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Very Hot Topic (More than 75 Replies) Council Forums (Read 56640 times)
harharharhar
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Re: Council Forums
Reply #25 - May 18th, 2015 at 11:27pm
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Cant you just print to pdf?
  
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Re: Council Forums
Reply #26 - May 18th, 2015 at 11:32pm
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harharharhar wrote on May 18th, 2015 at 11:27pm:
Cant you just print to pdf?


^ this lol

prolly a trolllll......
  

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Be a container for your genes to control your behavior in order to reproduce
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Re: Council Forums
Reply #27 - May 18th, 2015 at 11:39pm
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WonderfulFoppyBint wrote on May 18th, 2015 at 11:32pm:
^ this lol

prolly a trolllll......


Does he have nipples?
  
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Re: Council Forums
Reply #28 - May 18th, 2015 at 11:41pm
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Re: Council Forums
Reply #29 - May 18th, 2015 at 11:46pm
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FranOhmsford wrote on May 18th, 2015 at 10:04pm:
Considering I haven't even been on the PC for well over a year now that's highly unlikely!

I did start a thread about updating hirelings when I was on the PC early last year but tbh it was really nothing more than a restatement of what I've long pushed for on the main forums:
A FULL and COMPREHENSIVE take each hireling one at a time REBUILD!

And I never got to finish it as I gave up on the PC very early - Way too many Elitists!


Fran,

I love your enthusiasm but this will never happen.  We'll be lucky of they ever fix hirelings.  I would like summoners to be viable.  It wouldn't be uber powerful, but it would be fun.

What would make sense is to get qualified members of the community to help fix hireling AI and others to test it.
Have teams of 3, one to do the code, another to validate and the third to test it to ensure no funny business.
All Turdbine has to do is set some guidelines.

We might actually get some functional hirelings that have useful abilities.  Quicken on Mass Heal for example.

Hell maybe they could even enhance the hireling and Summoned creature UI a bit more.
Who knows.  But it'll never happen either.  They're control freaks.
  
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Re: Council Forums
Reply #30 - May 19th, 2015 at 12:01am
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Munkenmo wrote on May 18th, 2015 at 8:10pm:
If I had my way the forums would be visible to the public, I'm not afraid for my opinions to be seen.


That would be good for the players, certainly, but probably too much feedback for the dev team to handle. The PC is supposed to be a kind of distilled feedback, right?  To let the devs know what works and what doesn't from a player's POV?

Not that it seems to help much in practice, though.  Every former PC member's comments on the subjects seem to indicate their opinions don't change much.
  
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Re: Council Forums
Reply #31 - May 19th, 2015 at 12:04am
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Bacardi wrote on May 18th, 2015 at 7:37pm:

Why did you edit the screenshot?
  

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Re: Council Forums
Reply #32 - May 19th, 2015 at 12:08am
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DropBear wrote on May 18th, 2015 at 11:46pm:
Fran,

I love your enthusiasm but this will never happen.  We'll be lucky of they ever fix hirelings.  I would like summoners to be viable.  It wouldn't be uber powerful, but it would be fun.

What would make sense is to get qualified members of the community to help fix hireling AI and others to test it.
Have teams of 3, one to do the code, another to validate and the third to test it to ensure no funny business.
All Turdbine has to do is set some guidelines.

We might actually get some functional hirelings that have useful abilities.  Quicken on Mass Heal for example.

Hell maybe they could even enhance the hireling and Summoned creature UI a bit more.
Who knows.  But it'll never happen either.  They're control freaks.


Your idea would be an utter breakthrough for any company!  Why not farm out some of the programming difficulties to interested, obsessive, competent players?  That would seriously save on costs! You'd just need a comprehensive "you recognize that this is volunteer work for you and you'll never be compensated for it, except in a very nicely written thank you email" contract.

You could give projects on all kinds of stuff that devs don't have time for - like randomizing quests, fixing individual ladder bugs, reworking loot, and so on.

The biggest problem I can see is that you'd subsequently require a person or team to vet all the programming. I don't know how difficult that is - not a programmer - so...is this a viable option?

I'm wondering if this will be the future of some mass games. It could, after all, present more programming resources than smaller games can muster on their own.

DDO could really benefit with a forward thinking management.

