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Bowbow's brainstorming sessions

I love to propose ideas, So this blog will be to post my ideas about CU, regarding any topics i can think of. I do tend to write long posts, so make yourself comfortable, and i hope my english will be good enough ! Thanks for reading !

Author: BowbowDAoC

What the hell is diagonal progression ?

Posted by BowbowDAoC Thursday May 9 2013 at 9:50PM
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I've been thinking about this for quite a while, and here is the result of that thinking.

First, i was totally happy to see that CU would mostly be horizontal progression, basically the best way to avoid many bad things in a full RvR game. But eventually, my mind was itching, until i realised that i was seeing something else for such a game...

Be happy everyone ! I made a short blog ! lol

Diagonal progression: the way to go for CU ?

I’ll quickly summarize what I consider horizontal and vertical progression so you understand my thoughts a bit more.

Vertical Progression: gaining HP at every level, unlock better weapons, armor, equipment, spells, bigger DPS. XP is very important.

Horizontal progression (as far as I can remember how MJ mentioned it) : You don’t really level, the more you use a skill, spell, weapon, the more efficient you become with it, stats raising with “heave usage” of it. No real need for XP.

Flaws of vertical progression: quickly create a gap between old and new players, witch kills the arrival of new players on long term.

Flaws of horizontal progression: more subtle... I’ll explain my thoughts the best I can; if you’re a “smart” player, or more strategic player, you might not use your i.e. sword as often as someone that have more of a “FPS” play style. So it might take longer for a strategic player to increase his skills since he don’t use them as much. Also, just using a slower weapon could make you progress slower too, since form what I understand, it’s the repetitive usage of your weapon, skill, spell that will make those increase, along with your stat… So a slower weapon means slower progression.

Now, what if we go with diagonal progression? In diagonal, you have XP, you gain in “levels”, but you don’t get bigger DPS, bigger armor, and better equipment. (The vertical progression part). When you level, you can unlock new abilities, or according to what I had in mind you get better attack bonuses for the same skills you have. Better to hit bonuses, bigger possible damage (not that bigger...Remember we got to keep a small gap between old and new players). You could get some low amount of points you could put in stats (very low, but some). Those points could be determined in a few possible ways.

-         According to what skills you used the most during the past level

-         Having some points in your main stats according to your class, and some points in all other stats

-         Even less points that you do what you want with it.

(Honestly I prefer the first two options than the third).

So in the end, you keep the gap between old and new very small (in fact, basically as small as CSE wants it to be, just by adjusting what is given at each level).

So doing this way, you’re relying on XP for progression, instead of “intense usage” of your skills / spells or even stats, making it more fair, but you are still keeping the gap between old and new players to reach a point where you break the game.

Comments?  Suggestions? Don’t be shy!

Stats in CU : More than before, MJ wants lots of stats, lets give him some

Posted by BowbowDAoC Tuesday May 7 2013 at 3:58PM
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Lets talk about stats for a bit. MJ mentionned he wants CU to have a lot of stat, so i thought...a dozen would be nice !

Here are the ones i thought about, with a little description of it ( not complete, its still in early brainstorming stage)

 

Strength : affects damage down with crush or slash weapon, carrying capacity

reflex or agility : how quick you react, how fast you move in combat

precision : reflex you ability to land a precise blow, how you aim with range weapons

constitution : reflects your built, main statistic that determines your HPs

health : determines your physical resistance agaisnt i.e. poison, bleeding, partly determines resistance to elemental damage.

piety : primary stat for buffs from "clerical" spells/buffs

intelligence : primary casting stat, primary stat for "magical" spells/buffs, prime stat for some CC spell (i.e.stun)

charisma : determines how people react to you, prime stat for some CC spells (i.e. mezz)

Wisdom : primary mana pool stat, partly determines some possible spells (TBD, depending on more info about diff. spells)

Will : reflect your ability to resist some CC spells (stun, mezz)

more possible ones :

