Pidgeoni

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Posts posted by Pidgeoni


  1. The same way that you'd cast it once? Just... more?

     

    This is a problem that needs to be solved as far as I understand. There has been arguing about spell spamming since I joined the forums.

     

    I thought the priest was supposed to be the heart of the group. Not that each group should consist solely of priests to be competitive.


  2. Problem is given to the nature of Wurm combat, and the laggy nature of the servers, perfect timming actions won't work before a good overhaul of combat and server effectiveness.

     

    My suggestion had nothing to do with twitch combat and server limitations. More about questions like "Do I cast this pillar now or keep it for later"

    Spells already have long cast times, because the game is such.

     

    Plus, its a MMO, you can't expect people to act on a hive mind, you can't really allow an individual's actions to undermine their team that much, specially with all the spy vs spy thing... I don't think that your suggestion is the best way to go about it.

     

    What is Wurm PvP if not cooperated fighting? A "Hive Mind" is pretty much what I expect the perfect kingdom to have.

    A spy that actually made it to PvP could just as well screw people up already. Hoping out of un-deeded doors, attacking his teammates etc.

    I'm not saying my suggestions solves everything, but it at least solves spell spamming, which is the problem at hand.

     

     

    I believe that the idea of having area-cooldowns on AoE spells, and reducing power of Single-target, and allow them to act as a alternative to archery is a good way to give priests some power in PvP.

     

    Area-cooldowns sounds cool for pillar spells, like previous suggestions said, but how would it work for spells like Light of Fo and Scorn?

    Allowing spell spamming as an alternative to archery is not something the game has right now and is probably more suitable as a suggestion of its own.

    Seen it a couple of times on the forums already and I think it would be cool indeed for Vynora priests.

     

    Sorry, but i'll have to hit you with the "Its a sandbox, your opinion shouldn't be constricting my options" hammer.

    A priest should be as much of a tactical option as a catapult, a sword or a bow. Its imbalanced it needs balancing, but we can't disable options just because they affect someone's sense of aesthetics.

     

    There isn't really an option right now from what I've seen, is there? Fo spams Light and Libila spams Scorn because it's the only sensible thing to do.

    Your spell choices should determine how you act for that battle, however there are no real options right now.

    This is again out of topic imo, but an option could exist between casting Scorn or Mushrooms for example. Do you want to heal or push the enemies aside?

     

    Yes. Thats why this topic exists, cause it needs balance.

    But one thing is balance, another thing is what the other guy suggested, which basically means if you mange to infiltrate a kingdom with a priest. You cast 3-4 aoes onto the rear of your own army, or somewhere else that is harmless, and suddenly the whole kingdom is dead in the water.

     

    We don't have such problems in Epic as far as I know, so I could be biased.

    But is it really a possibility for enemy alts with high faith to infiltrate other kingdoms to such degree?

     

    Per person cooldowns are fine. Shouldn't be gimped by having your AoE spells on cooldown just because an ally nearby casted a spell. If you have 20 people and can cast an AoE spell back to back, fair play. If you have one, you shouldn't be able to.

     

    How would you cast Scorn back to back when it needs to target enemies to have any effect?

    How about casting both Scorn and Mushrooms? Or Draining people while already having a mushroom Trap?

    Should we rewrite all spells?

     

    This whole discussion was raised because people spamming Area of Effect spells is not "fair play" nor very interesting.

    Group cooldowns could possibly help fix things.

     

     

    I've read a suggestion somewhere about giving targets recently affected by spells temporary spell resistance. This could work for damaging spells but doesn't really fix the Light of Fo issue.


  3. Every fix helps, however small, if it is towards a specific direction.


    A complete remake can happen step at a step, without resulting in a mess.


     


    Priests are apparently intended to bring small bursts of utility to the PvP table, introducing tactical options rather than raw power (spell spamming).


    Spamming is either one player casting repeatedly, or many players of the same kingdom casting together.


    This discussion aims to fix this specific issue.


     


     


    There is already an overheat feature, which could act as a global spell cooldown.


    This would mean that a priest would only be able to contribute in a specific way each battle.


    Choosing what spells to cast and in what order would be critical.


     


    I propose that every single combat spell overheats the caster. While overheated, the caster will not be able to cast or link spells.


