HIPS (SM & SD)

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malcolm_mountainslayer
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Re: HIPS (SM & SD)

Post by malcolm_mountainslayer »

garrbear758 wrote: Thu Mar 11, 2021 5:32 pm
Kishti wrote: Thu Mar 11, 2021 5:22 pm Just a few of my thoughts.
I feel as a deep SD myself that being able to flatfoot an opponent is my only really dangerous ability in PvP as the AB I can reach is pretty lackluster. The class on it's own doesn't really perform in PvP without multiclassing.
For PvE though that's not an issue at all since the AB to hit most enemies is lower than when facing PCs. The shadow guarding you is insane for PvE, doesn't add much in PvP though.

Having said that I'm really curious as to what kind of rework we can expect.
So a full rework probably won't be anytime soon, as it would be a lot of work and we haven't even begun to plan class features for it. There are also other classes that adding buffs for is a little higher priority (looking at you invisible blade). When it does happen, and again we haven't even begun to have this conversation on the team, I would imagine it'll retain synergy with the summon, and it will get more class features interacting with it, but it will lose HiPS and the summon guarding you. Overall, the goal would be to make it more relevant in pvp and still effective but not quite as absurdly good in pve as it is now. Personally, I'd like to give it some things kind of like the mesmer class from Guild Wars 2 with more dynamic interactions between you and the summon. Stuff like letting you blow it up for AoE damage then spawn a new one the next round and things like that. Maybe expand the position swapping and have that give you and the summon some short term buffs when you do it. Again, this is just me spitballing as we have not discussed any plans as a team, so I wouldn't expect anything in the near future. HiPS will likely stay on the class until it gets reworked, and if HiPS is deemed a must-remove for heavy SD, we would definitely push the rework up in priority significantly.
Thank you for a clearer picture of the situation. I just think with stuff like rapid/multiple monk changes in the past, constant new classes, all in the era of lore scrolls, it felt like complete removal was around the corner.

Hearing the ideas you want to play with sounds both really cool and paints a good picture why the rework will not be right around the corned. Thank you for the time you spend in coding and in the community.
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Re: HIPS (SM & SD)

Post by Arigard »

Can anyone confirm whether the EVO epic feats are now usable on Shadowmages and if so, whether that is an oversight and subject to change?
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Re: HIPS (SM & SD)

Post by DM Rex »

The change in spells being allowed is intended.
See: viewtopic.php?f=23&p=257792#p257358
Seven Sons of Sin
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Re: HIPS (SM & SD)

Post by Seven Sons of Sin »

this thread is insane.

> no build is safe from being tinkered
> relevels and remakes are a part of Arelith now (insanity is expecting your character to be safe from mechanical modification)
> stealth/HiPS has been a part of Arelith's theme of soapbox for 15+ years, glad to see it hasn't changed
> none of this really matters

You would think after the Monk Saga we would all have the assumption that every character build could wildly change overnight. For what ever reason, people were placated and this implication was lost.

I, for one, love the discomfort of unprecedented and blindsiding change.

I also believe we need to dismantle every mechanical facet of the engine that is a "barrier to entry" - HiPS was an abusive mechanic that needed to go.
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Re: HIPS (SM & SD)

Post by Jagel »

For the longest time Arelith had a “No Rebuilds”-policy.

The current readines to provide relevels and rebuilds is very different
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Re: HIPS (SM & SD)

Post by Curve »

Seven Sons of Sin wrote: Sun Mar 14, 2021 3:43 pm I also believe we need to dismantle every mechanical facet of the engine that is a "barrier to entry"
Seven Sons of Sin wrote: Sun Mar 14, 2021 3:43 pm You would think after the Monk Saga we would all have the assumption that every character build could wildly change overnight. For what ever reason, people were placated and this implication was lost.
These two statements seem to contradict each other. I consider an ever changing meta to be a barrier to entry.