Eye-hand coordination (possibly a better word for it, just couldnt find it :P) : could reflect one's ability to defend agaisnt mulitple ennemies, helps determines how good you can handle both a weapon and a shield at same time. ( i know it does look like reflex, but i wanted to have them both useful for similar yet different aspects of combat...you'll why later on)

Perception : helps with the over all defense versus magical and non magical attacks. its like noticing what is going on around you, and anticipating your ennemy's next move. compared to reflex, wich is purely reacting to what is happening, perception would be more about anticipating. (also adding this as a possible extra stat....once again will explain why later on). Could also be used agaisnt "unseen attacks" such as stealthers, archers, even trebs etc. could also be considered or used as some kind of 6th sense

and finally...

Luck (whether its a visible or invisible stat) : self-axplanatory

Now why more stats than less stats ? : Well, the way i see it for these reasons :

              - more stats gives more customization

              - gives more possibility regarding each skills/styles/spells to depend on as basic stats (                  especially when some could rely on the average between 2 stats)

              - It then become harder for anyone to be exceptionnally good at everything, because stats should vary a lot between races and/or classes.

              - it then also gives alot more importance to the skills/spells or style you choose, because each of them relying on so many possible stat or stat combination, it then makes its easier to give each player more boons and banes (one thing that MJ also talked about)

So for a quick example i'll create a race with those stats ....A DWARF ! ( iknow you all love me now :D)

Strength :            70

reflex or agility : 50

precision :          65

constitution :      80  

health :               70

piety :                  65

intelligence :      50

charisma :         45

Wisdom :           50

Will :                    80

E-H coordination 60

Perception :        65

for this example i made a total of 750 static points but i also see the option where you could have an extra 50 points you can put anywehre you like, with a maximum of X points per main stats according to your class, y points for secondary stats, and z points for the third stat.

Some skills/spells or even weapon styles could have more than one stat that influence the bonus/penalties.

examples :

- bonus agaisnt mezz could be based on the average between WIll and perception

- knife throwing : precision and strengh

- two hand weapon : strength and or strengh/precision (depending on what kind of 2 hand weapon it is)

- resist agaisnt magical stun : average between perception and Will maybe.

- resist agaisnt physical stun (i.e. shield slam): average between con and Will. 

- resist agaisnt "physical" poison : health and Will

- Defense bonus agaisnt an attack from behind : perception and reflex

etc

So it gives more diversity on the end result of skill/spells/styles.

i could even go as far as having 3 stats deciding on the final bonuses of some skills/styles ilike a Perforate artery for instance, it could go as far as the average between precision strengh, and intelligence. ( i know i shouldnt have used the PA style, i'll have all the assassins type of players from DAoC wanting to PA me lol)

those combinations of 3 stats shouldnt be too common, but its an interesting option

In all humility, i like this :P    Its simple but it add many possible combinations.

Gives more flexibility to think outside the box too, even toward an aspect of a game that is usually pretty predictable

It could require a bit mkore work for CSE to nicely figure out wich stat affect all the skills/spells/styles etc, but i think it would worth it.

once again, just brainstorming, just could be used as general guideline and be modified for specific purposes.

 

game mechanic : Part I : HPs and combat system

Posted by BowbowDAoC Monday May 6 2013 at 11:41AM
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I'm me, so here is another long post :)

 

We know CSE has horizontal progression in mind fur CU. i've given it a lot of thoughts, and i thought that horizontal progression also requires a change on how much HPs change during your progression. 

I hope i wont be misunderstood when i say what i'm about to say, lol, so before you reply something like "i stopped reading at .......... " read a bit more.

What i had in mind is that skills , spells, even weapon shouldnt do way more damages whether you been playing 3 days or 3 years... a broad sword is a broad sword... whether its used by a a recruit or a war veteran, the sword itself will always remain the same. The difference is how it is hanlded. (this may , i admit, could be considered false regarding magic, but keep reading :) ).

Same goes for Hit Points. a human is a human, either he has no experience in battles or he has plenty, there is just so much a body can stand regarding wounds.

HPs could raise a little, because in the course of your battles and training, you make your body stronger....but not 300 times stronger lol.

