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Thursday, May 18, 2006

Skill Effectiveness System

So, we should finish coding this system by tonight, so we decided to give you a little more information about it.

All abilities, at least the active ones, will have an effectiveness level based on how much(and often) that you use it. It will range from 50%, the starting level, to a number we won't tell you. What your effectiveness is, will never be really known to a player.

How do I gain effectiveness?

Simple answer, use your skills.

How do I lose effectiveness?

There are two ways this can happen:

1. Time, effectiveness will SLOWLY decay over time. Before you scream bloody murder, hear us out. If you were at the maximum effectiveness then it would take you about 42 RL DAYS of inactivity(not logging in, or logging in and not using ANY skills) before it decays back to the base of 50%. To also help combat this, as we know some people need to be gone for a few weeks at a time, there will be a SKILL FREEZE command. This will stop all decay for you, but once you use a skill(and therefore no longer need the freeze) you will lose 50% of the "points" you had in all skills. In other words, if you were at say... 150% effectiveness and froze your decay for 200 days (which would normally put you at 50% effectiveness) you would end up at 75% effectiveness.

2. Use, the more you use one skill the worse the others get. This is a slow rate, of about 5:1, and only effects skills of the same "type." So if you use your KICK attack enough to gain 5% effectiveness, you will lose 1% in your PUNCH and BACKFIST attacks. This makes it hard to get max effectiveness in everything, but possible. There is also a "buffer" zone that you can get into by extreme use. There is a max cap on how much difference effectiveness can give you, but you can continue to gain "points" towards that ability, which will make it harder for you to decay below the max.

Ok, so what does it do for me?

It can effect your chance to hit, costs (such as mental power, endurance, willpower) and damage.

As you can see, this system will help each player be different from another player with the same skills. Just because you chose the same race and the exact same skills, doesn't mean your skills will be equally powerful. It also means that someone whom spends a lot of real life money to increase their skills, doesn't become god. Sure, he's got a lot of abilities, but all of them are weak. Where someone that has been playing for a while and building up his skills, will have far more effective abilities.

Coupled with minor balance, major balance, follow up attacks, and what we're discussing for affliction curing this should make for a far more dynamic combat system, and more enjoyable. We've gone to great lengths to make sure these system add more to a players enjoyment, without forcing them to learn more than in most other games. By this we mean, someone could play (and even be a fighter) without really understanding minor/major balance, follow-up attacks, or effectiveness. These systems will just serve to separate the good fighters from the best!

On a side note, this can effect things other than combat. For example mining will also use this system, in which it will effect the chances of getting and finding those valuable ores!

Persistent Realms LLC Development Team for Ilyrias, the Aegadian Isles.
Contact us via comments or visit our forums.


Anonymous Fearion said...

Excellent addition! I have to admit, I'm somewhat worried about losing effectiveness of certain skills, but the pros seem to outweigh the cons. This makes things more diverse, and more realistic.

12:42 PM  
Blogger Ilyrias said...

One thing we didn't mention, we know this will make things painful for newbies, but we have fixed that already.

All area's have 3 "modifiers" to-hit, damage, experience. They default to 100%, but can go down to 0 or up to 250. Newbie area's will have an increased damage, maybe even up to the max. What that means is if their attack normally does 50 damage, in the newbie area it will do 100.

7:02 PM  

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