Hello, everyone!
Oh boy, I love diving into design concepts like this. I'm going to show some of my corporate nerd side here, but I hope I can help!
I've seen a handful of threads in the player-support channel of the Discord and one here on the forums. Feedback has been all over the place, and I feel like consolidating the problems the players are trying to resolve with their suggestions will help a lot. On top of that, there are some nuances this server has to consider that aren't being discussed in the other channels.
The staff know more about the server, its mechanics, and nuances than I do. They've probably already had these discussions and know everything I'm outlining. This post is by no means a lecture or a 'do it this way' rant. I'm creating this to help outline the feedback I've seen and highlight some restrictions that some folks aren't considering.
Why are these restrictions and nuances important? Well, let's throw some solutions around and find out. Time to throw some spaghetti at the wall.
Here's a different question.
As we know from typical video game RPGs, higher-level content rewards better money and gear. However, TDN is a very grounded world with a gradual curve in power and wealth. Adding better rewards to higher-level content augments those curves, especially when that content is repeatable multiple times a week. Players who rotate entirely around a set of PvE zones can accumulate huge amounts of assets.
This suggestion also assumes one very important user mentality:
Just like RP-EXP is limited to a pool, characters could have a background stat represents their physical and mental fatigue. You decide how many creatures per 24-hour period a character can reasonably face before they start accumulating debuffs. A form of exhuastion that reduces their stats gradually the worse it gets. Enough room to push through the end of a dungeon, but harsh enough to make adventuring while fatigued very dangerous.
If my character can only fight X creatures per day, I'm sure as heck not going to bother with weaker ones that aren't as rewarding.
Baubles of all kinds are found in containers throughout dungeons. We don't want to touch these in essence because there's RP and businesses around them.
This suggestion would require a more expanded loot table.
Increase the coin value of loot items in difficult content and tie them into future professions. This approach gives players a choice; Do I sell this thing for coin, or keep it for a recipe to make better equipment later?
Again, this increases more total coin into the economy, but it adds more value to things found instead of splitting directly into coin.
What do I mean by trade? Inspired by games like Archeage, Black Desert, and Elite: Dangerous, there could be NPCs in different parts of the world that want different things.
Here's an example flow:
What does this do? It creates RP opportunities for the players and brings life to the roads of the world.
Things that can change:
Determine the pace groups advance through content by tweaking these values. A single bandage healing for 1 or 2 HP per round for a long time would replenish a lot of HP, but also force groups to slow down their advance and pace themselves. It would also reduce the total amount of healing kits used.
Enemies dealing less damage would make kits much stronger. However, if there's a cooldown or if the duration is longer with less healing per round, then it could even out.
I won't suggest numbers, but things could be touched up here to reduce overhead. People carrying 100+ healing kits on their adventure is kinda nuts.
I really enjoy this server and it has some fantastic foundations. Thanks for all your work.
Oh boy, I love diving into design concepts like this. I'm going to show some of my corporate nerd side here, but I hope I can help!
I've seen a handful of threads in the player-support channel of the Discord and one here on the forums. Feedback has been all over the place, and I feel like consolidating the problems the players are trying to resolve with their suggestions will help a lot. On top of that, there are some nuances this server has to consider that aren't being discussed in the other channels.
The staff know more about the server, its mechanics, and nuances than I do. They've probably already had these discussions and know everything I'm outlining. This post is by no means a lecture or a 'do it this way' rant. I'm creating this to help outline the feedback I've seen and highlight some restrictions that some folks aren't considering.
Table of Contents
Ctrl+F to find these.- Terminology
- The Problems
- Motivation
- Problems Expanded
- Restrictions and Nuances
- Solutions that Don't Work
- The Carrot and the Stick
- Solutions
- Conclusion
Terminology Used
When discussing issues like this, it's important everyone defines things the same way. So for this entry, I'll define what I mean with these terms:- Difficulty: The suggested level and/or statistics of a character to complete content with the ideal experience.
- Difficulty factors in level, gear, number of people, etc.
- Strong: Characters that are above the difficulty range of the content.
- Normal: Characters that are within the difficulty range of content.
- Weak: Characters below the difficulty range.
- Rewarding: Current costs and risks include death, equipment repair, and the cost of healing kits to sustain progress. The reward is the different between coin earned and the costs of progress.
The Problems
So, what are the problems we as players, and the community as a whole, have to look at? From what I've read, the big-picture problems come down to two things:- Strong characters can complete content weaker than them.
- Groups or soloing.
Motivation
Problems almost always have a why associated with them. I believe the why is pretty straight forward for the problems.- Easy content is rewarding for strong characters and groups to complete.
Problems Expanded
Yup, nothing I've said is new or interesting, but it's important to lay these out as we get into nuances. So now we have our problems, right? Not quite. Each of those problems has effects that ripple outward, and they need to be factored into finding the solution.- Strong groups can complete content weaker than them.
- Normal characters are locked out of content that is ideal for them.
- Strong characters facing less risk for the same reward as normal characters goes against the spirit of the server.
Restrictions and Nuances
Now comes the bucket of nails we need sort through. These are server-specific restrictions and 'game feel' nuances. These points are crucial need to be highlighted.- The party mechanic has been disabled.
- This isn't highlighted as a problem, just a fact of the server.
- Coin and loot are in containers.
- These containers can be looted by anyone.
- Any area can be used for role play scenes and plots in the future.
- World areas need to be open to players for the above reason.
- Strong characters sometimes act as guides for weaker characters doing normal content.