I think the difference between a low level and a high level character shouldnt be in the amount of damage his sword can make, it shouldnt be in the crazy amount of HPs you eventually get like in most vertical progression game. It should be in your ability to land a blow, to avoid being hit, etc

 

a game mechanic where HPs remains basically the same, regardless what is your "level" or "progression", would be a good way to go for what i saw so far about what you want for CU (based on FP #8).

It then could be skill based, and stat based, with randomness also playing a good role in combat, but without giving it too much impact. 

To determine if the attack is successful, this would be the formula (using random of 1d20 for exemple)

(Of course numbers used are for example purposes only)

if result is positive, attack succeeds, if negative, attack fails

(attack roll + skill wpn bonus )= attack result -   (defense roll+ def bonus)=  attack fail or success

i.e. (   14          +          9                    = 23) -               (        8        +        6     = 14 ) =      +9    

 

Now, the result of the successful attack is already counted as damages inflicted due to the quality of the blow. Now lets determine the damage inflicted due to the weapon itself

in this example, attacker had lets say a broad sword that deals 2-12 damages, then we deduct the absorbance of the armor the defender is wearing (example of chain mail, that absorb 9 damage)

 

Strength bonus and absorbance are example only, that can be changed of course.

 

  = total damage done, removed to the HPs of defender

(damage roll + strength bonus+attack succeed number of previous count)= damage dealt

(        7       +          3           +                   9                                                                       = 19)

The hit with the sword did 19 damage so far, now lets substract the amount of absorbtion the armor

 - (absorbance factor) = Damage inflicted to the player

-  (           6                   )  =                                13

in order to make these examples make sense, i made a quick absorbance chart for different possible armor...once again, for demo purpose only)

 

The following are examples of different armor absorbances possible :

Cloth = 1

Fur = 2

Leather = 3

chainmail = 6

Platemail = 10

 

The following are examples of the different bonuses given by stats. if stats are from 1-100 :

 

1-10 =     -4

11-20 =   -3

21-30 =   -2

31-40 =   -1

41-50 =   0

51-60 =  +1

61-70 =  +2

71-80 =  +3

81-90 =  +4

91-100= +5

and so on, with buffs, bonuses etc.

 

Also, if we take crit shots and randomness into the equations, randomness "funny" stuff, disastrous stuff, here's what i thought

 

a defense roll of 1 causes something bad to happen to the defender. then you have a second d20 rolled, if its anything else than 1, badluck stops there, if its another 1 one, something worst could happen. ( i wont put examples of bad stuff happening just wanted to explain how it could work)

 

Same goes for crit shots : an attack roll of 20 is a crit shot, then roll a 2nd d20, if its a 20 again, you roll again and so on, until you roll something else than 20. you add up all the attack rolls to know the result of the attack

lets take the same example as above with all the same rolls, except for the attack roll, we'll make it a "single" crit shot:

 

(attack roll + attack rollskill bonus of the weapon used) - (defense roll+ defense bonus); if result is positive, attack succeeds, if negative, attack fails

i.e. (   20 + 14      +          9                    = 43) - (        8             +    6     = 14 ) =                +29      

So....total attack = 43 - total defense = 14..........43-14 =29

(attack succeeds)

 

(damage roll + strength bonus+attack succeed number of previous count) - (absorbance factor)  = total damage done, removed to the HPs of defender

(        7       +          3           +         29                          = 39               ) -  (           6   )  =                                33

So.....39-6 = 33 total damages inflicted to the player

Also, on a side note, strength bonus could be multiplied by 2 when using a 2 hand weapon (i.e. strength of 74 = +3 str bonus....multiplied by 2= +6 damage bonus with a 2 hand sword)

You could also have defense penalties due to the amount of attackers on you, and their positionning, whether they were invisible or not, etc) (like -2 per attacker, so if 3 attacker you have -6)

attack from behind couldgive the  attacker a +10 on his attack roll (or +20, cant remember), and so on (or a -10 to the person who is attacked)

Now all the numbers mentionned in this message can serve as examples only, they can be buffed up if needs be

So basically, there is not a big difference in damage caused by different of weapons, as it should be. (dagger 1-4 versus big 2 hand weapon max damage of 4-16 maybe ?).

