[MUD-Dev] Character skill distribution and trade-offs
Daniel.Harman at barclayscapital.com
Daniel.Harman at barclayscapital.com
Wed Jun 5 10:07:31 CEST 2002
Ron Gabbard [mailto:rgabbard at swbell.net]
> The ramifications of 'mesmerization' actually went even deeper as
> the DPS I had planned for 'magic' in relation to 'melee' damage
> had to be reduced to maintain the challenge of the encounter and
> offset the ability to recover during battle. In addition, those
> characters with lower health and/or defense became paperdolls in
> the option where mobs are 'beefed up' to offset the effect of
> 'mesmerization'.
Heh, you've nearly designed yourself Everquest! A few ideas :
- I suggest you either don't have mesmerisation in the game unless
you want to balance every encounter around it.
- If you do have it, don't just give it to one class unless you
want to give them a monopoly.
- Consider attaching a running mana cost to keeping mobs mezzed
(i.e. not a one off cost when you cast it) and make it pretty
significant.
- Consider using a system similar to AO or DAoC whereby you can
only maintain a certain number of spells at once. In fact you
could prevent them from doing anything else at all whilst keeping
a single mob mezzed. Part of the problem in EQ is that mez is used
to keep upto 5 mobs at a time on ice, if you limit this number to
1 its impact is significantly tamed.
Frankly, I think mesmerization is a bad idea. If you let it dictate
the whole balance of the game, you end up with mobs that do huge dmg
and a combat system thats hard to predict+maintain. Furthermore it
overpowers charm, as certain players can then control overpowered
npcs.
Of course all this makes me wonder if the importance of
mesmerisation in EQ is a result of overpowered monsters, or vice
versa.
Dan
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