You're hired!
  
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Re: Council Forums
Reply #33 - May 19th, 2015 at 12:21am
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Hiding wrote on May 19th, 2015 at 12:08am:
That would seriously save on costs! You'd just need a comprehensive "you recognize that this is volunteer work for you and you'll never be compensated for it, except in a very nicely written thank you email" contract.


I've volunteered to work on handwraps & monk enhancements.  Turbine are not willing to entertain the idea at all.
  

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Re: Council Forums
Reply #34 - May 19th, 2015 at 12:24am
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Munkenmo wrote on May 19th, 2015 at 12:21am:
I've volunteered to work on handwraps & monk enhancements.  Turbine are not willing to entertain the idea at all.

Can you blame them? The last time they hired someone who actually plays DDO, they got Cordo.
  

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Re: Council Forums
Reply #35 - May 19th, 2015 at 12:27am
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Hiding wrote on May 19th, 2015 at 12:08am:
Your idea would be an utter breakthrough for any company!  Why not farm out some of the programming difficulties to interested, obsessive, competent players?  That would seriously save on costs! You'd just need a comprehensive "you recognize that this is volunteer work for you and you'll never be compensated for it, except in a very nicely written thank you email" contract.

You could give projects on all kinds of stuff that devs don't have time for - like randomizing quests, fixing individual ladder bugs, reworking loot, and so on.

The biggest problem I can see is that you'd subsequently require a person or team to vet all the programming. I don't know how difficult that is - not a programmer - so...is this a viable option?


I think you're either being sarcastic or a little more ambitious than I think I would go.   Huh
You'd never farm out the core code, so writing quests or fixing ladder bugs is not going to happen.  The back end is a friggin mess.
They don't understand it themselves, so they couldn't let a volunteer touch it and corrupt the entire game.

I suspect the hireling AI is modular and thus could be partitioned/farmed out.
And it can't get any worse than it currently is, so why not.

There are dedicated community members working in the wiki and various character creation tools.
I'm sure there are some people who would take on small projects like fixing a single hireling.
The core logic for most hirelings on pathfinding etc is probably common to all, so it would only be a subset of their logic that needed revision.

Packaging up smaller chunks of work would also allow Turdbine to risk manage and control better.

If my understanding is correct, I think the real problem is the lack of development tools.  Everything has to be coded, there is no dev interface to expedite things.
If they had development tools, they could dabble with a limited amount community created content (and control things like XP and loot themselves).

Hiding wrote on May 19th, 2015 at 12:08am:
I'm wondering if this will be the future of some mass games. It could, after all, present more programming resources than smaller games can muster on their own.


The coordination of this approach is the problem.
There are community resourced projects like Linux, where you could source your processes and controls from.
But Linux is also open licence which is why most do it.
Not many are going to invest significant time into filling Turdbine's coffers for a thank you letter.

Hiding wrote on May 19th, 2015 at 12:08am:
DDO could really benefit with a forward thinking management.
You're hired!

Errrmmm, yes but I'd likely manage them outwards (following Hagmaster's protocols of course).  I believe the protocol would be to make them all Producers and have them move to LOTRO to manage their 30 empty servers.

But, no thanks.  I have a real job.
Although there is appeal in being able to produce a product and not give two shits about whether it is any good or customers like it....... nah, I take pride in meeting customer needs and could never sink that low sorry.
« Last Edit: May 19th, 2015 at 12:40am by DropBear »  
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Re: Council Forums
Reply #36 - May 19th, 2015 at 12:28am
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Revaulting wrote on May 19th, 2015 at 12:24am:
Can you blame them? The last time they hired someone who actually plays DDO, they got Cordo.


Pretty sure FotS took that mantle.
  

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Re: Council Forums
Reply #37 - May 19th, 2015 at 12:38am
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Munkenmo wrote on May 19th, 2015 at 12:21am:
I've volunteered to work on handwraps & monk enhancements.  Turbine are not willing to entertain the idea at all.


It's a shame, because your knowledge of the product is likely greater than the collective of all the current devs. 
Sorry Munk.  It's not you, it's just hubris.
Their poor egos couldn't stand it if you got kudos for fixing stuff and they didn't.
  