It is mainly the quality of the attack, and the quality of the defense that have big impacts.

so it would make a game working like that to have a much easier job when it comes to the variety of weapon damage due to progression. The only difference between low levels and high levels equipment would be like it was in DAoC....quality of the item crafted, imbued power, etc. how fast in deteriorates, etc)

different weapon bonuses could be based on different stats (i.e attack bonus using a dagger is based on dex and precision, as a 2 hand hammer attack bonus could be the average of the bonuses from both strenght and precision)

Regarding this last part, i'll post a part 2 of this blog where i talk about attributes/stats, also have something in mind for this, just thought i'd give you a glimpse)

 

It would also make things easier when it comes to the crafting system. the different types of materials used to craft items would serve as indicator regarding how imbue points could put on each, period

A bronze broadsword wouldnt make more damage than lets say an adamantium broadsword if both were not imbued. but the quality of the adamatium would have more magic potential regarding the imbue points, adamantium weapons could take much more time to decay, it could be more solid too, not break as easy as bronze ones.

There would be no need to figure out the damage chart for every level, every identical class of weapon made with different materials.

It could even not require any DPS factor (although this system suggested here can easily be transformed in a DPS system), although the DPS would not get higher with progression of the charcacter.

Also it would work well with what was a very good thing about DAoC. working like this would still make it easy to figure the deterioration of weapons and armor. and the blunt/keen/barbed damages versus different types of armor.

Same for magical damage, electricity damage could have good bonuses on plate etc, fire bonus on fur, cloth....and so on

 

Also, the heavier the armor is, the bigger is the defense penalty (defense bonuses is based on strength (or encumbrance) and dexterity), BUT with more absorbance, more resists % overall etc.

 

A system like this would be much less time consuming to create and program too, with less headaches, less bugs possible, less problem regarding balance issues (at least i think)

 

With those figures and numbers serving as examples, i would aim for something like 100 HPs average for every players, without any gains as he/she progresses (or very little). So buffs, stat bonuses, and imbue points on crafted items would play a very important role too. if 100 seems to be too low when we reach beta, we raise it, as it also needs bo figured out hand in hand with healings, casting times etc.

 

Thats about it for the foundation of that system, like mentionned earlier, there will be a part 2 at least, and possible part 3 and 4.

Once again, i hope you enjoyed it, feel free to comment, bump, like, or send me to hell with no way back ticket :)

 

Souls in CU : So many possibilites opening up !

Posted by BowbowDAoC Friday May 3 2013 at 10:22PM
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The souls in CU ...Here comes a long thread (oonce again)

 

I thought it would be nice to think about what could be done with souls, if the BSC idea from CSE is implemented eventually

Quote from MJ "What if when you kill another player, you get a piece of his or her soul....now is that player hurt by it ? sure....you gain something you can use or even the crafter can use"

I think it's an interesting concept, that could lead to some very interesting possibilities, but just like any BSC ideas, has to be thought carefully. So here is all that i can think of regarding Souls.

How Souls will be "distributed" on the battlefield ?

 

This is basically the most important question about Souls. You want the Souls to be given in a "fair" way. So i'll basically suggest a few questions and we can discuss the consequences of it after

 

- Will the Soul be given to the person who got the deathspam ? 

- Will the Soul be "divided" to everyone that contributed to the death of that player (damage dealers, healers that done some healing in the fights, buffers for their buffs that helped the fight) ?

- Will souls be some kind of glowing orbs that floats over someone's body when he dies , and the first person that picks it up owns it ? (Was mainly a question but i hope this will not the way it goes...too many issues there...speed classes would have advantages, long range caster would probably never end up picking a single one...etc)

- Would they be glowing orbs that instantly travels to the players that earned a piece of that soul ?

