outpace their healing with proper tracking and afflicts, or they won't, putting them at a very near all or nothing sort of thing. This can be true of damage professions as well, since a certain damage output is required to outpace healing-- It can be argued higher tier damage professions are more difficult, as trying to outdamage an artifact healer can usually only be done by buying more artifacts.
The most frustrating part of learning combat is the lack of progress.
It's very difficult to see progression in combat. Once you get your basic little system set up, you can easily destroy anyone who doesn't really have anything/are low level. Suddenly excited, you go out and try fighting more experienced players...
Just to get completely and utterly crushed. You work and you work and you work, but you either get to that scripting and combat level where you can outpace Garrynbot afflictions or health sipping, or you sort of flounder around at the level where you can kinda kill people who don't know what they're doing(applying mostly to damage professions) and you can't do anything to any reasonably higher tier people. The artifact buy-in gap over the years has caused this to become even more difficult. You say fast, diadem, and surcoat is what we should balance around? That's great for you, who has all that. Unfortunately, the smaller players who want to grow can't afford all that, especially with the credit market where it is.
All this discourages new players from entering combat, as the standards being set are being set by people who likely have half a decade or more of experience and thousands of dollars worth in artifacts. Trying to fight in a middle ground where you have tri-trans but nothing else is near impossible and highly discouraging.
The learning buy-in of the game is extraordinarily high.
Suppose I'm a new player who's come to the game. I have no experience with MUDs, though I may have some experience with RPGs. Not only do I now have to learn how to play Imperian and the game's unique world, I have to learn how to play and navigate through an MUD, I probably have to go learn a new scripting language just to fight!
Having a new player need to learn Lua or Zscript just to do basic combat makes the game much more difficult to access.
The game is a ton better and easier to play than when I first started(thanks to the awesome admins working at making newbie material more friendly!), but the need to script to do anything more than ATTACK is scary and discouraging.
C) Team combat put affliction professions below their optimal effectiveness.
In team combat, there's one objective: Outdamage the enemy team. There's no sense in out-afflicting the enemy at all; this is because all damage professions are going for the same kill method. If there are quite a few different professions, but their main method of killing is all damage, then they may as well be the same effective profession. In other words:
Damage professions use 0 health to kill, with their trasncendent abilities supplmenting, rather than being the reason for the kill.
Affliction professions use unique, specific conditions to create a special instant kill. Most attacks by another profession does not contribute to the kill, or otherwise require extremely good coordination.
This is one of the reasons why demonic has it so hard in team combat. Most of their professions go for different things-- Giving your opponents attunement isn't going to help bring vivisect around any faster. Affliction professions are arguably the most powerful sort in 1v1, but that doesn't happen much besides in the arena. As such, zergling rushes become more or less the only way to win team fights. A good afflicter isn't going to manage much if it takes a minute to set up her or his unique kill if the enemy team can focus fire to bring someone down in mere seconds. It's easy to use "attack" or a simple pre-defined attack macro, but a lot harder to coordinate afflictions for the special kills.
D) Zerglings
Plain and simple.
The more people, the more damage/affliction output.
It's often not "Who do we have that's good?" but rather, "How many people do we have, and can we mass more zerglings than them?"
E) I can count the number of people who talk about combat(or really, anything) regularly on my fingers.
The forums are a terrible place to get input about the game in any way, shape, or form. Sure, there are experienced players talking on the forums, but it's only a small handful that don't in any way represent the game's playerbase. The forum's enviornment and reputation has made it a place where many people have tried to talk and input ideas but have been laughed at and jeered and shooed away without any new ideas taking root. We have the opinions and ideas from the elitist forum community, but what about the rest of the game? There are valid points and new ideas that can come from a significantly larger pool of people than the ones that frequent the forums.
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Comments
All the reworked classes seem to be able to do everything. Walls? No problem! Your class has a skill to blink past them. Range? Here, have a vaugely similar ranged attack to the other reworked classes! This removes the fun from multiclassing, somewhat, but it also serves to make things rather boring.
There's also the counter-skill creep. This has taken place over a far longer timespan than the problem mentioned above. The best way to show this is walls: Icewall was impossible to remove, so most classes gained a way to do so. Stonewall supplanted it, and then counters to that began to spread. Next up came shardwalls and their counters.
This has also spread to artifacts - Sanctified Aegis, Stonewall artifact and others have gone from auction rarities to normal artifacts. It's getting a little ridiculous.
I might be mistaken, but it feels like power creep has become a real issue with Imperian that only seems to be getting worse with the class reworks. Whilst many classes needed overhauls, the result - Swiss-army-knife do-alls that all feel like reskins of either direct damage/timebomb mechanics - isn't particularly fun, because if you're still playing a legacy/old class, you're nowhere near as versatile or effective as a reworked class.
