Blondes and Jackie Chan

I’ve seen two movies recently, and figured I’d take a moment to give them the once over for ya…

The first one, Legally Blonde 2.  It was cute, funny in parts, but the main reason I went was to cheer up the love of my life.  And it worked.  Essentially, if you liked the first one, you’ll like the second one… Just ignore the “Snap Cup” scenes and you’ll be fine. 

Next… The Medalion starring Jackie Chan.  It was good, but like almost all Jackie Chan movies, the story takes a back seat to the action.  There is a feel to the film, if you pay attention to it, that is common in alot of anime and other films from that region of Asia, of disjointedness.  The story jumps from one plot point to another with little in the way of transition.  Plot point. *pop* Plot point. *pop* Action Scene. *pop* Plot point. *pop* Chase Scene. *pop* Plot point… etc.  And the cuts between scenes are about that abrupt.  And of course, when dealing with a Jackie Chan film, you’ll see the usual people speaking their native tongue that is later dubbed over.  Sometimes the choice to do this is odd..  They are in China, you would expect them to be speaking chinese with subtitles, and they do speak chinese, but its dubbed over in english, and then when the same actor is in a setting in England speaking to non-chinese speakers, he’s still speaking chinese with english dubbed over…  Its just one of my personal nit picky problems with dubbing.  I hate it.  And lastly, the movie gets to a certain point, decides “Its been 90 minutes, lets wrap this up.”  And it is, in about 3 minutes.

That said… I go to see Jackie Chan films for the action scenes.  And this movie delivers on that respect.  The only issue is that for whatever reason… Jackie getting older, wanting a different feel for the movie… whatever… they used alot of cable work as opposed to the normal stunts that Jackie usually pulls.  Normally, I walk out of a Jackie Chan film saying to myself “Oh my god! I can’t believe he did that!”  Things like jumping from one building to another without a safety harness, etc, etc…  But in The Medalion, its clear in many places that its not just Jackie… its Jackie and the guys pulling the wires.  And seeing that… it makes me a little sad.

Monks: A New Alternate Advancement Ability

AA Ability: Embrace Death
PoP Ability, cost 9 AA, requires level 63 and Rapid Feign 3.
Duration: 1 minute
Reuse: 20 minutes

Feign death is a skill that all monks possess that allows them to fake a
death like state. Unnatural stillness, slowing of the pulse, shallow
breathing. The highly trained monk learns to embrace the death-like state
in such a way that is beyond doubt. He is able to bring his pulse to a
halt, stop his breath, lay still, ignore pain, and even reduce his body
temperature. This state is so believable because for 1 minute the monk IS
dead.

This would be a 100% complete mem wipe. Since we don’t have mana, it must
have a reuse time that makes it a choice to use it over a regular feign.
The duration is because there needs to be a limit on it due to what I’m
about to suggest….

This would be exactly like being a corpse. It is a 100% mem wipe,
everything believes you have died, and for up to 1 minute (you can
deactivate it, but still have to wait the full reuse time to do it again)
nothing will break the feign. No spells.. nothing. At the end of 1 minute,
you stand up automatically (the shock of your body getting no oxygen and
no blood pumping for a full minute is quite a jarring experience).

But that’s just my idea… *shrug*

Pure Melees: Balance

When people think about games like EverQuest, if you ask them about class balance will probably tell you that either the casters, or the hybrids will be the hardest to balance. But in truth, the hybrids are easiest, followed by casters, and leaving the melees at the hardest to balance.

It almost seems illogical that the simplest classes would be so hard to balance, however it is exactly that simplicity that makes it so hard.

With casters, if you have an imbalance, you have give them new spell lines, remove spell lines, play with damage caps and resist rates, mana costs, etc… spells open themselves to alot of “wiggle room” in their design, both in direct use by the caster and in direct effect on the target.

Hybrids have the spell flexibility of casters, even if it is to a muted level, as well as having an avenue for melee damage output, damage avoidance, mitigation, etc… all the melee skills.

A pure melee has only those melee skills. The only way to balance a melees is by giving him new armor and weapons, or changing the effect of the weapons on a target. The problem with changing the effect on a target is that those changes will inherantly filter down to the hybrids. The hybrids might be well balanced, but when you make melee skill changes you may unbalance them inadvertantly. The problem with armor and weapons is that its boring.. and frankly, just how big a sword do you give them? And if you give them class restricted weapons, especially no-drop weapons, as loot, you basically place a hole in the loot table that even the most diverse guild will eventually arrive at. Once all the rogues have the new weapon, it becomes rot loot.

