Posts Tagged updates
The Guildhall & the Proposed Mentalist Reconstruction
Posted by Empyreal in Balance, Game Design, News, Revision on June 7th, 2010
Two major points for updating:
- I have been accepted to the Guildhall at SMU for Cohort 15 as an Artist — I am ecstatic and anxious and look forward to the challenge the next two years will pose. My first terms begins August 16th.
- I have finally completed a Design Document comprised of 29 pages of proposed changes for the Mentalist frameworks in Champion’s Online. I started it late April, and edited and added to it over the next month and a half. I cannot fully gauge how well balanced the proposal is since I do not have the behind-the-screen numbers and formulas available, but I did try to be exhaustive in balancing it against the metrics I can interact with. You can find the .pdf in the below link.
Mentalist Framework Reconstruction Proposal for Champion’s Online
Some Highlights:
- Psychic Vortex: Feedback damage now occurs at most every 1 second to each enemy affected by Psychic Vortex; feedback damage now scales based on Ego (similar to Mind Link):
- Rank 1: Feedback damage deals at most Ego*1 damage
- Rank 2: Feedback damage deals at most Ego*1.5 damage
- Rank 3: Feedback damage deals at most Ego*2 damage
- Psychic Vortex; Singled Minded: Advantage replaced
- Psychic Vortex; Hive Mind: New Advantage for Psychic Vortex; in addition to feedback damage, damaging an enemy affected by Psychic Vortex will propagate that damage to all other enemies affected by Psychic Vortex, dealing at most Ego*1 damage; this damage can only occur every 1 second
- Telekinetic Maelstrom: Power redesigned;
- 25ft PBAE
- 5 target max
- 7 second Maintain
- Ticks every .5 seconds
- Initial and Maintain Cost very high
- Deals small damage at the beginning but grows exponentially
- Total damage is very high
- 30 second cooldown
- Every second of maintain attempts to drain an Ego Leech effect from nearby enemies, returning energy to the user
- Telekinetic Maelstrom; Expansive Intellect: Advantage replaced
- Telekinetic Maelstrom; Psychic Winds: New Advantage for Telekinetic Maelstrom; Enemies caught in the Maelstrom are snared. The snare is reapplied every second, and does not apply resistance until the final tick.
- Precognition: Slotted Support Passive; Passively maintains 1 stack of “Futuresight” on yourself and your teammates. “Futuresight” increases Dodge chance by 50%. Avoidance scales by rank. On a successful dodge, “Futuresight” in consumed, but is automatically reapplied after 3 seconds. When an instance of “Futuresight” is consumed, all team members (including self) receive a small amount of energy, which scales with Presence. “You are able to glimpse into the future and warn your teammates of impending danger, allowing them to avoid attacks and counterattack more effectively.”
- Rank 1:
- +50% Dodge chance
- +25% Avoidance rating
- Returns 8 + Presence/20 energy to team
- Rank 2:
- +50% Dodge chance
- +40% Avoidance rating
- Returns 10.5 + Presence/20 energy to team
- Rank 3:
- +50% Dodge chance
- +55% Avoidance rating
- Returns 13 + Presence/20 energy to team
- Note: it is possible this support passive gives too much of an advantage to players using Lightning Reflexes, in which case the percents should be approximated using Rating Points. Also, ideally the Dodge or Avoidance percent should scale with Presence, but the technology may not be available for a buff stack to reference the characteristics of a different player.
- Rank 1:
- Ego Armor: Slotted Defense Passive; Reverse Defiance; Builds 1 stack of “Mental Barrier” every 2 seconds, up to a maximum stack of 8. Each stack offers an amount of Damage Soak (like Invulnerability) that is cumulative (6 stacks offers 6x more Soak than 1 stack, etc.). 1 stack of “Mental Barrier” is stripped every time the owner is hit, but only 1 stack can be stripped per second. The effectiveness of “Mental Barrier” scales with Ego, and the efficiency of the scaling is affected by Rank.