    A status effect icon would appear, stating the duration of overheating. This could be 1 minute for single target spells or 5 minutes for area of effect spells as a start.


    This addresses the problem of a single priest repeatedly casting spells.


     


    I also propose that area of effect spells overheat nearby allies as well, for a reduced duration of 2 minutes.


    This would stack with overheat from previous casts of his or others.


    This addresses the problem of many priests spamming spells together.


     


    Further balancing of overheat duration could be done for each spell at a later time or during testing.


    The duration could depend on mind speed, cast power and soul stats.


     


     


    If an idea like this was implemented, I'd expect to see the following effects on PvP, which I think would be for the better:


     


    - Single priests would have to wait for the perfect casting moment, rather than spamming spells.


    - Single priests would have to carefully chose which spell to cast.


    - Priest groups would have to chose between casting many single target spells or one area of effect spell.


    - Priest groups would have to organize their casting order for longer fights.


    - Spells would be used at critical moments as tide-changers or finishing moves.


     


     


    That said, there will still be issues in need of fixing. As a next move, I'd expect spells effects to be buffed a bit, gems to require a 10 second timer to drain and priest pets limiting spell casting.


     


    Edit: guess the overheat could add to difficulty instead of plain disallowing casting of spells.



  4. My unreinforced cave had tiles collapse over a planted torch lamp, a planted bsb, and a tile with two demon statues and a chest on it.


    The tiles that collapsed were adjacent to the original walls. The cave was on Desertion, no more than 2 tiles wide and I was using it several times a month. It took half a year before the collapses started happening though.


    I also had a previously rock tile turning into an iron vein after collapsing.


     


    Just sharing my experiences :)



  5. About mine/gate hoping:

    Expand the gate unlocking action to also apply to mines and have a 10 second timer. When someone is within melee range of an attacking player or NPC, block all his access to doors.
    You'd still be able to use the unlocking action when under attack. It would be interrupted if hit.
    Do not allow people to exit mine doors they don't have permission. Make it possible to manage and lock/unlock mine doors from inside of the cave by using the doored cave tile.


    About combat gear:

    Make combat depend only on skill and gear/enchant choices, rather than on item quality. Change armour and weapon durability, making everything substantially more fragile. Change quality of gear to only affect durability.
    Make battle enchants work the same way, with the effect not being dependant on cast strength. Make enchants wither greatly per hit, depending on both item and enchant quality.
    This allows people to quickly equip themselves for short skirmishes, while at the same time it keeps the trade value of high quality gear and enchants.
     


  6. A collision system bound to models would be great. Some things just don't make sense right now.


    How I'd imagine fences after a change like that:


     


    If a fence is next to a cliff, you would be able to jump over. Climbing over short fences by right-clicking would also be possible. Tall walls would need a hooked rope attached to unlock the climbing option. Players or templars would be able to cut those ropes from both sides of the wall, interrupting people using them. Iron fences or fences with attached barbing would prevent people from climbing them and deal lethal damage to people jumping over them.


     


    To keep unwanted people out, there would be a new deed permission for automatically putting intruders to KoS list after a fair warning. Villagers would have the option to override this for specific individuals. This could be in the form of a chat command with the guests name or by right-clicking an avatar. Climbing towards the inside of deeds or enclosures would be illegal, but climbing towards the outside would always be allowed. Gates could also be unlocked for warned people to exit a deed swiftly.


     


    The jumping action would be limited by armour and inventory weight. Climbing over fences would be limited by armour and have a timer depending on inventory weight. Climbing would place you on top of fences, draining your stamina and immobilising you. You would then select a side of the fence, right-click and climb down.


     


    I could imagine more ways to make things work, but i believe they'd need to adress at least two things in any case. Giving land owners the possibility to defend themselves is one of them. Making sense is the other.


     


    Telling apart the inside and outside part of a fence should be quite possible technically. Draw a line along all built tile borders, trying to close a circle. The side with the token or house is the inside.


     


    Going forward and unlocking game opportunities should be worth the changes. Just make sure to give people a chance to secure their place before the new collision system is implemented. Making it possible to add barbings to fences a couple of months in advance, for example.


     


    Cheers, thanks for giving us the chance to speculate, happy new year :)