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       #Post#: 460--------------------------------------------------
       Item Balance
       By: Dolmir Date: February 1, 2019, 1:37 pm
       ---------------------------------------------------------
       I'm just going to say that there are a bunch of items that are
       way too good to the point that is is going to become more and
       more of a problem to make more rare or more well-protected items
       better by an amount that feels good for the players but does not
       inflate overall equipment quality too much. Some examples:
       Almost every item in the Timmothy/Kosari/Delvea content
       Imbued Granite Spaulders
       Hero Bracers
       Lavastorm Earrings
       Shield of the Devout
       Idol of the Underking
       From casual observation it appears that the current policy for
       dealing with items that are worse or comparable to "earlier"
       items is to always buff the item that compares unfavorably to
       the other when taking rarity or difficulty into account. This is
       going to eventually lead to character power going beyond healthy
       limits and we may see some problems arise:
       - Tank classes will be pushed out in favor of Berserker,
       Shaman, or Cleric tanks
       - New players will take far too long to catch up with the
       veterans
       - Content will become too easy
       - Low level content will become massively trivialized
       Rather than suggesting [s]buffs to problematically good
       items[/s] changes to individual items I think we should develop
       and adopt "power rating" formulae for different classes of
       items, with the overall power rating limited by some combination
       of the rarity of an item and the difficulty to get a shot at
       obtaining it. I don't have an immediate suggestion for the
       specifics of these formulae, but I think we should have
       different ones for tank gear, melee dps gear, caster gear, and
       spell dps gear. If the developers agree to this idea I'd be
       happy to help develop the idea. A natural consequence of
       implementing this idea should be that a bunch of items actually
       get nerfed, in some cases by a huge amount.
       #Post#: 490--------------------------------------------------
       Re: Item Balance
       By: Darksabbath Date: February 7, 2019, 8:01 am
       ---------------------------------------------------------
       The items off Timmothy already got one round (of just deserved)
       nerfs. I am not sure they need more hits. Some of the Delvea
       stuff is a tad strong/weak, it depends on which class it is for.
       But, I seem to recall Eld saying it was meant to be an intro to
       planar raiding set, so it was meant to be the upper echelon of
       gear before that point.
       The other items on your list I haven't looked into what the
       local upgrades have been, so I won't comment on them.
       #Post#: 496--------------------------------------------------
       Re: Item Balance
       By: Dolmir Date: February 7, 2019, 10:14 pm
       ---------------------------------------------------------
       The main point of my post was to suggest an idea for approaching
       the whole problem, not just individual items. You are welcome to
       disagree with me on whether delvea gear is too powerful but
       that's besides the point.
       #Post#: 497--------------------------------------------------
       Re: Item Balance
       By: Nefemunia Date: February 8, 2019, 3:22 pm
       ---------------------------------------------------------
       I feel you bring up an interesting thought that has always been
       on the mind of many. How do we balance this without destroying
       our very creative process and in retrospect our time and art.
       The shower answer is you cant. The long and more detailed answer
       is to understand how each class works. Berserker should be
       squishy damage dealers, a cleric should be great at healing but
       not so great at tanking. A tank should be great at tanking,
       while not so great as damage. So how can we balance this. One
       thought is a reduction of AC on berserker related items while
       not impacting the soft cap code and returns. As it stands the
       code feels good in terms of its returns. However in time I can
       see berserker being able to tank present day 6 man bosses in the
       future. Should this be acceptable? There is no easy answer.
       Concider a comparision. Should a level 30 berserker be able to
       tank crushbone? The comparison we are facing is new goals vs old
       goals. I think a reduction in AC is due. And such higher AC
       values should be reserved for Primary tank classes, War,SHD,Pal.
       if a Tank item has 50 AC for a slot a comparable item should
       have 1/3 for another in most items. This is not the rule of law,
       but the intention of development. Next issue is HP values In the
       coming weeks ill take Close looks at such things.
       #Post#: 500--------------------------------------------------
       Re: Item Balance
       By: Dolmir Date: February 8, 2019, 4:32 pm
       ---------------------------------------------------------
       Reducing availability of tank stats to non-tank classes is
       another aspect of item design that I think is important to
       address and is pretty closely related to the issue of balancing
       items relative to one another with factors like class role held
       constant. Having gear for distinct purposes available to
       distinct classes naturally requires that more gear overall must
       be added to the game. I think this makes it even more important
       to develop tools that help item designers create items within
       acceptable stat ranges: if more gear is created by feel rather
       than by formula there are more opportunities to mistakenly
       create something unacceptably over- or under-powered.