Before going on with my ideas on balance, let me just lay down one thing you must understand before going on… Active vs Passive. In EverQuest, pure melees are largely active for the first few seconds of combat. The mob comes in, you move around, get set, assist. Once combat is fully engaged, the pure melee classes become passive. Warriors get taunt and kick, rogues get backstab, and monks get flying kick or other alternate attacks, and they all get disciplines, but by and large you turn on auto-attack and then hit one key until the mob is dead. Hybrids and Casters on the other hand are different. Hybrids remain active all the time, and casters become active after the mob is set (or before in the case of clerics healing melees and enchanters controlling mobs on multiple target pulls). The biggest play advantage they have is that using their choice of spells and skills they can help affect and control the fight in a way that a pure melee cannot.

That said, most of my ideas are not just for pure balance, but also to make the pure melee classes more active in their combat rolls.

The first item I would suggest toward melee balance would be to unlink the disciplines they already have. While I see much merit in the idea that I have to wait an hour to repeat a discipline that is of great use, I do not see why that should prevent be from using a little use, or moderate use discipline. Allowing pure melees unlinked disciplines would go toward them having a more active role in combat.

The next thing I would suggest is to give pure melees “specializations” similar to what casters get for their schools of magic. Allow a pure melee at level 20 or 30 put a point into the specialization for all his available weapon skills, with only one able to go above a skill of 50. As skill in the specialization grows, have it factor into a pure melee’s ATK or “to hit” mathematics so that they become more effective with that weapon type over the others. Not so dramatically such that using a non specialized weapon will cut your damage output in half, but enough so that the player would come to prefer a certain type over others. Of course, like the casters, offering a way to reset and respecialize later would be best to help reduce the impact of mistakes or changes in preference.

Another thing I propose is to give melees more avenues for balance in the form of Fighting Styles.

At just a quick glance at speedy implementation, you can give the pure melees mana to manage the use of these styles, making it act the way that Bard mana does now. These styles would alter the melee attack slightly, offering a way for a pure melee to interact and affect the course of battle in more ways than turning on auto-attack and hitting a special attack key.

A few simple examples of what might be done:

  • Offensive Stance: This would increase the melee damage, which decreasing defensive skills. More damage for less armor class.
  • Defensive Stance: The brother to the offensive, increaing defence skills while lowering damage output. More armor class for less damage.
  • Forceful Blows: Cut the damage of blows in half, but add in a greater chance to interrupt spells.
  • Slashing Blows: Increase damage output for mana cost per tick, increased damage only applies to mobs tagged “fleshy”. The idea being that you are slashing and tearing the skin for more damage.
  • Crushing Blows: Increase damage output for mana cost per tick, increased damage only applies to mobs tagged “non-fleshy”. The idea being that you are trying harder to break the bones of undead or the shell of a bug, etc, monsters with an outter layer that is not flesh.
  • Precision Strikes: Quadruple the damage per hit, while tripling the delay between hits for a mana per tick cost.
  • Critical Study: Every critical hit becomes a crippling blow, every crippling blow becomes a doubled crippling blow for a mana per tick cost.

These are, of course, just simple examples that would need to be greatly tested and tweaked before implementation, but I think something of this sort would help give pure melees more to do, and more avenues for balance without greatly overhauling the classes.

In any event, I don’t think that balance of the melees can be achieved with directed changes to the existing structure. Simply adding more damage per second, or more “tankability” won’t cut it. I strongly believe the only way to properly balance the melees is to broaden these simple classes and make more ways to improve them slightly as opposed to having to improve their one or two ways greatly just to see a difference.

The Past is Past

Thank God.

However, in my youth I was a roleplayer. Occasionally now while playing EverQuest I’ll mess around a bit, speaking in character, but as with Roger Rabbit “only when it is funny”. Years ago, I would sit at a table covered in books and dice, and 5 or 6 of us would play Dungeons & Dragons, or Top Secret, or Star Frontiers, or any of a plethora of games that we owned.

This is too funny not to link.

Was I ever like this?