The position you are taking seems not to concede that there is any right opinion except your own. I can say that change needs and should happen for many reasons. DEVs/Contributors need to enjoy their work. When mechanics are found to be out of line with balance they need to be swiftly altered. As any reasonable person would I also think HiPS needed to go. Monks needed to be changed from the monsters they were at one point.

My issue is not with the specific changes themselves, but with the lack of foresight in putting these mechanics into the game in the first place. My issue is with creating an Arelith that has a shifting meta based on what is broken at the time. This game should be different than others. I draw a direct line between the mechanical situation on Arelith to the current trends of server culture on Arelith.

I would like to further understand your position and I can say that I am willing to change my own. Please, just ask and I am willing to expand on anything.
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Re: HIPS (SM & SD)

Post by UilliamNebel »

Playing now, no HiPS, lost on a pure ranger build. Yeah, as far as I am concerned, was just done to appease the PvP crowd, and force others to have less to play how they wanted the game to be for an overblown fear of a engine limitation. No really. All I've heard is sophistry and polemics for its removal. And really feel like the player base has been mislead by people wanting to reshape the game and other classes to their liking of playstyle. Not by removing a 'broke' feature, but by moving them away from a playstyle that isn't more MMO' PvP ish.

This was a bad call, it will always be a bad call, and it has made Arelith lesser for it. And no, I don't care what the exploit might be capable of. There were no reports of it being abused. Frankly, all broadcasting that did so loudly was make it impossible to roll back by making the server base fear everyone would start using that exploit, which was the intention I feel of hammering the broken mechanic point so hard though no one was present cases of where it had taken away from the player base experience, not a one.
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Re: HIPS (SM & SD)

Post by Bunnysmack »

UilliamNebel wrote: Mon Mar 15, 2021 10:05 pm Yeah, as far as I am concerned, was just done to appease the PvP crowd, and force others to have less to play how they wanted the game to be for an overblown fear of a engine limitation. No really. All I've heard is sophistry and polemics for its removal.
I've seen changes occur that I've disagreed with, sometimes that made it really hard to carry on with a given character, but the solution isn't to get angry and ignore all the words of opposing view points. I personally don't know if it was right or wrong for Arelith to remove HiPS, but it is done, and the team seems to have put due diligence in considering this change, even went out of their way to explain why they made the change, and at the end of the day all you can do is respectfully debate in feedback; respectfully being the key word here. It is not constructive to label everyone that disagrees with you as "the PvP crowd" and declare their arguments are invalid.
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Re: HIPS (SM & SD)

Post by Seven Sons of Sin »

Curve wrote: Mon Mar 15, 2021 2:27 pm
Seven Sons of Sin wrote: Sun Mar 14, 2021 3:43 pm I also believe we need to dismantle every mechanical facet of the engine that is a "barrier to entry"
Seven Sons of Sin wrote: Sun Mar 14, 2021 3:43 pm You would think after the Monk Saga we would all have the assumption that every character build could wildly change overnight. For what ever reason, people were placated and this implication was lost.
These two statements seem to contradict each other. I consider an ever changing meta to be a barrier to entry.

The position you are taking seems not to concede that there is any right opinion except your own. I can say that change needs and should happen for many reasons. DEVs/Contributors need to enjoy their work. When mechanics are found to be out of line with balance they need to be swiftly altered. As any reasonable person would I also think HiPS needed to go. Monks needed to be changed from the monsters they were at one point.

My issue is not with the specific changes themselves, but with the lack of foresight in putting these mechanics into the game in the first place. My issue is with creating an Arelith that has a shifting meta based on what is broken at the time. This game should be different than others. I draw a direct line between the mechanical situation on Arelith to the current trends of server culture on Arelith.

I would like to further understand your position and I can say that I am willing to change my own. Please, just ask and I am willing to expand on anything.
That is a fair interpretation! I can see how these statements seem to be contradictory.