Because obviously, not only damage dealers should be able to collect more souls just because they do the most damage, its a group thing, so everyne should have their piece of the pie. If we i.e. transfer the Soul into Soul Points, it would be easier to distrubute but if the part that MJ also mentionned "what if you can put a bounty on someone to get your soul back" would then become pretty hard, as there could be 8 players who has part of your soul. One player in the group could possibly be chosen randomly (or according to the overall contribution of that player's death), to be the "official Soul bearer" of one's soul (would not be set in stone, every time someone dies, the "official part" of the soul would be given randomly).

 

How long can we keep someone's soul ?

That will mostly define what can we do with the souls; if we can only keep it for a specific amount of time, we won't be able to do the same things with them that if we can keep them indefinatly or trade them.

Should souls from players that dont die often worth more than those who die all the time ?

It could be an interesting way to go, but of course this could add complication : Instead of having "souls" per say, we would then end up with "soul points", wich could eventually lead to a misconception that soul points are just replacing Realm Points. Personally thats not an direction i would go, but then again, ideas ideas ideas.

 

What could we do with the Souls ? Here i will suggest many ideas, some would probably not even be possible due to unknown factors, basically just brainstorming as usual.

Many different things ! If the souls can only be kept for a specific amount of time, then they could be used instantly for (suggestions only)

- short duration stat or skill buffs of any kind

- heals

- extra damage

- traps/"mine"

- allows a short duration teleport to the Veil

 

But if the souls can be kept indefinatly, it brings a ton of great options regarding what we can do with them. (I personnally hope it would be this way, it opens up so much more possibilities)

1)  they could serve as imbue points when spellcrafting an item. You would need those souls

First of all, Souls could be traded between players. Souls could have specific "values" or purposes, depending on the player's class from wich the soul comes from (that i think is pretty awesome). Here is what i mean : you could have "tank souls" "caster souls" "crafter souls" and so on. This would be very awesome to implement this, as the souls could be used to imbue weapons, armors and jewelry.

Exemples (i tend to use examples a lot since i'm not always sure if i'm being clear lol) : A tank soul could be used to imbue an item for : strength bonus, constitution, weapon skills....Caster's soul would be for : intel bonus, mana, spell effectiveness...Crafter's soul for : better chances of making a higher quality item, reduce amount of ressources needed to craft something....and so on.

Doing it this way would give some interesting trading values to souls. And also, it makes sense that souls are different depending oh whom it is coming from.

2) Souls could be used to "unlock" some new skills or spells (not like Realm points/abilities, but i.e. you could unlock a 4 seconds stun shield slam with 20 tank souls and 5 caster souls (think of this suggestion as recipes)

3) Souls could be used to permanently raise your stats : obviously each new points added in one stat would require more and more souls. (i.e. 1st point = 25 souls...2nd = 100....3rd=  400, etc). no hard cap, but it could be so costly to do so that it would discourage most players to gather i.e.

4) you could "drop" souls in the Veil, they could be used as decoys agaisnt Veil creatures ( i see a problem with this one....VWs could abuse of this and avoid the risks usually attached to being in the veil for too long....But had to mention it, this is just brainstirming after all)

5) In the Depths, they could be used as "baits" for the npc creatures...a kind of npc magnet. when you lose the Depths, the souls could be placed at various places to create some hard spots for the incoming realm to pass. Also WHen MJ mentionned his BSC idea about the depths, and how players could control the npcs, oone solution to finding out WHO will control the big mean creature, everyone that wants to control it could toggle it on or off, and the one player that has the most souls, and is willing to sacrifice the souls he own could be the one controlling the monster. that would also fit well into the Depths concept that already has various creatures in it. controlling a minor npc could cost 1 soul, medium oone 5 points etc. 

So, basically, it would be the souls combined with the living thing that is the Veil that allows ghostly creatures and such to actually exist as some kind of physical entity within the Depths.

