Combat Skills

One thing I feel is really lacking in pretty much all MMORPGs is actual player skill. With their simplistic auto-attack or even button/click feat based scenarios there is very little room for the player to really control how good their character is at fighting. Even in games like City of Heroes where there isn’t really an auto-attack, your skill is hamstrung by the limitations of the game mechanics, which in CoH is the recharge time and choice/placement of expansion slots.

FPS games are all about skill. Well, except when the game allows scripting/macroing. People who used the rocket-jump scripts in Quake were cheaters in my book, people who did it without a script were talented. But that aside, every player runs the same speed and has access to the same weapons, and what separates the players is how well they use the guns and know the maps.

However, in making combat more skill based, I don’t want to lose the players who actually prefer auto-attack. So consider this…

The default configuration is auto-attack. You equip a sword and run up to the monster and hit attack. Your weapon will do average damage, perhaps with a random chance to score a critical hit and do double damage. This model is enough to play the game. You won’t be the best in the world, but you will do alright. Then, on an option screen, you are able to select several levels of skill based control. For example, you can choose the “fighting style” method which presents your character with a list of pre-set sword grip and fighting styles. Each style has advantages and disadvantages, base-lined on the auto-attack, and you select them and use them. Then on the furthest end of the scale is “complete control” where your joystick controls your sword arm and your keyboard moves your feet, you gain the ability to move the sword in whatever way you choose to hamstring opponents or stab at the eyes, but you also have your damage affected by your movement because “strafing” around a target you’ll have much less power than if you plant your feet and put your whole body into the swing.

It would obviously take alot of effort to work out all the details, but the gist is that you allow the player to decide how much skill they want to use in the game. The less skill they use, the move “average” their character is; the more skill, the more chances for heroics.

Survey: Question Number One

Would you rather play an MMORPG with no statistics caps and items overflowing with bonuses or one with finite, even small, caps and item bonuses being rare?

It is actually an important question to consider, both as a player and a designer. First, let’s tackle the player side…

As a player of the first scenario, your character has stats (strength, intellect, stamina, etc.) that start low and have no limit. As you progress through the game you’ll casually pick up items that boost stats, giving you more strength or stamina or intellect or whatever, or a combination subset of them, or all your stats. Then as you reach the higher levels of the game, the items become litered with stat bonuses, and your character sheet is lined with three digit numbers. This is actually the model most games on the market currently present to players. At level 5 you’ll get a “Shard Sword of Quickness” that does decent damage and adds a small bonus to your dexterity. By level 60 you’re drooling for “Mangar’s Mystical Maul of Mighty Mashing” that practically kills anything under level 40 in a single blow, adds more than 40 points to every stat, makes your hands glow blue, and occasionally explodes fire on your target for more damage.

In the second scenario, we’ll take the age-old Dungeons & Dragons model. Stat cap of 25, and anything over 18 is rare and exceptional. Your fighter is a tough guy with a 17 strength, and throughout most of his life from levels 1 to 60 he uses items of varying quality, Rusty Blades to Polished Rapiers to Adamantine Swords of Supreme Quality, each one better than the last, doing more damage, needing less repair, and other more esoteric qualities like the graphics. Then, at level 60, you and a group of friends fell a dark lord in a castle and you are rewarded with a Blade of Might that gives you a two point bonus to your strength when you wield it, pushing your strength to 19.

From the design standpoint… Scenario one leads to the marginalization of statistics. If you are going to be handing out stat bonuses like candy on Halloween, and characters are going to be allowed to climb from a starting point under 20 and finish up somewhere above 200 or 500 or wherever, individual point bonuses have to be tiny, almost meaningless, so that getting an item with 4 strength on it does very little, but getting one with 40 strength on it is noticable.

The second scenario, well, that can lead to disappointed players. Sure, going from a 17 strength to a 19 strength means the player goes from being a well toned human to a small giant when it comes to damage bonus and being able to kick down doors and lift open the lids of stone crypts, but that system, while possibly easier to manage and balance for gameplay, means that bonuses are extremely rare, and many players may never see one at all.

Personally, I’m actually sick to death of the dominant system on the market. I’d prefer to try a game with a more limited stat system where every point means something. So, what system do you prefer?

