Post by Laucaei on Feb 23, 2015 21:39:42 GMT
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Feel free to edit and strike-through anything that has been completed / is under development.
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Observed Bugs:
- There appears to be an immensely hefty lag spike when a player is knocked out. It may just be coincidental, however it seems to have occurred multiple times so far. (Increased a characters regeneration rate while unconcious and removed a potential memory leak, which could cause an issue during prolonged states of unconciousness.)
- Mobs (the "Bird" mob in particular) are off-center on particular tiles, making it difficult and even impossible in some cases to hit them with the "Attack" verb or non-aoe, one tile spells. This is remedied somewhat with targeting, however it is still rather finicky.
- Damage from certain spells is actually reduced at a certain level of "Power". This may be due to maladjusted scaling modifiers.
For example, at 1 "Power" the "Bird" mob is dealt 1 damage with the "Bubbles" spell. At 10 "Power", the "Bird" mob is dealt no damage at all.
- Upon a year change in game, a character is automatically one year older no matter their creation month. It also appears to skip decimal (month) aging once the new year hits.
For example, Person A is 12 and was born year 1, month 11 (November). Instead of being 12.2 at year 2, month 1 (January), they are now 13.1 (Players no longer have decimal Ages, when the month you made your character passes by your age is increased.)
- Although not strictly a bug, a character's hair is completely removed with the "Remove Overlays" command in the settings menu. There is currently no way to re-choose or revert the hair overlay, however that's sure to change with a later build.
Character Creation:
- When a player first chooses their magic, provide either a small description of the magic or a hyperlink to it's page on the wiki. This will hopefully cut down a lot of repetitive questions.
- Allow the player to choose what environment they wish to spawn in; Desert, Plains, Forest or Tundra, for example.
Inventory:
- A "drop" verb of sorts in order to help clear unwanted clothing and such. A "trash" verb would be even better to prevent any icon / mob clutter. (Players can drag things from their items onto the map to 'drop' them.)
- Sub-categories for a later release such as weaponry, armour and materials. Perhaps even a sorting system either categorically or alphabetically.
- Perhaps a "grid" system in which a player can only store a certain amount of items. This can be increased through certain magic (such as re-equip, teleportation etc.) or even backpacks. We don't want a batman situation where someone has every tool for every job right on hand with them.
HUD:
- Introduce a clear indicator for the amount of perk points you currently have.
- Introduce a "show description" verb where spells and such are, obviously, clearly described. This is mainly for roleplay situations where we'll bound to have someone over or underplaying certain spells. For example, Person A might believe that they can completely freeze time and kill Person B with their Time Magic without any risk to themselves. There needs to be a clear system in place to prevent rule-sharking and bias. (You can right click on a spell and click on description, this will be expanded on in the future as currently all descriptions are a WIP.)
Balance:
- Introduce an automatic AFK boot. AFK training and meditating almost 24/7 in order to gain power is pretty silly. 1 hour is more than enough to write a line of roleplay, after all.
- Allow non-magic users to have a heightened increase in physical attributes at the cost of spiritual attributes and vice versa for natural mages. The exceptions being those with more physical magics such as Beast Form and Titan, of course. If not, increase the rate at which perk points are gained for non-magic users in order to prevent them from becoming completely redundant.
Wipe Specific:
- Pre-build a few cities or towns in order to get things going. Waiting around for your building tab to unlock is rather uninspiring; it'll just be wilderness roleplay.
- Honestly with the player base low at the moment and the maps devoid of structures, mobs and clear landmarks, the world could afford to be shrunk down even further.
Roleplay:
- Introduce a "roleplay battle" verb where all regeneration of magic and health is halted.
- Introduce a "display stats" verb. It should display a window where you choose your stat to display (of course). This will help in roleplay and combat situations where you need to compare stats with another player.
Major Alterations:
- Make spells or even entire categories of spells purchasable with perk points, roleplay points or whatever system you are comfortable with. This will curb the meditation grind and perhaps make the population more inclined to roleplay outside of casual speech.