6) Souls could be used to enhance magical resistance on buildings, walls, etc

7) Souls could be used as "alarms" too : i.e. you use a soul on a keep door, when the door begins to be broken by ennemy realm, the person who placed the soul would know it (and why not the soul's owner too ? it could this way have all 3 realms at the same keep. the one that was attacking it, the one that owns it, and the soul's owner would run there to try and take back his soul)

8) Souls could be used to open a portal between the land and the Veil (i.e. 10 souls needed to cross, 10 more needed to cross back)

9) funny one : owning someone'else soul could make it possible to look "through" the soul's owner eyes for a few minutes. of course the soul owner could find out about it, or not, (i.e. saving throw). after i.e. 5 minutes, you lose that ability, and lose that soul.

10) possibly a good suggestion here regarding rezzes : Souls could be mandatory to rez someone. it would allow rezzes, but would cost alot (Souls SHOULD be very valuable, thus not spend it lightly). The spell itself should also be costy manawise and time wise, but if you add a soul cost to it, everyone would think about it twice before rezzing someone. also:  the more powerful the dead person is, the more souls could be needed. Also, you could NOT rezz a tank with i.e. a caster's soul.

11) A FREAKING HUGE quantity of souls could maybe allow a realm to summon a dragon ? an even greater amount could allow someone from the realm to control it ?

12) building a house with souls put in the walls could make it more resistant to destruction

 

The things you could do with souls is basically endless, but in the end, i think there should plenty of ways to use those souls, not just a few. For diversity reasons, it could also prevent from a long term overuse of souls into 1 specific way to use them, which could eventually lead to some kind of imbalances between old and new players. 

Thanks for reading !

 

-Bowbow

 

 

 

 

Resurrection in CU, thoughts and ideas

Posted by BowbowDAoC Friday May 3 2013 at 9:57PM
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Resurrection : A big issue in lots of mmos, and of course CU isnt an exception. Here i'm proposing ideas about it, some will be good, some not, some simple, some elaborates, and further down, some that will involve the BSC stuff that MJ already discussed a bit.

The more we'll know about CU, some ideas will disappear, some will have more significance. But the main goal is that i enjoy theorising, and share my thoughts with you.

Some ideas are not even stuff that i would like to see in CU, but to be totally fair, i'm trying to think of many options, whether i like them or not. This isnt my game after all :)

 

First of all, i'm all for rezzes, but it shouldnt be too easy, too often, and allow rezzed player to get back into the battle quickly. those of course are pretty obvious, and mostly everyone agree on that (at least i think)

 

But how can we deal with those issues ? This is what i want to talk about. I'll propose some ideas that i had regarding this, some will be bad ideas, some will involve some of the BSC ideas already mentionned by MJ, some will just be modified versions of existing rezzing etc. 

 

Cost of healing : Rezzing someone should cost a lot...a few people mentionned that it should be a % of your whole mana to rezz someone. i.e. 25%. So no matter how powerful the healer is, bringing someone back to life would always be costly to your overall mana ressource. it makes sense.

 

Time to cast : if its implemented without any other BSC ideas, a minimum of 5 seconds should be good, i'd even go up to 10 seconds without being interrupted. another thing that makes sense.

 

But i mostly want to discuss of the effects a rezz has on the person that is being rezzed, i think that most of the problems that comes with rezzing is regarding this aspect.

 

Simple non BSC ideas about that : a rez sickness, kinda like DAoC but different : a 5 minutes rez sickness. rez sickness would have those effect : you cannot receive any stat buffs for the duration of the rez sickness. your damage dealing is lowered, so are your resistance agaisnt elemental damage (i.e. you re basically stuck with only your racial bonuses and items bonuses for the duration of RS). The heals on you have reduced effectiveness. I thought of suggesting that you could not be affected by a group speed buff when rez sick, but depending on the situation, it would be pretty bad, you could most likely be left there to rot only because after you are rezzed, you would not be able to follow your group. 

 

So basically, what most of us dont want to see, is someone dying, being rezzed and be able to run back into the battle within seconds, or even after a few minutes, it removes a lot of the strategies needed to win a battle, it's counterimmersive, it removes any impact on death. and as MJ mentionned, Death should matter.

 

So now...