For a long time, Arelith had very little mechanical change. It's probably people (like myself) who have been playing for awhile have this habit of shrugging off monumental change - as Jagel aforementioned, Arelith had a strict "No Rebuilds" policy under Mithreas and jjjerm. This was, as DM Watchtower said, an example of "bad things happening to good adventurers."

Culturally, though, when builds and mechanics fundamentally changed everything (like the Gift System), we were just usually all so excited for something new and fresh we didn't care how this undermined our current mechanical power. However, that's probably my bias - there have been mechanical discussions that have plagued the server forever, like portals, Devastating Critical, stealth, etc.

But, that was also just a different time. People didn't have the same mechanical expertise - many of those of ages past *now* have that mechanical knowledge. Because through years of playing, you just learn things. These are also segments of the playerbase that have vast amounts of server knowledge.

It's really one thing to play Arelith understanding BAB progression and skilldumping, and it's another thing to put all of that in practice. To understand how mobs work. How areas work. Where map loops are.

I consider a lot of server knowledge (that is, that which can't be found on the wiki) to be "barriers to entry." Since we have lovely Devs/contributors, and Discord, and the forums, and the wiki, there is generally a lot more information about your "character sheet."

I think this is a lot easier to learn. However, mechanics like HIPS is something we might grasp on paper but are only truly understood when you see it in practice.

Like watching someone, in-game, use HIPS against you, really re-contextualizes the entire mechanic.

Scurvy Cur's footage of the WASD-archery gimmick is another great articulation of something we might get on paper, but when seeing it in practice, really shakes our perspectives.

These are facets learned by *playing the game*, and sometimes, playing the game for a *long* time. I think this is a different category than understanding how numbers and character progression works - although, maybe, that's my own fault. *I* know what good ballpark numbers are, but it's also because I know how to achieve them.

(I'm undermining myself here haha.)

I guess all of this boils down to reconciling that,

a) Arelith is ever-changing
b) does this ever-changing environment make it difficult to play?

Personally, and because I'm a "veteran", I find the ever-changing environment actually uplifts newer players because they have the opportunity to enter into new mechanical systems at the same time as old players. That, in effect, levels the playing ground on the Character Sheet Difficulty.

There's no way to topple more established player's server knowledge without dramatic changes, but we can do stuff to keep them build-brewing. In that sense, people who've been playing for 5+ years can be in the same chat with those who have been playing for 6 months, and maybe, there's more commonality.

Of course, this could all be a non-issue.

I just would say what's more important than losing/gaining stuff on your character sheet, is Server Knowledge. Shitty builds can be powerhouses in the hands of the experienced, because they understand how the server can be leveraged to cover their weaknesses.

That's intense stuff. I consider that some of the greatest difficulties to onboarding new players, and elevating recently arrived ones.
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Re: HIPS (SM & SD)

Post by Curve »