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Re: Council Forums
Reply #38 - May 19th, 2015 at 1:12am
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DropBear wrote on May 19th, 2015 at 12:27am:
Not many are going to invest significant time into filling Turdbine's coffers for a thank you letter.

I would.  I don't even need a thank you letter.  Thousands of hundr dozens of players bowing down in gratitude would be enough!

I've volunteered too.  Like Munk said, it's not even on the table.

Seriously though, to answer Hiding, no, it'll never happen.  Companies are insanely protective of IP, and even with NDAs, there's a great suspicion of people who aren't getting paid, because you can't exactly fire them when they leak all your secrets.  There's no way you'd have some filthy casual touching your precious AI code.  The most you'll generally see is level designs, since you can split off a tool and release that to the community.  I don't even think Turbine could do that, though.  Hand-crafted dungeons and all...

I'd still love a proper API server though.  That's something they *could* do.
  

Daggertooth wrote on Apr 14th, 2017 at 6:52pm:
I'm pretty fucking sure I am a special snowflake.


Frank wrote on Apr 2nd, 2017 at 8:32am:
Laugh it up, funny man.
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Re: Council Forums
Reply #39 - May 19th, 2015 at 2:51am
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FranOhmsford wrote on May 18th, 2015 at 10:04pm:
And I never got to finish it as I gave up on the PC very early - Way too many Elitists!


I thought you quit because no one wanted to treat you like the delicate flower you are... not even the devs!
  
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Re: Council Forums
Reply #40 - May 19th, 2015 at 3:03am
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Arkat wrote on May 18th, 2015 at 10:40pm:
PM Strakeln, he'll have some ideas for sure.


I concur with Arkat. PM Strakeln, he'll tell you what is best.
  

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Re: Council Forums
Reply #41 - May 19th, 2015 at 3:28am
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Sorry (not really) for the delay, shit went down at work. To start with, the OP proposal for then enhancement tree Tainted Scholar. Collected Dev responses to follow, hopefully with the quotes they're responding to...


[QUOTE=Vargouille;5601366]Here's our current thinking for Tainted Scholar. As a reminder, here's some of the features we're trying to include in Tainted Scholar:

  • Blast Shape: Cone
  • Straight Damage/Offense
  • Crowd Control (not death effects but traditional soft & hard crowd control)
  • Support


There's a number of spells/SLAs listed below which are essentially what we intend to use, but some we may replace with similar spells or new Warlock spells, if we have enough development time to make extra/new spells.  We're open to some ideas for alternatives that exist and may be more appropriate (or possibly ideas for new spells).

Some of the balancing details aren't present yet.  For instance, not every cooldown or cost is included. Your thoughts are welcome in these matters. As a reminder, we expect most damage from pure Warlocks to come from Eldritch Blast, which uses Spell Power for extra damage and magic statistics for critical chance and damage. Names are also tentative in most cases, though some are directly inspired from pen & paper names.



Core Abilities


  • 1 AP, class level 1: Tainted Spellcasting:
    [LIST=|INDENT=1]
  • Activate for 10 Depravity: +25 Universal Spell Power, +2 bonus to all Spell DCs. Lasts 20 seconds. 60 second cooldown.
  • You gain 1 Depravity each time you damage enemies with spells (except with Positive Energy).  You can gain 1 Depravity every 7 seconds. Each additional trained Tainted Scholar Core enhancement reduces this cooldown by 1 second, to a minimum of 2 seconds.
  • Passive: Each point spent in Tainted Scholar provides +0.75 Universal Spell Power.
  • 5 AP, class level 3: Tainted Lore: +10% Spell Critical Damage, +1 to Warlock Spell DCs. (Spell Critical damage also applies to criticals with Eldritch Blast.)
  • 10 AP, class level 6: Stanch: Spend 10 Depravity: Target fully heals and gains temporary hitpoints equal to their maximum hitpoints.
    • Relatively long cooldown
  • 20 AP, class level 12: Tainted Lore: +20% Spell Critical Damage, +1 to Warlock Spell DCs.
  • 30 AP, class level 18: Blood Component:
    [LIST=|INDENT=1]
  • -25 Maximum HP
  • Your Eldritch Blast attacks 10% faster.
  • 41 AP, class level 20: Heretical Lore: +30% Spell Critical Damage. +4 Charisma