Letting Go

Normally if you ask me about current events, I’ll have no idea. I really hate the news because most of the time it bad. Horrible people doing horrible things to each other.

But I’ve been following Terri Schiavo’s case for a while now. If you don’t know, the short of it is that Terri had a heart attack 15 years ago, during which her brain was deprived of oxygen for a number of minutes resulting in massive brain damage. Most of the doctors agree that the damage to her brain is so severe that even though she does respond to some stimuli, that she is in a permanent vegatative state, never to recover beyond that of about an eleven month old. After a period of time, Terri’s husband said that while no living will existed Terri had expressed a desire not to be hooked up to tubes and machines indefinately. So he decided, after what I’m sure was a long period of serious deep thinking and probably a considerable amount of prayer, to have the machines turned off and let her pass away.

Terri’s parents don’t agree. So, for many years now, they have been fighting. Terri’s husband wants to let her go. Terri’s parents refuse to admit she is beyond help. There has been a considerable amount of legal tug-o-war in this. Terri’s feeding tube has been removed and replaced a number of times.

A little over two years ago, my mother was brought home from the hospital. The cancer had spread, and a complication of the cancer and another surgery’s healing left her unable to pass food completely and consistantly. They had gambled to stop the cancer treatment to let the other surgery heal, and the cancer took that opportunity to spread into the lymph nodes. There was nothing more medical science could do. She came home to pass away surrounded by her family. In the end, I hope she was aware of us and our love for her, but unaware of the pain of the cancer and death.

If anyone were to ask me if I had ever seen someone starve to death, the answer would be ‘yes’. If they were to ask if I would have preferred her to live unconscious for 15 years unable to communicate with anyone, trapped in a body she couldn’t control… the answer is ‘no’.

My mother is going to miss my wedding, and every other important day of the rest of my life. But sometimes in life, you have to be willing to let go when its better for the other person.

How to Truly Listen

If you know City of Heroes, and you frequent the message boards, you might be familiar with the battle cry, “Repeal the Purple Patch!” and you might even know what they are referring to…

First off, what is the Purple Patch?

When City of Heroes first opened, it was possible for a player to fight and defeat a foe that was 8 to 10 levels higher than he was. These battles were usually fierce and hard fought, but with the way experience was given turned out to be well worth the effort. See, exp in CoH is done on a scale.. a mob is worth X exp, and then a bonus or subtraction is made based on other factors. The major factor is your level. If you are the same level as the mob, you get X. If you are higher level, you get less than X, and the scale works quickly down so that once you are 4 or 5 levels over it (and the mob is easy to defeat) you get nothing. On the other end, there is no limit… if the mob is 10 levels higher than you and you do 100% of the damage to defeat it, you wind up getting something crazy like 4 or 5 times the exp, so a mob worth 50 exp becomes worth 200-250 exp to a lower level. The issue is, the game is largely balanced around you fighting mobs your level. So, at level 10, you might get 20 exp for defeating a level 10 mob, which is 2% of your exp for level. 50 level 10 mobs, and you level. If, however, you can fight a mob and get 200 exp, then you only need to defeat 5 of them. Problem is, they didn’t expect people to be able to defeat a mob 10 levels above them, and didn’t expect people to level quite so quickly.

As a result, the Purple Patch came into play. What they did was once a mob goes purple (4 levels above you), your chance to hit begins to decline very steeply… VERY steeply. So steep that once a mob is 8 levels above you, realistically you have 0 chance to win the fight because you will be simply unable to do more damage than he will be able to regenerate due to missing. (Originally, it was harsher than this even, the decline started sooner and a mob 5 levels above you was impossible, but they eased up, so the original patch is not important anymore, only the existing situation).

The effect this had on players, was that now that they were relegated to fighting mobs 4 levels above and lower, the exp rewards were not as ludacris as they had been. Leading to the inevitable “they nerfed all the fun out of the game” cries because people couldn’t earn mad exp while fighting impossible odds. To a degree, the players ARE correct. However, as often is the case, they are single minded.