C) Team combat raises the bar for affliction classes. The skill requirement and 'team work' requirement is much, much higher for affliction offenses. You don't want to duplicate afflictions and you don't want to go for an instakill that isn't set up yet. The damage team has a 'leader' who calls targets and they just has to mash 'attack ahkan' and hope for the best. Affliction squads have to have good target priority, the ability to track the afflictions of 1-8 people and the ability to choose what skill needs to be used when to put people away.
Not sure where you're coming from with the legacy class thing. I'm assuming this would be dk/templar/monk/malignist. All of these classes are seriously strong (malignist requires a bit more work in teams and a higher initial skill cap, but its still powerful after the last classleads round). I'd put fast monk down as possibly the most op one v one class in terms of you-will-die-if-I-prep-two-limbs, and kaido speaks for itself in teams. Then you have knight which is the class that does everything at least decently.
They might not get some of the shiny new toys recent class releases have, but you can be sure no new class is getting stuff like enfeeble/banish/defend through a beta either.
We've lowered the buy in a lot. I think there are some people that want to classlead focus/purge blood to work at inept and get faster as you rank up. If you're looking at it from a "I must buy credits immediately" perspective, the buy in is steep. What a lot of people fail to realize is how awesome the iron elite is. The membership program is absolutely amazing for building up a character over time. At the end of the day, you can play Imperian and still have a hell of a lot of fun without artifacts.
E) Not just combat, but game input in general
I'm hoping this sort of thing would loosen the kind of fear associated with the forums and encourage a greater population of the game to want to contribute ideas of any shape or form.
While population imbalance is surely an issue in Imperian, I believe it is a symptom and not the disease itself. The leading cause of population imbalance is the fact that other sides aren't as appealing. This might be due to attitude, classes, people in the circle, leaders of the circle, visible roleplay, etc. Imbalance is indicative of something or some things being wrong. You cannot say 'zerglings' are a problem, because that is a broad (not to mention disingenuous) statement. Never would I think I'd see the day that people claim TOO MUCH participation is an issue. It isn't. It is a symptom, if anything at all.
Anonymously posting feedback is a terrible idea. We are all adults or pseudoadults capable of sharing our opinions and input without some kind of unnecessary shroud veiling who is who. Let's not beat around the bush here - if you have input to get across to the administration, you can do so and then safely ignore any replies you perceive as venomous. Most of the 'fear' in the forums is perpetuated from one circle spending their time griping unrealistically about somebody in another circle, demonizing fellow human beings who just happen to present a point in a way found to be less appealing. It is all a ton of nonsense.
My point is this: Magick at the very least is an unattractive option. One half of the circle is governed by the same three people for two real years running. They don't have a good leash on their village idiots. The circle is too busy infighting about inducting useful people to keep those useful people. It has only kept so few people who fight in it due to their irrevocable investment in the circle via sect, unshaken roleplay, or numb habit.
If your implication is that AntiMagick only has more people because of their classes, I would ask how you got so much of the Demonic KoolAid with you on your vacation. Not everybody in the circle joined for the classes. We have leaders who (excepting a few) aren't idiots. We have a pretty solid basis for roleplay. Our quality of life is much higher than Magick. Our village idiots are kept on a tight leash.
I'm not really claiming AM is paradise, but I highly doubt you can tell me with a straight face that Magick is a preferable environment on the whole. I am also not claiming some of the imbalance is due to classes. However, I am not going to let Gurn and you make statements that marginalize or otherwise ignore other issues that contribute to population imbalance, sorry.
Magick sort of has the same problem. I'm not going to name names but these people are batshit insane. How did they get into power? How do they stay in power? How can they find so much petty crap to argue over? It's a good thing Samaos is a badass because the rest of that is just ugh. They're guilty of all the same crap they accuse Khandava of. If you're not a level 100 pk-bot or in a clique, you may as well be petrified dog poo. Luckily they have druid and mage training wheels to infuse life into their diabetic organization.
AM. God. Their classes can all thrive in high str, high con. They have access to the best and most forms of CC. After 1-2 years of exploiting this they were able to zerg and off hours their way to obelisk dominance. They have the easiest classes in the game (pvp and pve) and the most support utility in the game. Garrynbot removed the only thing that held the zerg in check, the ability to cure. You took the bashing circle and pretty much turned pvp into a bashing game. attack! attack! attack! Once you guys hit a critical zerg mass, all you had to do was sustain. There's a constant flow of "I'm tired of losing" (Kalcer, Ander, Isabella, Xeron) from all circles into AM. Once this cycle started, it's stupid hard to break it. Why? Because you don't want to pk without 40 friends. You don't want to pk with 300 health. You don't want to pk without shard research.
This has absolutely nothing to do with roleplay, people in power, etc, etc. This is not AM bashing, as you seem to think it is. This would be for the entire game, not only for people against antimagick.
I flagged your post with a LOL because it frankly did make me laugh. Would you rather I flag it with a redundant disagree? This is what I mean by adulthood. If you cannot get past the pretty buttons to click denoting opinions on posts, how can we ever have an intelligent discussion? I will go on record saying I think you have skin as thin as tissue. The slightest affront to you usually ends in you crawling up on the cross. Now that it out in the open, what are you going to do about it?