- Upon reaching a random variable decided upon character creation, that character dies. Obviously nothing ridiculous such as at 20 years, but perhaps 50+. This would prevent power stagnation and help shift the status quo for newer players.
- If the above suggestion is added, perhaps consider stat bonuses and nerfs through different stages of the character's life. Here's a few examples:
(Ages 0-6) Baby / Toddler - A hard cap of 1 in every stat, however their potential modifiers later on are increased. (encourages family / generational play in order to produce even more powerful offspring.)
(Ages 7-12) Child - A slight increase in physical modifiers, but a greater increase in spiritual modifiers. (reflects a typical child's eagerness to learn all about the world around them.)
(Ages 13-18) Teenager - A further increase in physical modifiers, however spiritual modifiers are decreased considerably. (reflects the typical teenager's willingness to shun the world around them and decide their own path.)
(Ages 19-49) Adult - Both physical and spiritual modifiers are totaled and balanced equally among all stats. (reflects an adult's true coming of age and attunement to the world, as well as coming to terms with oneself.)
(Ages 50+) Senior - A distinct nerf to all physical stats and modifiers (perhaps even a solid halving of physical stats?), however spiritual stat modifiers are slightly increased. (reflects an elderly person's acceptance of death and inner peace.)
- Introduce a proficiency system. Whether through age, perk points or roleplay points, players can increase their skill in certain areas. This allows them to reach higher tiers of magical, martial and professional skill...
Novice -> Apprentice -> Adept -> Masterful -> Grandmaster
These skills should be able to be displayed in roleplay situations, showcasing a character's ability through acquirement rather than "I can do this because of my stats". Although this system shouldn't replace perks, it would be an immensely welcome addition for roleplay's sake.
Combat:
"Insert Magic Name" Skill
Hand To Hand Combat Skill (encompasses hands, feet, head, paws and such.)
Blade Skill (encompasses swords, daggers, claws and such.)
Blunt Skill (encompasses hammers, bludgeons, tails and such. 420.)
Polearm Skill (encompasses spears, glaives, horns and such.)
Gunslinger Skill (encompasses pistols, rifles and such.)
Trapping Skill* (encompasses all manners of traps and tripwires.)
Non-Combat:
(increases in the skills below allow greater rewards related to their focus, either through hosted events or mechanically through verbs.)
Fishing Skill
Foraging Skill
Lumber Skill
Trapping Skill*
Tracking Skill
Hunting Skill
Skinning Skill
Woodcraft Skill
Smelting Skill
Cooking Skill
Blacksmithing Skill
Magical Infusion Skill
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I'll continue to add more of my observations and suggestions as this testing phase continues. The presentation of the game is looking good so far and appears to have been worth the wait.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Feel free to edit and strike-through anything that has been completed / is under development.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Observed Bugs:
- Mobs (the "Bird" mob in particular) are off-center on particular tiles, making it difficult and even impossible in some cases to hit them with the "Attack" verb or non-aoe, one tile spells. This is remedied somewhat with targeting, however it is still rather finicky.
- Damage from certain spells is actually reduced at a certain level of "Power". This may be due to maladjusted scaling modifiers.
For example, at 1 "Power" the "Bird" mob is dealt 1 damage with the "Bubbles" spell. At 10 "Power", the "Bird" mob is dealt no damage at all.
For example, Person A is 12 and was born year 1, month 11 (November). Instead of being 12.2 at year 2, month 1 (January), they are now 13.1
- Although not strictly a bug, a character's hair is completely removed with the "Remove Overlays" command in the settings menu. There is currently no way to re-choose or revert the hair overlay, however that's sure to change with a later build.
Character Creation:
- When a player first chooses their magic, provide either a small description of the magic or a hyperlink to it's page on the wiki. This will hopefully cut down a lot of repetitive questions.
- Allow the player to choose what environment they wish to spawn in; Desert, Plains, Forest or Tundra, for example.
Inventory:
- Sub-categories for a later release such as weaponry, armour and materials. Perhaps even a sorting system either categorically or alphabetically.
- Perhaps a "grid" system in which a player can only store a certain amount of items. This can be increased through certain magic (such as re-equip, teleportation etc.) or even backpacks. We don't want a batman situation where someone has every tool for every job right on hand with them.
