Official: Weighting/Padding/Sighting Updates

14
Alastir
Sunday, September 24th, 2017, 1:38:05 AM

A few updates for the W/P/S system are now live.

  • W/P/S scale values between breakpoints will now provide a % chance equal to the progress towards the next breakpoint to increase the combat effectiveness to the next value. This increase will also very slightly increase the difficulty of Enchanting or Ensorcelling W/P/S items by adding the same percentage of the next rank penalty to the difficulty.

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  • Warrior Assess has been enhanced to now provide some detailed information on W/P/S as a OOC note after the normal assess messaging. This will include scale points, points needed to the next breakpoint, % chance to 'rank up', the service count and service window time left if present.

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  • The AI crystal, weapon identifying sheaths, and other items that detect item properties should now be identifying the new WPS properties.

Zissu - Combat and Magic Systems Dev Lackey

This message was originally posted in Hunting and Combat, Weighting and Padding. To discuss the above, follow the link below.

http://forums.play.net/forums/19/212/2268/view/414

Evarin
Wednesday, December 27th, 2017, 4:04:24 PM

Quote from GM Zissu:

Hello Fellow Elanthians,

I've just released an update that allows Premium Point benefits to interact with the W/P/S changes. As before, Sadie reserves all final say in surchages and pricing when the service is being done.

Premium Point Padding - Using Premium Points to add padding will function as it did before, and bring armor UP TO 150 services (10pts of Combat Effectiveness) of padding. Given that multiple types of padding can exist on the same item, you can now choose to split those 150 services across both Critical and Damage padding if you so choose. - Pricing for padding has been updated to allow padding on flaring, TD Bonus, Offensive Bonus, etc. Adding Padding to a set of armor with any of these attributes has a surcharge of 1500 points. - Due to enchanting of padding items being available, pricing for PP Padding will now always price armor below 4x enchant as if it were 4x. No changes to costs above 4x. - All other surcharges for padding remains as it was before.

Premium Point Flaring Flares added via Premium Points may now also be added to weighted or padded items that are 150 services or under. The surcharge is 20 PP per service of weighting, or 10 PP per service of padding. All other surcharges remain the same.

Scripted Items PCALC will now include the surcharge for item scripts (if possible) and include that in the estimate given. If a script cannot be identified as fluff, combat simple, or combat complex yet it will default to assuming it is combat complex and will send a notification for us to review.

Premium 9 has been updated to reflect all of these changes as well.

Zissu - Combat and Magic Systems Dev Lackey

This message was originally posted in Four Winds Hall/Premium, Announcements. To discuss the above, follow the link below.

http://forums.play.net/forums/19/221/2434/view/210

Ordim
Wednesday, December 27th, 2017, 4:38:02 PM

lol. nice nerf - Due to enchanting of padding items being available, pricing for PP Padding will now always price armor below 4x enchant as if it were 4x. No changes to costs above 4x. one of the best values of pp usage by far, gone.

Evarin
Friday, December 29th, 2017, 6:56:28 AM

Quote from GM Coase:

Okay, yeah, we'll just blame the other GMs.

Its not about blaming anyone. We had one one system of padding/weighting for over 20 years. Most of our GMs have been GMing for 5-10 years or more and have it solidly set in their mind. Events are also often planned in advance. It takes a bit of time and pushing to swap from one solidly entrenched system to a brand new one. Its is not "lies" that we're trying to make this more available (and we have), but we're also not at the end point of this system transition either.

My take from the wps changes was that I would be able to obtain it at anytime barring the ever increasing costs.

That is not entirely what we have in mind, no. If you're expecting to be able to plan for 15.8 services per month to hit a goal value in exactly 40 months, then that is a level of precision that we are -not- aiming for. However, we are aiming for you to be able to make measurable progress with your item based on how much effort you put into attending merchants and quest events, which we do want to have consistently (but not constantly or permanently) available.

Coase

Ordim
Friday, December 29th, 2017, 7:54:32 AM

https://media.giphy.com/media/lj935f7J3guGc/giphy.gif

Evarin
Friday, December 29th, 2017, 2:02:28 PM

Quote from GM Wyrom:

We have been making strides to automate where we can. The most merchant-heavy events in the more recent times have been events like RtCF/CCF, but we had pretty heavy attendance limitations and time limits to produce services. And during other events, we also have pretty big restriction lists that have for the most part been lessened or removed. You can also build some pretty awesome equipment now with freeing up the slot that WPS took. Automation does have to come with caveats though. It's the nature of the beast. But if you look at where we are today from the game of 2007, we are offering so much more.

We already offered more in 2017 than we have in any previous year. We serviced 484 characters at August's Duskruin alone. Yes, it can be argued that it wasn't HCW for everyone, but that's a lot better than 20 to 30 people for the entire year of 2017 like every year prior. We'd never be able to do live merchanting to service those kind of numbers though. Live merchanting, while personable and interactive, is extremely limiting.

This was just launched in August of 2017, looking at the offerings, we really did offer it a whole lot. We have plans to offer it even more in 2018, both at events like Duskruin and world events. As Coase mentioned, if you were expecting to progress an item rapidly, that wasn't the intended route of the system. But it is to hit a lot more players more frequently. It's not aimed to just service the same group of items like we've seen over the last 5 years.

Wyrom, PM

Ordim
Friday, December 29th, 2017, 2:14:43 PM

"we want to give a lot of people a lot less while screwing over hte people who saved up to get more for more!" The only shining light is that they can now milk people for more money along the long long road to adding two kinds of weighting to items, over years and hundreds/thousands of dollars that will never be seen by GMs because they automated everything.

Ordim
Friday, December 29th, 2017, 2:30:59 PM

sad part is Dev team so fucking stupid and greedy they cant see the obvious make everyone happy answer : Leave a smithy in every town for scaling silvers costs - help offset the silver issues duskruin smithy has no scaling costs - flat BS costs means people can pay their cash for HCP instantly at similar rates, no more double/triple dipping with the scaling costs now costing additional $$ BUTT ORDIM! THE BALANCE WONT SOMEONE PLEASE THINK OF THE BALANCE? Once again, Retser saves everyone's ass by being A GOOD GM and already has the answer - the ability he put on the tanto that removes padding from things - give that to random monsters in a new are or sprinkle it on existing monsters as needed.

Ordim
Friday, December 29th, 2017, 2:31:35 PM

In before "but changing things is hard"

SaltySenorita
Friday, December 29th, 2017, 6:15:37 PM

The shitstorm that would ensue if existing creatures could strip padding/weighting/sighting...

Evarin
Friday, December 29th, 2017, 6:26:54 PM

@saltysenorita said in Official: Weighting/Padding/Sighting Updates:

The shitstorm that would ensue if existing creatures could strip padding/weighting/sighting...

Less of a shitstorm and more of a mass exodus.

Ordim
Friday, December 29th, 2017, 6:34:09 PM

not strip, temporarily "remove", as in, nullify for a period of time. A "debuff" if you will. The exact same effect that is already in the game and can be applied to critters.

SaltySenorita
Friday, December 29th, 2017, 6:35:46 PM

Ah, I don't know anything about the tanto and that read like it was permanent.

Ordim
Friday, December 29th, 2017, 6:36:49 PM

of course not, the game isn't balanced around any real challenges so there can't be permanent effects.