Post:Multi-op, what's next - 8/18/2007 - 11:31:41

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Multi-op, what's next · on 8/18/2007 11:31:41 AM 146
Okay, so what else is going to happen to multi in combat? Well, glad you asked. But first let me recap how it works right now so we are all on the same page. Right now multiple opponents in combat can generate a penalty upon your skills which is offset by your own multi opponent skill. That penalty is generated by figuring out by assigning a base value penalty to each creature according to its relative position to you. This base value then goes through a series of calculations and ends up as the actual penalty, all of which are added together. How does this affect you? Well the penalty for something at missile range is so small it is nearly pointless. When it comes to melee, the creature facing you is the lowest penalty, the many behind each have the largest penalty which all makes sense, sure. However, that means that when you get a second or third one on your back, the multi penalty is sky rocketing beyond control, particularly if you are hunting at level. This also means many hunters have taken to using methods such as block stop to artificially get higher penalties with fewer creatures for the sake of learning multi.

So, what are we going to do about it? Well, we are going to do this in two steps. First, I am going to mix up how the base penalty itself is determined without actually changing the values themselves. Instead of assigning penalty based upon relative location I'm going to set it up based on how many you've got on you. Wait, wait...before you start screaming in frustration please hear me out. Taking a cue from how most people hunt to learn the skill, I'm moving the base penalty from being behind the target to the first one checked, flanking to the second one checked and all the rest after that at melee will be the same as facing. This means that before the change and after, 3 creatures will have exactly the same multi penalty as if you had one in each position. 2 foes will be the same as if you had one behind and one flanking, but you can still face one and actively attack it. I've changed those at pole range to have a single consistant penalty each and those at missile will not in and of themselves cause a penalty. They will however take advantage of the penalty those at melee cause and will of course have the potential to teach multi just like they did before, they simply won't contribute to it just by standing there potentially 100 yards away.

This is currently in QC exactly how I described it, but please understand that this is again the first step. We need to release this revamped method first, then I will monitor in the game and the feedback on the boards to determine where everything stands and tweak the actual numbers and exp formulas themselves to further improve the situation. So please when this goes into effect, please assess how these changes honestly affect you. Those who typically fight in areas with swarms of 2-3 should see things remaining consistant or improving. Those who hunt in super high swarm areas should find that the multi penalty is lower, and yes so will be the teaching, so if you counted on swarms of 7 vines/sprites/whatever to greatly extend the training cap of a creature this may not suit you. Unfortunately, there is no way to keep that for those in the upper ranges of a hunting ground and yet still help out those for whom the 3rd one walking in is insta-death. Give it all a shot, then bring your experiences to the boards and let's see what all is needed for step two, okay? This will probably go live in the next week or so, pending how the QC goes.

GM Oolan Jeel

This message was originally posted in Combat - Weapons and Armor (11) \ Game Master and Official Announcements, by DR-OOLAN on the play.net forums.