You want to complain about larger teams, but you refuse to look inward and realize the problem isn't solely a pendulum swing issue. You would have more people to match blow for blow if your circle didn't.. well.. blow. I wish I could get this through to you: big teams are a symptom of other sides being less appealing.
@Gurn
You also can't whine about there being more people at a certain fight. Not to flame anyone, but I see Gurn at fewer shardfalls than Khizan, which is saying something. Your sample size and metrics are pretty suspect. Magick does pretty well when they roll in with team druidicicles and a few defenders. The problem is they really don't roll out very often. I'm not saying AM isn't clearly dominant, but it's not out of control dominant. The benefit to AM is that some people like Azefel, Septus and maaaaaybe Ozreas regularly shard fall and know whats up. A large part of Zerg-o-tron is formed of people who couldn't hack it anywhere else and get by riding coattails and ez-mode classes.
As for the rest of this, there's buy in associated with every game in terms of intellectual and emotional investment. That's where it falls to the guild/city/circle members to be 'accepting' and not 'douchey'. You can ease the emotional burden (god, how is this a thing) and the intellectual burden by helping people understand what the crap is going on. Iluv does this by giving people a basic system for the class. Lionas does this by beep-whirring at people to fix code. I help people put tidbits of code together to make the game easier. At some point, you're going to have to break the immersion wall and help them become a better 'player' when we're talking about pvp. *Note: I only used demonic examples because that's what I see every day. I'm sure there are awesome people in every circle.
@Sarrius
Leadership helps with morale in bad situations (Ysaviel and Khandava) and exacerbates bad morale in crappy scenarios (Menoch and Stavenn). AM is riding god mode right now. That's how you pick up at least 75% of your zerg. I'm pretty sure Ander, Brishi, and Kalcer aren't there for the arghpee. People are so in love with god-mode that they're willing to stay in a ring with Dias, who puts Ashel and Khizan to shame when it comes to denigrating his own teammates.
I'm pretty sure most of the older generation of players can vouch for my ability to kill people as any class without artifacts. Actually, in multiple games without artifacts (this was important too). The sad thing is that I got pretty twinked as Kabal and I was addicted. I can't imagine playing Ahkan without the support of tank artifacts. It's emotionally painful to see my health go from 550 to 400. I feel like I lost a textual arm.
As far as coding goes, my system was a pretty functional for a piece of crap held together by faith and an amazing alias that reset -everything-. Up until last month, I used only string lists and didn't use temporary triggers or variables. The sad thing is that it worked. I was still able to kill people (you included) before I sold out and bought in on Azefel's system. I use Azefel's crazy azn ability for one function to call afflictions (the man is a genius). The rest of the offense is mine. I understand you're jealous that you can't have nice things, but you really need to get this personality thing in check (personal experience, here. Irony too) and you'll have much better results.
To be fair though, I did flame you, twice. But really, is it flaming when it's a statement of fact? Dias yells at people and buys credits. Oh no! I did so because I just saw a log of you being a flaming box of tool to Shou. Despite the fact I growl at Captain Unconsciousness, I've never really seen Shou do a crappy thing to someone. Whereas..yeah, we'll just let this sentence finish itself. I've really only ever see Shou bend over backwards to help people, which really makes the game a better place. Your feminine cleansing product behavior really procc'd my warped sense of justice and I felt like using you as a very effective point.
People would rather deal with you being you than leave anti-magick.
Evidence:
Second point: This doesn't matter, at all. I don't have time and no one wants to see you go all revisionist history.
Third point: If I made a character right this moment, it would take 4 years to artifact up as much as Ahkan is. Sad part, when my new newbie equals Ahkan @4yrs, he now has to deal with Ahkan @ 8yrs. It's really, really hard to bridge this gap. Life is hard. (repeat). The rest of your third point is just some livejournal stuff. You're awesome source material for what not to do. To be fair, so was I. Ask Khizan about Calhoun math. The best part is you did the same thing, but it was named after me! Dubious honor.
I love how amusing the recent trend of
You also can't whine about there being more people at a certain fight. Not to flame anyone, but I see Gurn at fewer shardfalls than Khizan, which is saying something. Your sample size and metrics are pretty suspect. Magick does pretty well when they roll in with team druidicicles and a few defenders. The problem is they really don't roll out very often. I'm not saying AM isn't clearly dominant, but it's not out of control dominant. The benefit to AM is that some people like Azefel, Septus and maaaaaybe Ozreas regularly shard fall and know whats up. A large part of Zerg-o-tron is formed of people who couldn't hack it anywhere else and get by riding coattails and ez-mode classes.
True. It's certainly discouraging, though, for people who want to get into it. Most of the reason why I hear when people don't want to fight is "They have 5 more people than us" rather than "They have such and such players", which, back in the days of killable whytebots, was what I usually heard.
Yes, it's important, but having a game-wide system for easing people into it wouldn't hurt either.