  • Tier One


    • Planar Power: +30/60/90 Spell Points
    • Faltering Blast: Non-boss enemies damage by your Eldritch Blast have movement speed reduced by 3/6/9% for 3 seconds.
    • Feigned Health: When you cast spells on yourself or allies, you grant temporary hitpoints equal to (33%/66%/100%) of your Charisma.
    • 2 AP
    • Strong Pact: Bonus Eldritch Blast damage from your Pact is increased by 1d4. This scales with spellpower, like all Eldritch Blast damage.
    • Eldritch Anatomy: +1/2/3 Spellcraft and Heal


    Tier Two


    • Eldritch Cone: Blast Shape Stance: When toggled on, your basic attack .
    • Command SLA:
      • As the spell, short/moderate cooldown (~12 seconds?)
    • Eldritch Skin: When you cast spells on yourself or allies, they gain 2/4/6 PRR for 30 seconds.
    • Strong Pact: same as lower tier
    • Wand and Scroll Mastery: +[25/50/75]% to the effectiveness of your wands, scrolls, and other items that cast spells, and +[1/2/3] to the DCs of your offensive wands.


    Tier Three


    • Efficient Heighten:
    • Stunning Blast: Active: Attack one enemy with an Eldritch Blast that stuns your target for 12 seconds on a failed Fortitude saving throw.
    • Cure Moderate Wounds SLA:
      • May be changed to some other form of healing.
    • Strong Pact: same as lower tier
    • CHA


    Tier Four


    • Triple Trouble: Activated Eldritch Blast: Deals your Eldritch Blast damage in a cone, three times.
      • (Named "Active Cone Attack" in the image. Whups.)
    • Enervating Shadow: Your Eldritch Blasts stun one non-boss enemy for 3 seconds unless they succeed a Fortitude saving throw. This affects at most one enemy every 16/12/8 seconds.
      • Some concerns that this will be confusing with the multi-target forms of Eldritch Blast, which would stun one enemy only.
    • Eldritch Wards: When you cast spells on yourself or allies, they gain 3/6/9 MRR for 30 seconds.
    • Strong Pact: same as lower tier
    • CHA


    Tier Five


    • Comet Fall SLA:
      • Moderate cooldown; probably 20-40 seconds.
      • May be changed to some other AoE damage spell (possibly new to Warlock)
    • Mass Command SLA:
      • A new mass version.
    • Mass Heal SLA:
      • Long cooldown, probably measured in minutes.
      • May be changed to some other AoE healing ability.
    • Improved Eldritch Blast: Your Eldritch Blasts deals +1d6 damage.
    • Planar Focus: +1 to all Spell DCs



    As always, your feedback is appreciated! Thanks.

    P.S.: Other enhancement trees to come. There's an overview of what we expect those trees to cover here:
    https://www.ddo.com/forums/showthread.php/459184-Warlocks!-Players-Council [/quote]
    « Last Edit: May 19th, 2015 at 9:33am by DDO PC Transparency »  
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    Re: Council Forums
    Reply #42 - May 19th, 2015 at 3:34am
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    [QUOTE=Cividel;5601393]Command as a tier 2 ability seems pretty horrible unless it's affected by heighten and other metamagics. Are there any limitations for metamagic and warlocks? Does Cone change the CD or damage of the ability? it seems like you'd want that to be a meaningful choice rather than just fire and forget. Eldritch Skin / Wards seems mediocre. Like horribly so. Triple Trouble has a long cooldown? Enervating Shadow is a bad ability to me - Stunning is great, but the 'only affected every X seconds' doesn't feel very good in the middle of fights a lot of the time. Having to toggle off cone to avoid it affecting a random enemy when what you want is to nail the caster in the back also seems fiddly. How do you envision this one being used? Mass Command already exists, Greater Command Level 6 - how many enemies have protection from evil which would render them flat out immune to this power?

    Do +DC's affect eldritch blast? Can you get spell foci to bonus your abilities?

    The tree is interesting, the healing SLA's give it a goofy niche (were you thinking about healing spells as part of their list?) but it does create a lot of questions regarding the mechanics. [/quote]

    [QUOTE=Vargouille;5601531]Our current thinking is that Warlocks can take metamagics and use them, and they would be free for SLAs as usual. (We don't necessarily expect Empower and Maximize to be auto-chosen like most casters.)