       #Post#: 501--------------------------------------------------
       Re: Item Balance
       By: Elizuth Date: February 8, 2019, 5:14 pm
       ---------------------------------------------------------
       This also leaves more opportunity to scrutinize old-world loot
       and turn more previously mundane or untouched items into
       something special :)
       #Post#: 502--------------------------------------------------
       Re: Item Balance
       By: Nefemunia Date: February 9, 2019, 10:53 am
       ---------------------------------------------------------
       A formula cant be follows for developing new items, there are
       Several Scenerios that for each would require an impossible
       motion of possibilities. Let us say we create a weapon intended
       for players around level 30, this item has a 50 Dd proc and is
       tradeable For the classes of War Rog Rng, and Shd. if we agree
       that Rog shouldnt have lots of AC on items then in cross impacts
       the other classes such as War and SHD on that item. Furthurmore
       if this item had attack on it, it would be impacted the same way
       with DPS and tanks on the same item. Then we bring up another
       motion of issues, its tradable so pets can gain from this. How
       will these stats balance or unbalance pets. The short answer is
       you can never know. If you had unlimited time and all the
       resources of the emu at your disposable you may be able to know
       then. There will never be perfected balance at every level
       aspect of the game. All we can do is the best we can with the
       best possible information available.
       #Post#: 503--------------------------------------------------
       Re: Item Balance
       By: Elizuth Date: February 9, 2019, 9:35 pm
       ---------------------------------------------------------
       This is why most servers, even Live, eventually move towards
       systematically created armor. Tier X armor that doesn’t feel
       unique anymore, just fills in your gear “requirement” for that
       stage of the game. I like the way old world gear is set up right
       now- it’s a bit patchy, and some stuff is still untouched
       unfortunately, but among the things that HAVE seen some love,
       it’s nice to see variation. For instance, Hero Bracers are way
       better than FBSS, which makes HB’s something really cool and
       worth seeking out.
       #Post#: 512--------------------------------------------------
       Re: Item Balance
       By: Darksabbath Date: February 11, 2019, 6:46 am
       ---------------------------------------------------------
       [quote author=Dolmir link=topic=242.msg496#msg496
       date=1549599281]
       The main point of my post was to suggest an idea for approaching
       the whole problem, not just individual items. You are welcome to
       disagree with me on whether delvea gear is too powerful but
       that's besides the point.
       [/quote]
       Don't get me wrong, I understand what you are saying. Some kind
       of guideline for items should be in place, if it is not already.
       Otherwise you get items dropping from a level 30 mob, that
       outshines stuff from lvl 50 dungeons.
       My point on the Delvea gear is that some of the stats might feel
       strong on a zerk, but those same stats feel weak on my sk.. it
       is all about class roles. The gear in Delvea is not specialized
       to roles, sadly. A zerk gains more from all the stats, and gets
       a nice boost in ac/hp over what their gear might normally
       provide with a Delvea piece. While as a sk, those extra stat
       points are nice, but just don't mean as much to me as ac/hp/ def
       boosts that my tank only gear gives. I have kept some of my
       darkforge gear instead of getting Delvea pieces for just that
       reason, a few extra points of str/dex etc is nothing compared to
       +ac/hp/block/dodge etc.
       What is needed is more role specific equipment, to minimize that
       issue. And any items that cross the roles need to have the stats
       "muddied" a bit to compensate the increased role. By muddied I
       mean the ac should be an average between the roles, and then the
       total stat points should average between the roles also. Then
       give them a usable focus effect to make it special enough to
       make members of both roles willing to sacrifice their main stats
       to actually use it. (Otherwise the item would likely just get
       ignored.)
       #Post#: 513--------------------------------------------------
       Re: Item Balance
       By: Dolmir Date: February 11, 2019, 12:05 pm
       ---------------------------------------------------------
       [quote author=Elizuth link=topic=242.msg503#msg503
       date=1549769757]
       Tier X armor that doesn’t feel unique anymore, just fills in
       your gear “requirement” for that stage of the game.
       [/quote]
       When item quality is uneven then certain items become the
       "required" item. Think about how many casters are wearing
       Aviakian Helmet and Belt, or how many characters use IGS or any
       other item on my list.
       [quote author=Darksabbath link=topic=242.msg512#msg512
       date=1549889185]those same stats feel weak on my sk.. it is all
       about class roles. The gear in Delvea is not specialized to
       roles, sadly.
       [/quote]
       Yes this is certainly part of the problem. The delvea gear is
       mostly all/all and at least somewhat useful on most classes
       (tank classes seem to be the exception here). This means that
       many items are the best or close to the best items available for
       their respective slots for at least one class, which is
       inappropriate for items so easy to obtain in my opinion. Making
       better options available in more difficult content is possible
       but might not be the best approach for reasons I have suggested
       above.
       [quote author=Eldarian link=topic=242.msg502#msg502
       date=1549731222]
       All we can do is the best we can with the best possible
       information available.
       [/quote]
       I agree with this and I think you brought up a good reason why
       we should not use the same formula for items regardless of class
       restrictions on the item. I also think that we can improve
       results by being systematic about how powerful to make items. I
       that sense I think that developing some quantitative guidelines
       can be part of a strategy for "doing our best". If you are at
       all open to the idea I could work on this and show at least an
       example of what I am talking about. If you don't like the idea
       whatsoever I'll just drop it and give feedback on items
       individually. In the absence of rules or guideline for items in
       general I don't see a way to approach item balance more
       efficiently than that.
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