First, thanks for taking the time to spill your proverbial guts. I appreciate it.
Seven Sons of Sin wrote: Mon Mar 15, 2021 11:55 pm For a long time, Arelith had very little mechanical change. It's probably people (like myself) who have been playing for awhile have this habit of shrugging off monumental change - as Jagel aforementioned, Arelith had a strict "No Rebuilds" policy under Mithreas and jjjerm. This was, as DM Watchtower said, an example of "bad things happening to good adventurers."
I don't typically throw around how long I have been around, but I was here in those days too. I liked that style of handling changes. It was brutal, but there was never a question about what will happen to your character once a change went in. I think I can agree with what I see at the heart of this; players have become spoiled with our expectations of rebuilds. I think the idea behind this change of server policy is nice, but it is pandora's box. Like writs, it would be very hard to change this.
Seven Sons of Sin wrote: Mon Mar 15, 2021 11:55 pm I think this is a lot easier to learn. However, mechanics like HIPS is something we might grasp on paper but are only truly understood when you see it in practice.
Seven Sons of Sin wrote: Mon Mar 15, 2021 11:55 pm Scurvy Cur's footage of the WASD-archery gimmick is another great articulation of something we might get on paper, but when seeing it in practice, really shakes our perspectives.
One of the things that has changed the most over the years is that all the little tricks once held in secret are now widely known and there are people willing to teach them to anyone who asks. I have stated it before, but I will reiterate because I don't expect you to keep up with my positions: I am in favor of most of the retro active mechanical changes that have been done since IG took over the server. HIPs should be gone, something should be done about run and gun archery, so on and so forth. So another point we agree on.
Seven Sons of Sin wrote: Mon Mar 15, 2021 11:55 pm There's no way to topple more established player's server knowledge without dramatic changes, but we can do stuff to keep them build-brewing. In that sense, people who've been playing for 5+ years can be in the same chat with those who have been playing for 6 months, and maybe, there's more commonality.
Again, we are in agreement here. Outside of PvP knowledge and general video game ability, server knowledge is a giant advantage that some have and some do not. I don't think we can begin to tackle that issue here, but I am willing talk about it in an appropriate venue.
Seven Sons of Sin wrote: Mon Mar 15, 2021 11:55 pm I just would say what's more important than losing/gaining stuff on your character sheet, is Server Knowledge. Shitty builds can be powerhouses in the hands of the experienced, because they understand how the server can be leveraged to cover their weaknesses.
This is where I think we stop seeing eye to eye. I can agree fully that bad builds can be power house in the right hands, but as the gap narrows between experienced and inexperienced players so does this. At some point PvP becomes about raw numbers vs numbers, assuming relative competency. Where you see this closing the gap, I see it as widening it though. Compare the effect of a 10+ year veteran of the server getting their build radically altered and how quickly they can make a new character and get it to 30, get it geared, and make a ton of gold next to someone that is new to the server, does not know where everything is, what is possible, and does not have a decade of old pals they can call on to help.

I just draw a different conclusion from the evidence we agree on. I wonder how our different ideas can be brought closer together. Are these just two sides of the same coin and you must pick one, or is there a middle ground that would satiate us both?
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Re: HIPS (SM & SD)

Post by Ninjimmy »

UilliamNebel wrote: Mon Mar 15, 2021 10:05 pm Playing now, no HiPS, lost on a pure ranger build. Yeah, as far as I am concerned, was just done to appease the PvP crowd, and force others to have less to play how they wanted the game to be for an overblown fear of a engine limitation. No really. All I've heard is sophistry and polemics for its removal. And really feel like the player base has been mislead by people wanting to reshape the game and other classes to their liking of playstyle. Not by removing a 'broke' feature, but by moving them away from a playstyle that isn't more MMO' PvP ish.
This is straight up not true, I gave a reply TO one of your posts explaining how this isn't just a PvP issue. You don't appear to be reading responses or interacting with counter-points and, frankly, have produced absolutely no argument for its inclusion beyond "I want to have this ability which everyone is saying is broken".
Saying the player base is being mislead has nettled me because your reply here is attempting to do exactly that by denying the long listing of HiPS issues that has come before it.
This was a bad call, it will always be a bad call, and it has made Arelith lesser for it. And no, I don't care what the exploit might be capable of. There were no reports of it being abused. Frankly, all broadcasting that did so loudly was make it impossible to roll back by making the server base fear everyone would start using that exploit, which was the intention I feel of hammering the broken mechanic point so hard though no one was present cases of where it had taken away from the player base experience, not a one.
There are no reports because it's not logged in the chat, it's impossible to report unless you video capture every session you play and fall afowl of it and there's enough circumstantial evidence to prove that's what was used.

Again, this has been mentioned and explained as another good reason to remove HiPS and it's extraordinarily disingenuous to use a lack of reports as an argument since it's been mentioned multiple times in this thread that the lack of reporting is also part of why it's an exploit.

I don't care if you want a feature that resembles HiPS or even if your opinion is one I can't agree with but I would implore you to keep the discourse as honest as possible.
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Re: HIPS (SM & SD)

Post by Queen Titania »

This thread has run its course, so I am going to lock it. Cheers!
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