- Rank 1: “Mental Barrier” Damage Soak is equal to 6 – 60 (based on level) + Ego/3
- Damage Soak = +1.35 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1016 Soak for first hit
- Rank 2: “Mental Barrier” Damage Soak is equal to 8 – 80 (based on level) + Ego/2.5
- Damage Soak = +1.8 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1280 Soak for first hit
- Rank 3: “Mental Barrier” Damage Soak is equal to 10 – 100 (based on level) + Ego/2.3
- Damage Soak = +2.25 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1496 Soak for first hit
- Rank 1: “Mental Barrier” Damage Soak is equal to 6 – 60 (based on level) + Ego/3
- Ego Armor; Id-Subordination: Custom Advantage for Ego Armor; Every stack of “Mental Barrier” applies some Hold, Confuse, and Root resistance; 10% per stack
- Telekinetic Slide: Ranged Repel or Reverse Repel: “By grabbing a foe with your mind, you can put them right where you want them.”
- 50ft range
- Single target
- 1.83 second charge; .67 second activate
- 20 second cooldown
- Deals moderate crushing damage
- Low/Moderate endurance cost
- On Tap: Repel target 25ft
- On Charge: Reverse Repel target 15-45ft (based on charge)
- Applies Ego Leech to target
- Telekinetic Slide; Mental Aversion: Turns Telekinetic Slide into a 10 second toggle, which repels the target 5ft every .5 seconds.
- 50ft range
- Single target; toggle power
- 10 second duration; non-rooting animation
- Ticks every .5 seconds
- 20 second cooldown (note changes to Ego Storm for cooldown triggering and make sure the same occurs here)
- Deals low crushing damage each tick; total damage high
- Initial and maintain cost moderate; total cost very high
- Repel target 5ft each tick
- Applies Ego Leech to target upon expiration of Toggle
- Hypercognition: Slotted Support Passive; Support Quarry; Every time one of your powers attempts to knock, repel, or hold an enemy, you build 1 stack of “Hypercognition,” up to a maximum stack of 5. Each stack increases your energy strength and Ego by a percentage. Each stack lasts 10 seconds, and applying a new stack refreshes the duration of all stacks. Only 1 stack can be generated per second. “Your lightning-fast ability to process information allows you to plan strategies your enemies cannot hope to comprehend, giving you superior control of any situation.”
- Rank 1: Energy Strength +2.5% and Ego +3% per stack
- 5 stacks: +12.5% Energy Strength and + 15% Ego
- Rank 2: Energy Strength +3% and Ego + 4% per stack
- 5 stacks: +15% Energy Strength and + 20% Ego
- Rank 3: Energy Strength +3.5% and Ego +5% per stack
- 5 stacks: +17.5% Energy Strength and + 25% Ego
- Note: Energy Strength affects the energy returned on all powers that return a % of endurance.
- Rank 1: Energy Strength +2.5% and Ego +3% per stack
- Ego Crush: Charge Hold; “With perfect concentration, you hold an enemy helpless while crushing them into submission with your mind.” Similar to other charged holds, but also applies a crushing damage DoT. Consumes Ego Leech from a nearby target every second the hold lasts to deal extra ticks of AE crushing damage centered on the held target.
- 50ft range
- Single Target
- 2.17 second charge; .83 second activate
- 45 second cooldown
- High endurance cost (~75)
- Applies magnitude 0-2.5 Hold to target (based on charge); duration based on rank
- Applies crushing damage to target of Hold every .5 seconds as long as the hold exists; total damage very high
- Consumes 1 Ego Leech effect within 25ft of the target every 1 second to deal bonus crushing damage to up to 5 targets within 25ft
- Rank 1:
- Hold Duration: 12 seconds
- Single target damage ticks: Base Damage –20%
- AE damage ticks: Base Damage –50%
- Rank 2:
- Hold Duration: 14 seconds
- Single target damage ticks: Base Damage
- AE damage ticks: Base Damage –30%
- Rank 3:
- Hold Duration: 17 seconds
- Single target damage ticks: Base Damage +20%
- AE damage ticks: Base Damage -10%
- Ego Crush: Crushing Vortex: Upon consuming an Ego Leech effect, up to 5 targets within 25ft will be sucked towards the held target, in addition to the normal burst of crushing damage. Applies a Reverse Repel of 10ft to the targets affected by the AE crushing damage.
That sort of quarterly update, from a somewhat busy guy.
So, I finally applied to The Guildhall. This is something I should have done (or rather, completed) 2 years ago when the end of my RPI career was nigh. At the time, I didn’t really want to do more schooling, I just wanted to work. Mighty good plan that was. Instead of mucking around training myself the things I didn’t learn at RPI, I could be done with it already, and be far ahead of where I am now. No use dwelling on it though, I can only hope I make the cut. I am anxious to get back into making games.