This can be tied in with my MMORPG Project (link over on the right)… See, the players are focused on “repeal the purple patch”, but what they don’t realize is that the purple patch isn’t the issue… its that the mobs they “should” be fighting (according to the developers) are too easy and not rewarding enough. Would they still be asking for the repeal if the fights with orange (level +2) and red (level +3) mobs were more harrowing and yielded a better reward?

I don’t think they would. And this is where the developers should focus. They were right with the purple patch… players should be fighting things 8 and 10 levels above them… but players should regularly seek challenge, even level to red con, and they should find it fun and rewarding.

The devs are on the right track… now its just a wait and see to see if they follow through.

Sony is retarded.

Normally I would refrain from insulting multi-national mega corporations, but in this case, at least from the perspective of the Sony Online Entertainment division that is over EverQuest, its a fact.

Go read the websites for the warriors, rogues and monks over the past year. Look at every idea they posted on how to bring melees back into balance.

Done?

Okay, warriors got new taunt skills. With the splitting of disciplines, all melees got a method to more often boost their damage through their use. Monks are getting (if it ever makes it off the test server) an essentially single target lull to assist in splitting spawns.

Now, do you remember all the other stuff you read? Ranged damage, group auras, directed attacks, etc, etc… SOE is implementing all that stuff too, only not for the people who need it. Instead, they are making a new class, the Berserker.

I mean, why enhance the classes you have when you can add a new one? Why make three classes better and more desirable to play when you can make yet another addition to the already overcrowded loot pool on raids?

When beastlords were introduced, they were nice. You could play in groups and you could solo. But in groups they really weren’t needed. Anyone can DPS, shaman have better buffs… so what to do? Why, give beastlords a unique skill! Lets give them a mana and hit points regen buff that stacks with just about everything. Give them a buff that works as a mass group buff heal. Basically, you see, they introduced a new class, then that class complained that they weren’t wanted on raids, so SOE made them desired for raids. So now we will get Berserkers, and then they will complain that they don’t have a role.. so SOE will find a way to give them one.

But most important to keep in mind about the berserker class, it is designed to do one thing.. attract new customers. At some point, there is an accountant at Sony who doesn’t care what is good for the game, nor what is good for its players, he only knows that a new player shells out $60 for a copy of the game with all the expansions, and that equals 3 or 4 months of an active account. So they want sales, and lots of them, because high sales means they financially buy 3 to 4 months to keep thinking of a way to keep the players playing, to keep them subscribed.

Mark my words. Gates of Discord will be released, and within 3 months, Berserkers will be tweaked, and the other melees will be told “With the expansion behind us, we can now address your concerns.”

The Normal Progression…

I’ve been discussing the problems with character balance in EverQuest with a few people recently, and I think we finally nailed down the problem with why the pure melees have fallen behind and more importantly why the perception of pure melees of themselves is so bad.

It boils down to the “Natural Progression” of a character through his life in game from level 1 to 65 (currently).

Let’s take the pure casters first. They start with spells. Intelligence casters get new ones every 4 levels until 24, then every 5 levels after that until 49. For wisdom casters, the priests, its spells every 5 levels from the beginning. In this progression to 49 they also gain specialization (20 for intelligence, 30 for wisdom), and through items they gain focus effects that can change the power, duration and cost of their spells. At 50 they begin to get new spells every level, 50 itself holds very little, but 51 to 65 ranges from 3 to 8 or so new spells per level, some more usefull that others, but they gain spells none-the-less. They also gain more items, and with those items can gain focus effects to further enhance their spells.

The Hybrids experience the same progression as their caster parent, only to a lesser and slower degree, with spells being at levels 9, 15, 22, 30, 39, 44 and 49. But at 50 they start to gain spells at every level up through 65 just like their caster parent. The penatly they suffer here is that they do not get all the spells of the parent class, but they also gain a few speciallized spells that they alone have. They gain also through items and focus effects, although sometimes to get these effects they will have to sacrifice other stats… but that is as it should be. They also gain melee skills as they level. Most of them get their last melee skill at level 40 (rangers get their last at 35) and those skill cap out slightly lower than their parent melee class. Above 50, hybrids get disciplines – 2 each, one damage dealing, one damage avoiding or recovering.

