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Topics - Kay of Sauvage

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Guild Wars / Crafting
« on: June 11, 2012, 10:10:55 pm »
So, what's the deal with crafting? I was playing as a jeweler and artificer, but I think everything I crafted wasn't any better than the things I had already found. Well, except in cases where I had no equipment like rings and earrings...

I'm not sure if the level of stuff you craft is based on your character level or your crafting level... but it seems the loot I find is generally close to my current character level and often with nice bonuses. Or I can buy better stuff with karma. The stuff I was able to craft didn't seem to be selling for much on the player trade market either. So I'm not sure what the benefit of crafting is.

Won't you eventually reach a point where you've crafted the best thing you can use and so you'll only craft things to sell? And then won't there be an abundance of top level crafted items on the market? I was thinking it might be a good idea to be a chef just for this reason, since the food items are the only things that are consumable and so will be useful to continue to create forever. Am I missing something here?


Also, I've gotten some rather nice items using that mystic forge (the fountain in the middle of the trader/crafting area) in lion's arch. I just throw in even crappy items, and I get an item that is quite good for my level. Supposedly, using rarer items increases the chances for a better item returned, but I generally have at least 2 blue items in the mix without even trying.

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Strategus Issues / battles mixed up?
« on: December 22, 2011, 01:03:08 am »
I was supposed to have a battle a short while ago. Instead, some other battle scheduled for about an hour before was starting. It kicked people out of the server at precisely the time my battle was supposed to start. My battle's info in the Strategus News page disappeared at that time as well, so I can no longer accept people to the battle. But the battle hasn't happened yet and it still shows up in the list of upcoming battles.

I'm thinking that the battles are screwed up, so each battle is taking place at the time of the next scheduled battle.

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Strategus General Discussion / Bugged Battle
« on: December 09, 2011, 08:20:08 am »
Geez, after being forced to fist 9 guys, all I got were these stupid crabs.

(click to show/hide)

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The problem:

Prices to craft things in Strat are out of balance, causing it to be way more cost effective to use cheap peasant gear. Heavy armor, horses, and high end weapons are a waste to use in battle.

Solution:

Make item prices be free-floating, relative to one another. Basically, this means as everyone purchases a lot of one item, it slowly raises that item's price and lowers the prices of everything else. What will happen is that the overused cheap peasant gear will continuously become more expensive, and the high-end gear will slowly become cheaper. This will continue until people start finding that the higher-end gear is finally pretty affordable and worthwhile. Prices will stabilize at a market-determined equilibrium point.


Now, there are some caveats.

1) There must be ratios that serve to indicate how rare an item should be on the battlefield:

If each item keeps falling in price until people start buying the item, it would eventually lead to there being equal quantities of each item being bought. For example, let's say there are only 2 items, peasant dress and black armor. If each purchase of one lowers the price of the other while raising its own price, the system will never reach a balanced price level until there is 1 black armor being bought for every 1 peasant dress. We don't want equal amounts of everything.

So to address this, we would first determine how regularly we would like to see each item on the battle field, relative to one another. Perhaps we would think it would be natural to have 1 black armor for each 30 peasant dresses used. So we then set a ratio for purchases of the 2 items so that for every 30 peasant dresses purchased or crafted, the price of the black armor falls and the peasant dress price rises. Similarly, each black armor purchased or crafted will lower the price of the peasant dresses and raise the black armor price. Hence the 30:1 ratio.

Now instead of dealing with just 2 item types as in my example, we're dealing with lots of item types. The ratios we determined can be thought of as an expectation of how rare each item should be. We could apply a rarity factor to each item. So if we have 100 item types, we can assign ratios of relative rarity (RRR? lol) to each item. So imagine a basket of 100,000 items of equipment to be used battle. What % of each item should go into the basket for a fun, varied, but balanced battle? 5 black armors per 100,000? 500 peasant dresses per 100,000. Etc.