Aside from that, I have made a few updates, mostly in the Graphic Design section. There are more updates to come, of course, just need to decide how I want to organize everything. I also realized that I don’t have my resume posted! What? Who does that? Making a portfolio and not posting your resume. Need to update it anyway.
The buzz in Champions Online right now is about the giant “Melee Patch.” It’s not what I was hoping for, certainly, but it’s not bad. Instead of doing away with mechanics that don’t function well, they have instead been streamlined. Unfortunately, the whole mess is still very mechanically weighed down, so the game continues to function more like an elaborate thought exercise than an Action Oriented Massively Multiplayer Online Game. I honestly feel like I’m playing a game that is some Master Student’s Systems Design Thesis, rather than the brainchild of a veteran MMO company. I completely sympathize that Champions is a risky endeavor — nothing quite like its open selection, classless system exists — and that balancing the monster is going to be tricky. Sometimes it feels over-designed, though. I feel like the power design could be slicker, instead of having mechanics that require very particular powers to capitalize on. For instance, the changes to Bountiful Chi Resurgence — allowing it to do extra healing on Dodged attacks. I really like the idea of this, but in practice, only a few powers and power combinations are going to be able to capitalize on it, which bogs the free-flowing, open selection system down.
Don’t get me wrong. Champions provides a set of tools that allow you to do some very cool and fascinating things, but it requires quite a bit of thought and experimentation to get the most out of those tools. It’s not as newbie friendly as Cryptic was hoping, I think.
Quick Update: the Empyreal Spire, now available!
Approximately 3 weeks of work nets the Empyreal Spire; a mod for The Elder Scrolls 4: Oblivion. I was feeling underwhelmed with the stock player-housing options, and specifically with Frostcrag Spire (DLC wizard tower released by Bethesda), I decided to make my own, superior wizard’s tower, in a much more hospitable area of Tamriel.
Located just South East of Lake Poppad, the Empyreal Spire is a two-tower, 3-interiors labor of love and spite. Utilizing stock pieces in abnormal/interesting ways, I custom constructed this unique tower using the TES Construction Set. It provides some very arcane inspired interiors chocked full of storage and all the useful things a magic-user might need, as well as a majestic exterior, complete with a spire-top courtyard garden.
The mod is pretty small, and doesn’t utilize any scripting (since I couldn’t think of anything I wanted to do that used scripting), nor does it create any unique items, characters, or quests. It is simply a space for the player to take advantage of, and mold to his desires.
The Empyreal Spire download available, if you’re looking for something new to add to your game of Oblivion.
Graphic Design Updates, and some musings
Transformed the Graphic Design subpage into an album, with at least 75% new content. I’ve been doing a ton of graphic design over the past 6 months. Helps keep me sharp, at least in an aesthetic sense. I am proud to say that all of the projects I’ve worked on over the past few months have been very different, and so I’ve had to bring a fresh eye to each to come up with a new unifying concept. I’m happy with the results.
I have not been letting my 3D work rot, however. I am working on a couple things in the background — one a new character, another is sort of a proof of concept. Oh, and some more graphic design projects are on the way too.
I think something that continually bothers me is the idea that n0NsentiEnce is over. It will never be developed further. But I am still brimming with ideas for it. There have been many ideas, thoughts, and otherwise that I have wanted to translate into a Game, but n0NsentiEnce is fresh. It is not a delusion born only in my mind — a whole slew of us helped develop it. I don’t think it would have been successful as a retail title in the direction we were going with it, unfortunately. We even stated it as a mission statement: it was an ‘experiment.’ We were trying to evoke too many emotions at the core, and eventually we fell away from the original intent. n0NsentiEnce needs to be distilled down to a few core emotions, the heart we originally gave it: fear, disgust, paranoia. I have an idea that can do that, at least from an art/character side. It is one of my side projects, but I am not sure how soon I can encompass the full spectrum of what I want to get across.
Busy Busy Busy
I am not dead, I swear. I have just been engulfed with things, mostly a lot of freelance graphic design.
There will be a content update coming, including a bunch of that freelance stuff. Stay tuned!
Gallery Plug-in, Go!
I have settled upon an image/gallery content manager: NextGEN Gallery plug-in. I am looking forward to using it.
New Site!
Welcome to my new website! Instead of using a clunky system that required far too much work to create and maintain, I have switched to this much more functional and user-friendly WordPress based site.
Enjoy, and look for future updates!