HUD:
- Introduce a clear indicator for the amount of perk points you currently have.
Balance:
- Introduce an automatic AFK boot. AFK training and meditating almost 24/7 in order to gain power is pretty silly. 1 hour is more than enough to write a line of roleplay, after all.
- Allow non-magic users to have a heightened increase in physical attributes at the cost of spiritual attributes and vice versa for natural mages. The exceptions being those with more physical magics such as Beast Form and Titan, of course. If not, increase the rate at which perk points are gained for non-magic users in order to prevent them from becoming completely redundant.
Wipe Specific:
- Pre-build a few cities or towns in order to get things going. Waiting around for your building tab to unlock is rather uninspiring; it'll just be wilderness roleplay.
- Honestly with the player base low at the moment and the maps devoid of structures, mobs and clear landmarks, the world could afford to be shrunk down even further.
Roleplay:
- Introduce a "roleplay battle" verb where all regeneration of magic and health is halted.
- Introduce a "display stats" verb. It should display a window where you choose your stat to display (of course). This will help in roleplay and combat situations where you need to compare stats with another player.
Major Alterations:
- Make spells or even entire categories of spells purchasable with perk points, roleplay points or whatever system you are comfortable with. This will curb the meditation grind and perhaps make the population more inclined to roleplay outside of casual speech.
- Upon reaching a random variable decided upon character creation, that character dies. Obviously nothing ridiculous such as at 20 years, but perhaps 50+. This would prevent power stagnation and help shift the status quo for newer players.
- If the above suggestion is added, perhaps consider stat bonuses and nerfs through different stages of the character's life. Here's a few examples:
(Ages 0-6) Baby / Toddler - A hard cap of 1 in every stat, however their potential modifiers later on are increased. (encourages family / generational play in order to produce even more powerful offspring.)
(Ages 7-12) Child - A slight increase in physical modifiers, but a greater increase in spiritual modifiers. (reflects a typical child's eagerness to learn all about the world around them.)
(Ages 13-18) Teenager - A further increase in physical modifiers, however spiritual modifiers are decreased considerably. (reflects the typical teenager's willingness to shun the world around them and decide their own path.)
(Ages 19-49) Adult - Both physical and spiritual modifiers are totaled and balanced equally among all stats. (reflects an adult's true coming of age and attunement to the world, as well as coming to terms with oneself.)
(Ages 50+) Senior - A distinct nerf to all physical stats and modifiers (perhaps even a solid halving of physical stats?), however spiritual stat modifiers are slightly increased. (reflects an elderly person's acceptance of death and inner peace.)
- Introduce a proficiency system. Whether through age, perk points or roleplay points, players can increase their skill in certain areas. This allows them to reach higher tiers of magical, martial and professional skill...
Novice -> Apprentice -> Adept -> Masterful -> Grandmaster
These skills should be able to be displayed in roleplay situations, showcasing a character's ability through acquirement rather than "I can do this because of my stats". Although this system shouldn't replace perks, it would be an immensely welcome addition for roleplay's sake.
Combat:
"Insert Magic Name" Skill
Hand To Hand Combat Skill (encompasses hands, feet, head, paws and such.)
Blade Skill (encompasses swords, daggers, claws and such.)
Blunt Skill (encompasses hammers, bludgeons, tails and such. 420.)
Polearm Skill (encompasses spears, glaives, horns and such.)
Gunslinger Skill (encompasses pistols, rifles and such.)
Trapping Skill* (encompasses all manners of traps and tripwires.)
Non-Combat:
(increases in the skills below allow greater rewards related to their focus, either through hosted events or mechanically through verbs.)
Fishing Skill
Foraging Skill
Lumber Skill
Trapping Skill*
Tracking Skill
Hunting Skill
Skinning Skill
Woodcraft Skill
Smelting Skill
Cooking Skill
Blacksmithing Skill
Magical Infusion Skill
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I'll continue to add more of my observations and suggestions as this testing phase continues. The presentation of the game is looking good so far and appears to have been worth the wait.
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