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Combat Changes 1: Playing Styles., posted on Fri Jun 12 10:54:13 2015 | Posted by: Aristophanes | Category: Special | ====Where we're going and why.====
As you will probably have noticed, there have been a number of staggered changes
to various aspects of the combat system over the past several months. This is the
first of the posts that should begin to clarify the reasons for these changes, as
well as what these changes are ultimately designed to achieve.
This first blog post is going to talk generally about one of our aims: Playing
Styles.
====Playing styles.====
The situation until these changes started was that there was one hugely dominant
playing style: dex-dominant melee weapons and dodge or parry as a main defence. To some
extent this is still the case as the most crucial changes are yet to occur.
This playing style is overly dominant in every guild, and there is a perception that the
dex-melee/dodge-parry build is a one-size-fits-all solution to combat on the MUD. It is
worth mentioning that this perception exists because to a great extent dex builds are
indeed "optimal" at the moment.
Aims:
1) Ensure that a wide variety of different combat playing styles are feasible and
competitive with each other, rather than there being one dominant style.
2) Ensure that each of these playing styles has its own advantages and disadvantages.
Illustrative Examples:
If you fight using daggers, you might attack quickly, but each attack might deal
less damage and might be more easily absorbed by armour.
If you fight using a two-handed mace, your special attacks might do devastating
amounts of damage and be difficult to parry, but it may be easier for your opponent
to dodge your attack as you swing.
3) Encourage guilds' distinctiveness.
We don't want to create a game where you are limited - rather than empowered - by your
guild: the fact that you can use some wizard spells without being a wizard, or some
rituals without being a priest, is one of the most enduringly popular features of the
MUD, and we have no intention of changing that.
What we do want to do is ensure that there are genuine and concrete differences between
guilds: one guild should not be demonstrably better than every other in every situation.
Guilds - like builds and playing style - should have tangible advantages and disadvantages.
Illustrative Examples:
Wizards - Powerful offensively (and against groups of opponents in particular), but
vulnerable to attack, especially when lots of opponents concentrate on them.
Assassins - Can deal lots of damage in a short period of time, but less effective in normal
melee combat. Can create tactical advantages with the effective use of poisons and other
apparatus.
Thieves - Similar to Assassins in that they can deal lots of damage to opponents in a short period
of time. They can use theft tactically with their theft commands.
Priests - Great at protecting themselves and others with their faith shields with some
support abilities from healing and the tactical effects of offensive rituals. Still
able to deal a moderate amount of damage in melee combat.
Warriors - Arguably best suited to a "tank" build where they can absorb lots of damage
with their armour and high health. A broad range of combat abilities, and with the
highest damaging special potential when using the heavier melee weapon types.
Witches - Tactical advantages through the use of headology, plus support abilities in the
form of commands and potions/teas. Unique spells such as beesargh and bugshield give them
offensive and defensive abilities, but their offensive magic in particular is more limited
than that of Wizards.
====See you next time...====
We've broken up this series of posts into relatively small, self-contained units.
Next week's post will continue talking about our general aims; subsequent posts will
discuss how the recent changes fit in with these broader aims. |
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