    Good points, should have cleaned this up: It would reduce the damage and possibly change the cooldown (but not greatly), as an AoE. It would be something like any other Cone spell for shape, and would remain the auto-attack, to be clearer (and we'll have to figure out how to tell players all that concisely in-game).



    Fair comments. Longish cooldown for Triple Trouble, yes. And I utterly brainfarted on forgetting Greater Command was already multiple enemies - but most enemies don't have protection from evil.



    Our current tentative thinking is that Eldritch Blast has no save, but we're not convinced that is definitely correct (and if it gets a save it would be for 1/2 damage).



    Tentatively there are NOT healing spells in the Warlock spell list, so if you want them you'd have to take Tainted Scholar enhancements (which is also why they are moderately deeper into the tree). [/quote]
      
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    Re: Council Forums
    Reply #43 - May 19th, 2015 at 3:51am
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    [QUOTE=Munkenmo;5601397]Is there a cap to our Depravity pool?
    [QUOTE=Vargouille;5601533]Probably!

    [QUOTE=Munkenmo;5601397]
    Tier 1:
    Cores:
    1: Interesting, +2 dc's 30% of the time will make for an interesting splash.
    2: nice
    3: depends on cooldown, I'm of the opinion 90 seconds is about right, but cap the temp hp to warlock level * cha mod.
    4: does the spell critical damage stack with core 2 or override it?
    5: I'm not sure how fast eldritch blast will be procing, so not sure how big -10% actually is, but -25hp is nothing
    6: Maybe throw in some spell power or an SLA, I certainly wouldn't choose this over a pally or monk splash.

    Tier 1:
    Planar Power: So you've settled on SP then? My interest in the class has waned.
    Faltering Blast: Will be interesting to see how this works with beguile.
    Feigned Health: Will SLA's also proc this? Is there a cooldown? I could use this to always stay above full health.
    Strong Pact: will this also be in other trees, if so will it stack with them?
    Edritch Anatomy: Maybe add a small bonus to tier 3, like +1 save against x.

    Tier 2:
    Eldtricth cone: enough said.
    Command SLA: I'd have skipped this if possible, redundant later on in the tree, to pointless early in the game.
    Eldritch skin: I'll skip this too (I never take these enhancements, they're a waste of ap) Will SLA's proc it?
    Strong Pact: will this also be in other trees, if so will it stack with them?
    Wand & Scroll mastery: Useful early game for heal scrolls, pointless later on, I've got no idea why anyone values this. (I'd rather see an efficient metamagic here, that is a pre req for the effiecient Heighten)

    Tier 3:
    Efficient Heighten: On a class with only level 6 spells?
    Stunning Blast: What's the DC?
    Cure Moderate: I think a rejuv spell would be a better fit.
    Strong Pact: will this also be in other trees, if so will it stack with them?
    Cha: maybe a strength multi selector?

    Tier 4:
    Triple Trouble: I'll be taking this.
    Enervating Sadow: What's the DC? Should be renamed as enevertating is associated with neg levels, passive stun every 8 seconds sounds pretty good though.
    Eldritch Wards: I'll skip this too (I never take these enhancements, they're a waste of ap) Will SLA's proc it?
    Strong Pact: will this also be in other trees, if so will it stack with them?
    Cha: maybe a strength multi selector?

    Tier 5:
    Comet Fall: No need for a long cooldown, it's acquired at the same character level as FVS level 6 spells.
    Mass Command: I'll be taking this and removing single command from my hotbar.
    Mass Heal: Long cooldown will make it a waste of ap, too short will make it overpowered, I'd avoid making the cooldown as the balancing factor entirely. I think a better implementation will be something like the radiant servant burst, but powered by Depravity.
    Emproved Eldritch Blast: nice, maybe add a small bump to spell power here too.
    Planar Focus: Nice

    You stopped mentioning AP costs, are you wanting us to suggest those for you?

    Unfiltered Thoughts:
    At level 6 I get an emergency heal that's better than any heal a divine class has at that point, including paladins LOH.
    at level 5warlock/character 12, I get mass heal.