Probably. And know, that as I write this, my head hangs in shame.

Enjoy!

Warriors: Shields as Weapons

Sony has expressed an interest in more people using shields. Warriors have shown a proven deficiency in being able to control an encounter: their taunt and damage output is just not enough, and the result is that the rest of the players must manage themselves or actively shed agro in order for the warrior to tank, where the knights, paladins and shadow knights, have spells that are more effective at maintaining agro.

To that end I began thinking about shields being used by a warrior as a weapon, not simply as a shield. Don’t think sword and shield, slash and block, that knights do in movies and fairy tales. Instead, think Gladiator, smashing his opponent with his shield, slashing him with it, crushing him with it, distracting his opponent from his more deadly bladed weapon in the other hand, breaking his concentration. Offense, not defence.

Add a new weapon skill called “Shield” or “Offhand Bashing”. Then go through and add a weapon delay to shields for warriors only. The damage for the shield would be based off the armor class of it as the Bash skill currently does. And for each swing of a shield have it apply a hate increase value, how large or small would need to be tested and tweeked. You don’t want to make a warrior with a shield have absolute agro so that the rest of a raid can nuke and attack without care, nor do you want to make it so small that a warrior would choose weapons with procs on them over a shield all the time.

The key and the goal here is that by tying the new hate increase to a weapon type means that the warrior can selectively choose when to apply this. If he or she is the main tank for a raid, or even a single group, they would probably choose to wield a shield for the agro, but if they are one of eight or ten warriors on a raid they could use other weapon combinations to avoid the added agro of the shield and focus on damage. And of course, every warrior would keep a shield in their bags so that in the event of an emergency, main tank death, multiple adds, etc., they could pull it out to help gain agro faster.

Choice and Opportunity.

There is an exercise in logic. Its a maze, and in the maze are you and a minortaur. You can move one square at a time, the minotaur moves two at a time. The goal is to reach the exit before he gets you. The trick to this is that the minotaur always takes the most direct path to you, even if that path is to face a wall and not move. So the key is to use the maze to force the minotaur to require more than twice the number of moves to get to you than it is for you to get to the exit. In most presentations of this exercise, around level 3, it is actually impossible to win if you move on the first round. Every moment you take causes the minotaur to round a corner and gives him the ability to get you before you get the door. So the trick is to pass your first round and make the minotaur move first, and when he moves he gets stuck in a dead end that gives you free reign of the maze. You win by choosing to sit still. You win by doing nothing.

In some people’s lives there may come a time where they believe that they have run out of choices, that there are no more opportunities. Some people, when presented this option don’t know what to do, like people who continually lose the maze and the minotaur exercise. They simply cannot comprehend that the best course of action is to let go and do nothing. The world will move around them, and things will change, and likely the answer they are looking for will present itself, or at least new doors will open. But they can’t do this, so they keep moving, and they keep losing.

Faced with the situation that all of ones actions result in losing but unwilling to not act, some people make the only choice they feel they have left. They choose to finally, absolutely and brutally remove all choice and opportunity from their lives by ending their lives.

Sometimes, it may seem like there is no end to misery in sight, that life is bleak and black and horrible, that everything you do only makes the pain worse. If this happens, remember that sometimes there is nothing you can do to win, but sometimes by doing nothing you win.

Its good. Its bad. Its life.

Live it.

for Carl, the friend I’ll never know

EverFix

I decided that I had some good ideas for the game I play called EverQuest. To that end, I’ve added a new category (and new section) for the site for it that will revolve around ideas that I have about EverQuest, both innovations and reworkings.

To start with, when I finish getting it cleaned up, are some ideas that I have for helping relieve the imbalance between pure melee classes and the rest of them.

See ya soon.

The more things change…

… the more they stay the same.

I say I’m going to update more, and I don’t. Its the cycle I’ve been in for 5 years with this web junk, and I don’t foresee myself changing anytime soon.

In the end, its the usual excuses. Too much work. Other stuff going on. I’m moving. Nothing to report. Creative juices not flowing. Etc, etc.

Well, back to our regularly scheduled…

Pirates of the Caribbean

The Disney theme park ride is good…

The new movie starring Jonny Depp and Orlando Bloom is awesome.

I honestly can’t remember the last time I saw an action/adventure film in the theater and left feeling so utterly satisfied.

Go see it.