Difference between revisions of "Welcome Board Archive - State of the Code Update"

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From: Rufus        Title: State of the Code Update               
 
                        Posted On: Tuesday, May 29 2018, 06:59AM
 
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Other than a few minor things, I haven't been able to put as much work
 
in lately on Legend. That's changing so expect to see some new stuff
 
pretty soon.
 
  
I figured I'd give you a small update on where we were with a few
 
things.
 
 
RUNE CASTERS
 
Rune casting is trudging along toward a finish line of sorts and we
 
will be rolling them out in a different fashion than we have before.
 
More on that later.
 
 
What are rune casters?
 
 
Rune casting is the ability to throw down (not literally) actual
 
objects (runes) and change the balance of fate. Take something away
 
from your opponent to give buffs and benefits to your group.
 
 
They are a spirit/perception-driven build that are group focused
 
but can also use their abilities to hold their own as a solo character.
 
 
You're not going to be taking down mobs solo like a cause or a create
 
mage or someone with ridiculous AC and high parry ability, but enough
 
so you can survive.
 
 
Think of them as an alternative to a casting tree (as you won't be
 
able to chant). They'll be able to boost the efficacy of any group,
 
be it primarily spell-wielders or melee folks.
 
 
They'll also be able to craft charms out of their runes to compete
 
with the amulets that druids make.
 
 
MORE ATTRIBUTES MODIFIERS
 
We've added melee mitigation, saving throws, gun accuracy,
 
concentration, spell damroll, spell critical and mana reduction over
 
the last year, but more are on their way, not limited to:
 
 
Gun Damage
 
Stat Caps
 
Damage Cap
 
Melee Crit chance
 
Melee Crit percentage
 
Weapon speed
 
 
MELEE PROWESS SKILLS
 
These have been in allskills for way too long and for that I
 
apologize. After trudging down my initial design path, I'd painted
 
myself into a corner.
 
 
The initial design, and one that will probably carry forward in some
 
fashion, is that each of these skills gives you access to a handful of
 
new commands that do various things to your ability to either deal or
 
take damage. For example, you could invoke an ability that gave you
 
4 rounds of 70% melee mitigation while reducing your damage output to
 
50%. On the flip side, you might have an ability to, for 2 rounds,
 
hit 100% of your attacks and do 30% more damage at the cost of your
 
ac being temporarily '0'.
 
 
The idea was to have timers associated with these.
 
 
While some of these design elements will carry through, there's a
 
larger problem in that with the exception of only a few of the ideas,
 
the disciplines granted by the prowess skills were really only useful
 
in groups. Imagine trying to take down the man-eating lion while your
 
ac is '0'? You'd get pummeled, hard and fast. Or you might survive,
 
but at 50% damage, so will the lion.
 
 
So I'm looking more toward things that will benefit both solo and
 
group play and at the same time, make these things a choice -- you
 
have your choice between invoking a discipline or using skills, etc.
 
That means we need to make them as valuable as skills. And it's hard to
 
make an ability compete with tumble. ;)
 
 
The end goal is to get solo melee closer to solo mage in capability
 
with some forms of burst damage or ability to take hits a bit better
 
without losing the efficacy of all build types in groups. The resultant
 
problem is, that beyond time (timers, waits, etc), is that by and large
 
melee-based abilities do not have a finite resource. We added one to
 
Bastion and I've heard nothing but complaints even though the skill
 
is invaluable as it is.
 
 
So we're looking into solving those problems so the 'prowess' skills
 
are on the horizon.
 
 
TRADE SKILLS
 
Further down the line are trade skills. People complain about the
 
lack of practices, and, while I'll definitely argue that maybe the
 
pokemon theory of skills is a bad idea, there's some relief coming.
 
 
In the (somewhat) distant future, my intention is to remove the
 
current repair/mend/forge/etc skills from the game and migrate those
 
over to their own resource pool of tradeskills. A more use-based system
 
than what's current. Everyone could at least attempt every skill
 
without spending practices and achieve mastery in one or two and
 
competency in a few more.
 
 
Think: basically every trade skill system in MMOs. But with Legend's
 
unique and (likely) annoying twist. ;)
 
 
It's a ways off. There's a lot of ground work to do to even come
 
close to making that a reality.
 
 
As always, feel free to sound off on the discussion board.
 
 
Ruf
 
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Latest revision as of 13:10, 29 April 2020