    Two emergency heals that are better than any divine class has at the equivalent level.
    [QUOTE=Vargouille;5601533]This is intended to be a long cooldown. It's a panic button, not a primary source of healing. But point taken.

    [QUOTE=Munkenmo;5601397]The cooldowns on these are either going to be overwhelming huge which makes the abilities useless, particularly the mass heal SLA, I'm not going to waste 2ap on something I can only use once every few minutes. Or you've just made 6 warlock a strong candidate for a new TR template.
    [QUOTE=Vargouille;5601533]This is a bit of a concern, yes. This is one of the abilities most likely to be replaced with something else, and ideas are still welcome. Smiley

    [QUOTE=Munkenmo;5601397]Enervating shadow needs a different name. Enervating is associated with level draining, not stuns. [/quote]
    [QUOTE=Vargouille;5601533]Decent point. It's from PnP, but confusion is confusion. [/quote]
      
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    Re: Council Forums
    Reply #44 - May 19th, 2015 at 4:08am
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    You need to post some screen grabs for proof.
      
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    Re: Council Forums
    Reply #45 - May 19th, 2015 at 4:18am
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    You suck at leaks.
      

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    Re: Council Forums
    Reply #46 - May 19th, 2015 at 4:39am
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    Re: Council Forums
    Reply #47 - May 19th, 2015 at 4:46am
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    DropBear wrote on May 19th, 2015 at 12:27am:
    I think you're either being sarcastic or a little more ambitious than I think I would go.   Huh
    You'd never farm out the core code, so writing quests or fixing ladder bugs is not going to happen.  The back end is a friggin mess.
    They don't understand it themselves, so they couldn't let a volunteer touch it and corrupt the entire game.

    I suspect the hireling AI is modular and thus could be partitioned/farmed out.
    And it can't get any worse than it currently is, so why not.

    There are dedicated community members working in the wiki and various character creation tools.
    I'm sure there are some people who would take on small projects like fixing a single hireling.
    The core logic for most hirelings on pathfinding etc is probably common to all, so it would only be a subset of their logic that needed revision.

    Packaging up smaller chunks of work would also allow Turdbine to risk manage and control better.

    If my understanding is correct, I think the real problem is the lack of development tools.  Everything has to be coded, there is no dev interface to expedite things.
    If they had development tools, they could dabble with a limited amount community created content (and control things like XP and loot themselves).


    The coordination of this approach is the problem.
    There are community resourced projects like Linux, where you could source your processes and controls from.
    But Linux is also open licence which is why most do it.
    Not many are going to invest significant time into filling Turdbine's coffers for a thank you letter.

    Errrmmm, yes but I'd likely manage them outwards (following Hagmaster's protocols of course).  I believe the protocol would be to make them all Producers and have them move to LOTRO to manage their 30 empty servers.

    But, no thanks.  I have a real job.
    Although there is appeal in being able to produce a product and not give two shits about whether it is any good or customers like it....... nah, I take pride in meeting customer needs and could never sink that low sorry.


    Nah, I was serious. I'm naive that way, and still think it's a good idea.

    I wish I had a real job! hahaha.

    Ah Pook wrote on May 19th, 2015 at 1:12am:
    I would.  I don't even need a thank you letter.  Thousands of hundr dozens of players bowing down in gratitude would be enough!

    I've volunteered too.  Like Munk said, it's not even on the table.

    Seriously though, to answer Hiding, no, it'll never happen.  Companies are insanely protective of IP, and even with NDAs, there's a great suspicion of people who aren't getting paid, because you can't exactly fire them when they leak all your secrets.  There's no way you'd have some filthy casual touching your precious AI code.  The most you'll generally see is level designs, since you can split off a tool and release that to the community.  I don't even think Turbine could do that, though.  Hand-crafted dungeons and all...

    I'd still love a proper API server though.  That's something they *could* do.


    I know Turbine will never do it, but I can see a time when some company will. I mean, NWN allows people to build quests - it can't be too much of a leap to come up with some kind of modular program design such that you could farm out non-core, noncritical aspects of it.

    Of course, I don't know anything about programming, so my speculations aren't worth much.
      