Pure melees get melee skills and items. Their melee skills stop at 30 or 35. Their items possess no focus effects (currently their are items in the Plane of Time that have melee focus effects, however, after strenuous testing, where caster focus effects return an average 6% increase in power per effect, melee effects return an average 0.5% increase in power, and these are not available to everyone). Above 50, pure melees get disciplines – one per level although not totalling 10 because some levels are skipped on the way to 60. Beyond this, a pure melees only method of advancing themselves is through items and pure level mathematics of the game (a level 55 monk will take less damage than a 54 monk during a fight all other things equal due to the small effect that level has in all game calculations), and their items don’t yield to them as much as the same items yield to the hybrid (wisdom, intelligence, mana, and spell focus effects).

What’s missing here is that beyond disciplines (most of which are situational, short duration, long reuse skills) a pure melee has little to look forward to as he levels except for the pursuit of more and better items. This has the effect of making playing a pure melee feel extremely one dimensional.

Pure melees, in my opinion, need to get more special attacks. I’ve written before about combat styles, and while I still think that idea has alot of merit, in my mind more special attacks would actually go much further to alter not only the game, but the perception of those who play it.

For Warriors:
As it is now, a warrior gets Kick, Bash (if he uses a shield), and Taunt. One of the current issues with warriors is that while they numerically should be the superior choice for all a group’s tanking needs, they lack the most important feature that is truely required, that of being able to reliably hold and control aggro (the attention of the mob). At first, not being able to as reliably hold aggro seems like a decent trade off for the up to one thousand hit points he may have over the other plate tanks, however, upon playing in actual environments it becomes apparent that maintaining agro is actually more important than hit points as long as the hit points of the tank are high enough to survive a few rounds of combat without healing. With 70-75% slows available to high level groups, attaining a point of survivability is almost trivial, and being able to maintain aggro (or more importantly to pull aggro back off the slower) far outdistances the other factors of tanking.

To that end, what I would suggest for warriors would be a series of special attacks along the lines of kicks, slams, slaps, pushes. There would be two lines within the warrior attacks, the first would be aimed at helping resolve the aggro issues with a low damage high taunt attack. This would allow for the warrior to juggle his taunt key with this attack for a more readily available aggro increase. The second attack would be higher damage, but lower taunt. This would allow a warrior to increase his damage in situations where he is not tanking, or does not need the additional aggro of the high taunt attack.

For Rogues:
The only problem I see with rogues is one similar to clerics. A cleric gets complete heal at level 39 and will use it forever. A rogue gets backstab at level 10 and uses it forever.

There isn’t really a problem with this except in that rogues have little to look forward to as I described above. So what I would propose is giving rogues a series of attacks similar to backstab in that they need to be executed from behind the target, but of increasing damage as the rogue levels. Similar to the warrior, I would give rogues two lines of attacks. The first would be extremely high damage line. Every new attack in this line would be stronger with a higher minimum hit and higher maximum hit. The second line would be half the power of the first line, but have a built in “evade” that lowers them on the aggro list, a distracting blow if you will. This would allow rogues to choose between the evading attack when they need to reduce aggro, but go for the high damage when aggro isn’t a concern.

For Monks:
Monk are supposed to be martial artists. As such, for them I see a simple continuation of the series of skills they already have. These upgraded attacks however would have various attributes, pushes, 0 second stun, a crippling attack that would through melee debuff the ATK of the mob, and other similar things.

In all these cases, it would allow all pure melees to have actual class related skills to look forward to as they levelled in addition to their gear, so in that respect it would allieviate the problem that pure melees don’t benefit from levels as much as other classes.

Melee Specialization

Another method to give pure melees something their hybrid children don’t possess is to replicate the long in place Specialization system available to casters (but not to their hybrid children).

Specialization would occur at level 30. The melee would train one point in all of his basic melee skills (not special attacks). Only one would be allowed to go over 50, and that one would cap at 200.

The specialization of a melee skill would result in better use of a weapon of that type. A chance, the same chance that casters get for their specialization, would be applied to each swing, which if successful would add additional damage to the blow. This damage would be equivalent to the reduction in mana cost that a caster gets, but would need to scale according to the delay of the weapon in order to prevent overpowering.

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.

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.