2) The ratios indicating rarity must be on different tiers of items as groups, not on each item individually:

Just doing it this way presents another problem. That is, this method still forces people to buy each item eventually or else the price of some items would keep falling down to zero. If nobody buys a horseman's kite shield, the price will keep falling until they do buy it, even if they would normally prefer a very similar shield with similar quality. Basically over time, people will be buying every item in roughly the same ratios that we set for rarity. So you will see roughly 500 peasant dresses per 5 black armors.

To prevent this problem, we shouldn't set rarity ratios for each item individually. Rather, we should group the items into different tiers, and then set rarity ratios for each tier. For example, peasant gear can be in one group. Basic militia quality gear can be in another group. Up to the knightly top-class gear at the top. Again, just set ratios for each group so that you will achieve a desired mix of equipment to be used. Maybe 30% peasant gear, 20% militia gear, all the way up to 5% knightly gear.

3) Address worthless items that can potentially hurt the balancing:

Another concern here though, mainly concerning peasant items, is the potential for prices to be manipulated through practically worthless gear that can be bought in bulk just for the heck of it. Like stones, for example. These almost 0 cost items should either be left out of any tier (so their prices never change) or they should have their price raised to be at least in line with the rest of the peasant gear (so that buying in bulk to manipulate prices would never be cost-effective).



4)Additional possibility to further balance prices by having not only value-based tiers (peasant tier, knightly tier), but also weapon classes and armor types.

Lastly, even though these changes would make some high level gear affordable and automatically balanced in terms of price, there still will be imbalances with different classes of items. For example, all horses are currently too expensive to be cost effective for battle. So if the price of plated chargers comes down along with other knightly-tier items, cavalry will still never be affordable since even a sumpter or rouncey isn't even cost efficient.

So to apply this sort of free market balancing to fix this, I think it may be beneficial to also have additional tiers of items based on item classes. That is, horses, bows, head armor, body armor, 2-handers, throwing, shields, etc. each have their own tiers in addition to belonging to the hierarchical classes of peasant gear, militia, etc. So for example, all armors would be balanced so that for every 10000 chest armors bought, there should be 9000 foot armors, 9000 head armors, and 7000 hand armors. And weapon classes might be balanced so that 20% are bows, 10% are cav, 15% are 2 handers, 15% are 1-handers, etc.

Say for example a sumpter horse is in the peasant tier and the cavalry class. With prices horses being so prohibitively expensive, fewer horses will be purchased than expected, compared to other weapon classes (as cavalry should be considered a weapon class). So all horse prices will begin to fall until people find at least one of the horse types to be worthwhile. So basically, this change would force prices to drop until the class become viable.

If they buy a sumpter horse, that would start to push up the price on all horses as well as all peasant gear, while lowering the price of other equipment tiers and of other weapon classes. This means that the price of all horses increase, but the sumpter increases more than other horses since it is in both the peasant class and cavalry class. (Of course it takes a lot of purchases to have an effect though.) Over time, if the entire peasant tier of items were to rise in price because people still favor the value of peasant items highly, it can eventually make it so that the rouncey's price (probably in the militia tier) has fallen relative to the sumpter, so more people buy rounceys now.

What all this means is that things will be very dynamic. For example, bows seem to be dominating in strat right now. But if lots of people buy bows compared to other weapon  classes, the bow prices will go up. So people who were perhaps buying more expensive bows may find them less cost efficient and may switch to cheaper, weaker bows. This helps to slightly discourage bows if they are too popular. Or if few people are using 2-handers, the flamberge or whatever the ideal 2-hander is will come down in price. This will encourage more people to use 2-handers. Lots of weaker bows, a few 2-handers wielding monster weapons. It should balance itself as people look for good values.


Comments? Questions? Suggestions?

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Game Balance Discussion / End the free upkeep exploit
« on: November 07, 2011, 09:06:02 pm »
I'm really tired of the guys running around on plated chargers and wearing plate armor round after round because they exploit the 1st gen free upkeep feature meant for newbies. Why is this still in place?

Real newbies don't even have expensive equipment so how much does free upkeep help them? At least lower the maximum level that it is available for, like up to level 15 or so. Then with enough strength to wear plate won't have the agility to be riding a charger as well.