 

Lets think outside the box, and add those BSC ideas that MJ mentionned in the big picture....

 

The souls could play an important part in the rezzing... What if you die...healer targets you, cast a rez....5 to 10 seconds later the spell is over..your body is brought back near the caster. Now, should it mean that you re able to stand up again and walk away ? what if the rezz spell was in fact a spell that allows your soul to find its way back to your body ? ...

 

Rewind....

 

You die...healer targets you, cast a rez....5 to 10 seconds later, your body is brought back near the healer, the spell is over...Your soul starts coming back to its body from wherever it went after you died, and it would take 5 minutes for your soul to reconnect with your body, allowing you to finally stand up and walk away ? It would also add some some of surprise effect, as the ennemy would see dead bodies all around, without knowing wich one will raise again :)

 

Also this possibility : you die, but once a rez spell has been cast on you, you re-appear as your soul, in the Veil, and you have to find you way back to your body ? ( i see some "cheating" involved in this i.e, but still, brainstorming only :), Of course you soul would re appear at a reasonable distance of your body, and you would be shown in wich direction your body lies over the compass, you would have to travel to the exact position of your body, but in the Veil, and once you're there, your soul re-enter your body ( that idea is a bit far fetched, but still, BSC only )

This would also prevent dead players to actually observe the battle and even help his groupmates like we often see, giving information to the group, (he's dead, he shouldnt be able to).

 

Those ideas including the BSC stuff from MJ would remove any needs for any rez sickness, as no matter what happens, once the rezz is cast, it would take 5 minutes for you to be able to do something again.

 

(5 minutes is just serving as an example, it could be 10, 15 minutes, that time depending on many factors like size of maps, length of combat, amount of places where you can be bound etc)

 

Now, about souls, what if rezzing someone WOULD require a soul you captured ? Rezzing someone would require a healer to have captured souls with him, and each rez could cost 1 of those souls ? a Life for a Life ! that would make sense too, it would prevent excessive rezzing all the time, healers would have to consider rezzing someone before actually doing it.

 

i won't elaborate on souls much, (This is for another thread) but i see them playing an important part in resurrection. 

There is also the option where rezz isnt even possible. You die, tough luck, you release, and try to get back to the battle. i wouldnt mind that either, but it kinda breaks some of the great fun that could be implemented like those ideas mentionned above.

 

The risks of rezzing : Should there be risks when a healer rezz someone ? should the the risk be to the healer, to the rezzed person or to both ? I think it depends a bit on HOW the rezz works in the first place. The higher the "cost" the lower the risks. if there is a high cost, and a high risk, then rezzing probably would never happen.

 

But lets think of a few possible risks as a separate aspect than what i mentionned above. what could those be ?

 

- a fizzle : it could simply not work due tu badluck or any other reason.

- an ennemy close by is also rezzed, that could be a pain

- the healer dies

- a creature pops from the Veil, drawn by the powerful spell and life surge that is resurrection.

- the ressurection works, but something else takes control of the body, making it a temporary evil npc.

- healer loses part of his soul in the process (consequences of that TBD, as we dont know exactly what happens exactly with the souls)

- the rezzed person doesnt come back 100%, even after a possible rez sickness, he might have to go to a temple later on to reconnect again with his soul 100%.

- Too many rezzes in the same area in a short time period could cause something to happen. a small Veilstorm, it could draw something to come, i.e. even a dragon (rezzing is a powerful spell, it could drawn in stuff just for that reason alone)

- a random bad (or good) thing could happen, a small AoE damage energy is unleashed around the dead body (or the rezzer), or if its a good thing, it vould be a temporary AoE buff for the realm who rezzed someone (just quick ideas of course, those served as examples)

 

 

Personally, i would prefer some type of relatively quick rezzes, with a medium "cost" attached to it, i would involve the souls as part of the rezzing process, and i would make some amount of risk involved. i think it would open up many possibilities without making it too much of a pain to both the healer and the rezzed player.

 

I hope you enjoyed my first blog, feedbacks are appreciated, afterall, its just brainstorming !

Thanks for reading !

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