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    Re: Council Forums
    Reply #48 - May 19th, 2015 at 8:53am
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    Vargouille 
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    Originally Posted by Thalone 
    Stanch seems too powerful in terms of temporary HP when people are running around with one or two thousand HPs.
    This is probably correct. Still taking thoughts on where the balance should be.

    Originally Posted by CaptainSpacePony 
    This is the biggest issue with the whole tree: 10/20/30% lore is organically too much. Not only may it prove to be op for a warlock 3 splash, it severely restricts future design space for warlocky lore equipment.

    Originally Posted by Vargouille
    To clarify to all: This is spell critical damage, and not critical chance, unlike nearly everything currently available in DDO.

    Origonally Posted by CaptainSpacePony
    9% movement slow is not worth 1 AP, much less 3. If it is move speed only, it needs to be much bigger--3 to 6 or so times bigger.

    Originally Posted by Vargouille
    Honest question: Does 45% slow on every single auto attack or Cone-shape AoE attack seem reasonable for a tier 1? That sounds... kind of ridiculous. You can maintain the slow nonstop forever on a group of enemies.

    Maybe I'm overlooking some tier 1 abilities from other classes?

    It is also possible that this is just impossible to balance in a way that will be both fair and yet look desirable (which is a frustrating but not entirely uncommon problem).

    Originally Posted by CaptainSpacePony
    Does the shape affect the range of the blast?

    Originally Posted by Vargouillle
    The cone will be far shorter than the normal range.

    Originally Posted by CaptainSpacePony
    I'm fine w/a command SLA. Heightened it is a nice, cheap spam ability, especially if greater command has a longer cooldown and SP cost.

    Originally Posted by Vargouille
    That fits our expectations.

    Originally Posted by CaptainSpacePony
    -Showing my ignorance here, but since were warlocks healers? If this is not coming from the source material, kill it.

    Originally Posted by Vargouille
    It's not a very common thing. We'll take ideas for what other niche should be in this tree besides support/healing, and that isn't slated for another Warlock tree. (Completely serious and hopeful here; sometimes it's hard for a small design group or single designer to remember all the relevant things. And healing/support might fit Enlightened Spirit better, but that tree is already relatively "full" while this one is struggling to not just be DPS with a few control options, which so far are not looking popular! =)

    Originally Posted by CaptainSpacePony
    Triple Trouble is SAUCY! If EB damage is competitive, then a 300x damage boost may be OP, depending on the limitations.

    Originally Posted by Vargouille
    Clarifying: This is an activated attack. This isn't an Eldritch Essence that permanently boosts all auto-attacks. (Obviously this needs to be clarified in the text to avoid this confusion!)

    Originally Pisted by CaptainSpacePony
    Notes on enervation shadow above.
    Without really knowing the spell list, I wonder will TSWs be casting buffs often enough to warrant the wards and similar short term buffs?

    Originally Posted by Vargouille
    Some of this is up for testing and looking at, but without any DPS spells we do imagine Warlocks are going to buff and control primarily from their spellbook spells. Additionally, presuming the healing spells remain in Tainted Scholar, those would trigger these.


    Originally Posted by CaptianSpacePony
    -Way too much lore in the cores
    -Single target stunning EBs are probably a waste and have player comprehension issues so should be scrapped
    -Long cooldown mass heal is junk
    -Will there be enough buff spells to make 30 second buffs worth spending AP on?
    -I never heard of healer warlocks
    -Triple trouble may be OP

    Originally Posted by Vargouille
    1. This is all incredibly valid feedback; I don't want to suggest otherwise.
    2. Join me in this design problem: You've (theoretically) nixed almost everything that isn't pure DPS. What do you replace those abilities with?
    (Please Report Bugs. Thank you.) (Come chat about DDO!)
      
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    Re: Council Forums
    Reply #49 - May 19th, 2015 at 9:26am
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    Munkenmo wrote on May 19th, 2015 at 4:18am:
    You suck at leaks.

    Not surprising, as this is my first Wink That said, while the method sucks ATM, you know the info is good ^^

    PMed Strakein as earlier suggested for a better posting method as the current one is rather dry and unappealing. Hopefully I can find a way to pretty up the presentation some. Waiting on response. For now, I'll continue posting as is, and quality should improve over time - unless the current method sucks so bad all of you would prefer I post nothing more for now?
      
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