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I submitted a name change for my only character. I then had 2 characters, a new peasant with my old name, and a character with my new name and all the xp and stuff I had. Is it normal for a name change to result in 2 characters?

There's a problem, and that is that I can't access my good character's stats and inventory. The page defaults to the crappy peasant, and every time I select the new character in the drop down box, it just reloads the page for the crappy peasant. I'm afraid to delete the old peasant for fear that it might be bugged somehow and will end up deleting my good character in the process.

Also, I had my character selected as the main (for Strategus). I expected that preference would be transferred with the name change. But with having 2 characters now, I wonder who is the main.

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cRPG Technical problems / Teams/Emblems bug in .222
« on: May 12, 2011, 09:50:22 pm »
Yesterday while playing the .222 version, I had a round where some allies appeared as enemies (ie. no emblem over their head). I actually killed one of these allies and got no TK message. I also saw what appeared to be some enemies killing each other, with the tk message and all, but in reality it was actually allies and enemies killing each other properly.

Everything was back to normal the next round. I don't remember for sure any details that could help recreate the issue. It might have been the 2nd round, after the scrambling of teams, and I might have been fiddling with my equipment or the character abilities screen... but I'm not 100% on that.

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Suggestions Corner / Automatic Master-Of-The-Battlefield
« on: March 02, 2011, 08:19:42 am »
Automatically trigger MOTB:
I think it would be a good idea to have the Master of the Battlefield (MOTB) flags appear near the end of every round automatically, perhaps when 2 minutes are remaining. MOTB is the flags that currently are only triggered when both teams are out of combat for a full minute (I think). It serves to bring the players together to fight and break any stalemate. MOTB would put an end to players camping, where they force the opponents to either come to them to get slaughtered or be stuck with a draw. The problem is that it's difficult to get a whole team of players to stay out of combat to trigger MOTB and force campers out into a fair fight. Making it automatic for each round eliminates the need for that.

No camping:
This isn't siege, so no team should be granted the advantage of camping some tower's easily defensible entrance and forcing the opponents to come. It's okay to camp a spot in the middle of a battle in order to make it hard for the other team to systematically clear the area. They have the option to leave the campers be, and the campers will then be a threat to come out and attack from behind, or just shoot arrows. It's a fair tactic. But when the camping group are the only ones left to be killed, they should be the ones obligated to come out and fight. MOTB does that, providing an impartial battleground for both teams to fight over.

Optional: Add a minute or 2 to rounds:
I'd suggest adding a minute or 2 to the current round timer to keep the automatic MOTB from triggering often (so make rounds 7 or 8 minutes). Then trigger MOTB with at least 2 minutes remaining. 2 minutes should allow both teams to get to the point and really duke it out to end the battle conclusively. If it were triggered with only 1 minute remaining, I think there is potential for one team to get to the point first to start raising their flag and then only have to defend themselves for a few seconds until the round ends with their flag higher. They could potentially just put up their shield and defend for 20 seconds or so. But with 2 minutes, both teams will likely reach the point with well over a minute remaining and the first ones there will likely not be able to just "steal" the win by defending.



Extra round time probably won't be used much at all:
I don't think adding extra time to the rounds will have much effect on their actual length. Rounds generally end well before the current timer runs out. It usually only gets close to a draw on some large maze-like maps where teams chase each other in circles because there are no central paths, or on some very large maps where 2 skirmishing-type battles can take place in different locations of the map with each team winning in one location and having to travel to each other to fight in a final showdown. And in these cases, players want the timer to be extended, so extra time by default isn't a problem here.

The only other time we get close to draws is when a team is camping, especially if they aren't significantly outnumbered, or some horse archer is running around against infantry. So it is possible that the extra time could make the rounds longer here. But I think it's also equally possible that potential campers will realize that they no longer have that "bargaining power" to force their opponents to attack to avoid a draw since the "attackers" can wait and force the campers out with the MOTB that is guaranteed to come. So it's likely the campers will come out once they realize their strategy will eventually fail. And in the case of a horse archer running around versus infantry, there is already rules that the horse archer has to fight in melee if it's a stalemate and they are just delaying.



Thoughts?

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