Solutions That Don't Work
Ugh! So much text, Caiden! Where's my TL;DR? I get it, but we need to understand why something doesn't work before final solutions can be created.Why are these restrictions and nuances important? Well, let's throw some solutions around and find out. Time to throw some spaghetti at the wall.
1. Reduce loot for strong characters doing weaker content.
- Strong characters sometimes act as guides for weaker characters doing normal content.
2. Lock players out of areas too far below their level.
- Any area can be used for role play scenes and plots in the future.
3. Auto-split coin when looted.
- The party mechanic has been disabled.
4. Scale monsters to be harder when strong characters are present.
- Strong characters sometimes act as guides for weaker characters doing normal content.
5. Scale strong characters down to a maximum range of stats like AC, HP, AB, and damage when entering areas below them.
- Any area can be used for role play scenes and plots in the future.
The Carrot and the Stick
Let's finally visit the why of strong characters doing weaker content. It's more rewarding than higher-level content and less risk. Well, the solution is obvious, right?Increase Rewards for High-Level Content
This suggestion is definitely important because it ties directly into the motivation mentioned previously. However, it has wider ramifications on the server as a whole.Here's a different question.
- Should dangerous content always be rewarding?
As we know from typical video game RPGs, higher-level content rewards better money and gear. However, TDN is a very grounded world with a gradual curve in power and wealth. Adding better rewards to higher-level content augments those curves, especially when that content is repeatable multiple times a week. Players who rotate entirely around a set of PvE zones can accumulate huge amounts of assets.
This suggestion also assumes one very important user mentality:
- "I, as a higher-level player, have outgrown weaker content and want to do something within my level, while experiencing the same ratio of cost and reward as I'm used to."
- If yes, then the more difficult content will have to simply give more rewards. Whether this is coin, equipment, or objects directly tied into professions, the cost and risk of doing the content will need to be rewarding at a similar ratio to doing things like kobolds, goblins, and bandits.
- If no, then this vision needs to be shared with the players. Is higher-level content going to be more of a, "maybe we'll find something super valuable from this run" approach? Is it like pulling the level of a slot machine? You input the cost of danger, healing kits, and durability for the chance of something extremely profitable? This is something that depends on the vision of the server. Whatever the expectation, it's good to consider when going forward.
Solutions
These solutions are from my player perspective and aren't complete. They're piecemeal and hopefully act as something to spark ideas for future balancing and development. Think of them like LEGO that can be fitted into other things if desired.Fatigue - Adventuring is Dangerous and Scary
For this suggestion to have any merit, higher-level content would need to be consistently rewarding.Just like RP-EXP is limited to a pool, characters could have a background stat represents their physical and mental fatigue. You decide how many creatures per 24-hour period a character can reasonably face before they start accumulating debuffs. A form of exhuastion that reduces their stats gradually the worse it gets. Enough room to push through the end of a dungeon, but harsh enough to make adventuring while fatigued very dangerous.
If my character can only fight X creatures per day, I'm sure as heck not going to bother with weaker ones that aren't as rewarding.
More Gubbins - Coin and Crafting
This suggestion would require, I imagine, even more work being put into the already complicated system of professions.Baubles of all kinds are found in containers throughout dungeons. We don't want to touch these in essence because there's RP and businesses around them.
This suggestion would require a more expanded loot table.
Increase the coin value of loot items in difficult content and tie them into future professions. This approach gives players a choice; Do I sell this thing for coin, or keep it for a recipe to make better equipment later?
Again, this increases more total coin into the economy, but it adds more value to things found instead of splitting directly into coin.
Trading - Supply and Demand
We are in one of the trade capitals of the world. There are places that desire materials and objects because it's hard for them to get. Items found in easier content will be far more common and therefore have less value. There should be a minimum, enough for new players to start building wealth. However, that diminished value should be less appealing to stronger characters.What do I mean by trade? Inspired by games like Archeage, Black Desert, and Elite: Dangerous, there could be NPCs in different parts of the world that want different things.
Here's an example flow:
- My character fights kobolds and gets some loot. The merchants of Murann buy these for their normal value. I get some silver for my time and effort.
- My character fights lizardmen and gets different kinds of items. The merchants in Murann can certainly buy these, but there's a person in Trademeet that buys them for much more.
What does this do? It creates RP opportunities for the players and brings life to the roads of the world.
- People with certain Skills can sell these items for more, much like Constance, Leon, Lucien, and similar do.
- People can organize trade caravans with guards to make treks across the world to Trademeet and beyond.
- It creates possible incentive for banditry, guard groups, diplomacy RP, and more.
Healing Kits - Fewer Mummies Maybe
Spamming healing kits is currently the core of sustaining when running content of reasonable difficulty. Part of the problem cutting into the risk/reward ratio of difficult content is this factor. It's not uncommon for groups to go through 100+ kits per run of lizardmen, sahuagin, orcs, etc.Things that can change:
- Damage dealt by enemies
- Upfront Healing
- Healing Over Time
- Duration
- Weight
- Cost
Determine the pace groups advance through content by tweaking these values. A single bandage healing for 1 or 2 HP per round for a long time would replenish a lot of HP, but also force groups to slow down their advance and pace themselves. It would also reduce the total amount of healing kits used.
Enemies dealing less damage would make kits much stronger. However, if there's a cooldown or if the duration is longer with less healing per round, then it could even out.
I won't suggest numbers, but things could be touched up here to reduce overhead. People carrying 100+ healing kits on their adventure is kinda nuts.
Conclusion
This is a huge wall of text, but I hope it helps even a little. As I think of new ideas, I'll add them to the list.I really enjoy this server and it has some fantastic foundations. Thanks for all your work.
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