IDEAS FOR RYZOM


An interesting idea to make the stories and lore of the peoples of concequen ...

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I'm still not getting it, except that what you want to do is to make interactive contact with NPC's worth something, which isn't a bad thing. However, writing and programming that interaction is NOT a trivial undertaking if you are trying to make all the tales actually reflect the same lore. It's hard enough for the devs to do it for a special event, and that usually only involves adding 20-30 NPC's, and all they do is sit there and tell their tale. Adding that interaction to all the myriad NPC's in the game would be an extraordinary effort.

I also don't understand your comment about healing. If I'm doing magic, I can do magic until I run out of compensatory sources of power to run my magic (sap or hp). Healing is just a form of magic (except that I cannot heal myself via normal expenditure of sap or hp, but must use self healing stanzas instead, and accept the long cooldown for those actions). I fail to see how that is unrealistic. In terms of balance, it seems largely balanced because you can't heal yourself, and it encourages teamwork in taking down mobs that are much larger than any single homin (and that doesn't even approach the difficulty of the Marauder NPC's or the Kitin Queen area).

I'm still not getting your 1%/second decay rate. Even if it is a first-order rate law, 1%/second will knock down any increase in very short order unless you are envisioning the boost from talking to an NPC as being some sort of an x%/second boost to the stats. Is that what you have in mind? If so, see below.
Analysis
This is what I meant by my hypothesis in the last paragraph. Warning - math follows:

Let HP1 = normal max HP for a given constitution
HP2 = incremental HP after boost.
r1 = rate boost due to listening to a tale (units of %/second)
r2 = natural decay rate (your 1%/second figure)
t = elapsed time since getting the boost

Total HP = HP1 + HP2(t) (not taking into account being clobbered by a kincher)

Does HP2(t) = r2*HP1*t - r1*(r2*HP1*t)*t in your scheme??

(Note that this is an attempt to write a differential equation in a way which should be understandable to the average geek. It is not a rigorous analysis. It is related to the formation and decay of intermediate chemical species in a complex chemical reaction in which all reactions are first order and we have an infinite supply of the initial reactant. The result will be a steady state concentration (value) of the intermediate (HP2) approached asymptotically.)

If so, what happens to you when you get clobbered by that kincher? Does that affect the sum, only HP1 or what? If not, can you define your system?

I do see one MAJOR problem with this proposal. To start with, it might lead to a little more interaction with NPC's and the like, and a little more involvement with the Saga. If the boosts are small, then that is what it would stay at. However, if the boosts were large it would lead to people just running around to the boosters to get the boosts for however long they last, then running off to slaughter Ploderos or dig mats just like they do now. It would become a rote action, not an ongoing involvement. And if it is a large boost, then competitive homins would feel a *need* to do that to stay on top of it.

In addition you should be aware of the fact that most homins (at least on Arispotle) are not strongly RP-oriented, even those of us like myself who do some RP. Our RP largely consists of interacting with our environment and a little bit of posturing about how good our civilization or faction is.

Sorry for the length of the post, but the analysis isn't simple.

-- Bittty

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
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