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We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualSinisterPride

Posted 28 January 2013 - 11:20 AM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
§• ɸ§
 
Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
§• ɸ§
 
The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? happy.png
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
§• ɸ§
 
[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
§• ɸ§
 
Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required. To limit use I employed a will drain mechanic while it is active. This only applys to the regeneration aspect of the spell. the suture works just as well as a bandage or cauterization and would stay in effect after the spell is no longer active.
 
This hasn't been stated anywhere yet but, after you run out of will, you begin using health to fuel your spells.
 
It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
§• ɸ§
 
I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
§• ɸ§
 
Sin

#9SinisterPride

Posted 27 January 2013 - 12:13 AM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
←§• ɸ◦§→
 
Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
←§• ɸ◦§→
 
The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? happy.png
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
←§• ɸ◦§→
 
[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
←§• ɸ◦§→
 
Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required. To limit use I employed a will drain mechanic while it is active. This only applys to the regeneration aspect of the spell. the suture works just as well as a bandage or cauterization and would stay in effect after the spell is no longer active.
 
This hasn't been stated anywhere yet but, after you run out of will, you begin using health to fuel your spells.
 
It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
←§• ɸ◦§→
 
I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
←§• ɸ◦§→
Sin

#8SinisterPride

Posted 23 January 2013 - 04:49 PM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
←§• ɸ◦§→
 
Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
←§• ɸ◦§→
 
The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? happy.png
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
←§• ɸ◦§→
 
[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
←§• ɸ◦§→
 
Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required. To limit use I employed a will drain mechanic while it is active. This only applys to the regeneration aspect of the spell. the suture works just as well as a bandage or cauterization and would stay in effect after the spell is no longer active.
 
This hasn't been stated anywhere yet but, after you run out of will, you begin using health to fuel your spells.
 
It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't have take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
←§• ɸ◦§→
 
I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
←§• ɸ◦§→
Sin

#7SinisterPride

Posted 23 January 2013 - 04:46 PM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
←§• ɸ◦§→
 
Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
←§• ɸ◦§→
 
The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? happy.png
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
←§• ɸ◦§→
 
[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
←§• ɸ◦§→
 
Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required. To limit use I employed a will drain mechanic while it is active.
 
This hasn't been stated anywhere yet but, after you run out of will, you begin using health to fuel your spells.
 
It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't have take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
←§• ɸ◦§→
 
I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
←§• ɸ◦§→
Sin

#6SinisterPride

Posted 23 January 2013 - 04:45 PM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
←§• ɸ◦§→
 
Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
←§• ɸ◦§→
 
The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? 
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
←§• ɸ◦§→
 
[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
←§• ɸ◦§→
 
Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required. To limit use I employed a will drain mechanic while it is active.
 
This hasn't been stated anywhere yet but, after you run out of will, you begin using health to fuel your spells.
 
It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't have take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
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I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
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Sin

#5SinisterPride

Posted 23 January 2013 - 04:38 PM

Thank you for being the first few to respond. It gets the ball rolling wink.png 
 
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Very valid points, points that I was aware of while working on the more technical aspects of the design theory/concept.
 
What you mentioned is somewhat displayed in Elder scrolls IV: Oblivion. The "Athleticism" and "Stealth" skills could be largely exploited with similar methods as you mentioned.
 
I have a few propositions in the form of checks and balances to avoid those methods of exploits:
 
- All passive stat gains have varying conditions which must be met for them to activate.
- On top of these varying conditions, passive stat gain is in terms of decimal gain. In other words you gain FAR less passive expierience/stat from the passive methods than you do from the active ones.
 
There was one last thing I thought out but its on the more technical side and most players wouldn't see it. Its a "anti-macro" code built into the game. Essentially it works on the principle of algorithm detection. The code will constantly and passively monitor command inputs and will catch patterns when they repeat. This code posed a programming hazard because after a long period of recording the information has to be dumped or else the load is too much for the engine to process. I figured I could set a timer (its set for about 24 minutes or an ingame day) to dump the recorded commands and start monitoring all over again. This means a player (if they found out about the 24 min aspect of the code) would have to record a full 24 minutes worth of actions into a macro. If the code detects anything fishy, all stat gain (both passive and active) halt until the end of the 24 minute cycle. That means if people even try to grind in a cheesy exploitive way they get the boot lol
 
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The Callous and Scarring system was alot less confidently proposed as you may have seen. This is because as you said there are alot of rammifications and possible exploits when it comes to something along the lines of health. Especially when healing effects are taken into account.
 
These were my propositions to implement the C&S mechanic while counteracting possible exploits:
 
There are only two forms of healing within the game
 
Although there is no dying in A.E. (its explained in the story/lore) you don't want to know about the "near death mechanics and penalties" they're harsh. Theres also no "loading to a previously safe state" to avoid dealing with recovery time either because an auto save mechanic is implemented for every 10% of health lost.
 
Health regeneration in the common and traditional sense of gaming isn't a default mechanic in the world of A.E.
 
The forms of healing are as follows:
 
First aid
Is time affected; you have to give a wound time to heal after properly dressing/tending to it. The game time to real world time ratio will be something along the lines of an hour in game equals a minute in real life. This should give you a sense of what a week of recovery would feel like if theres 24 minutes per game day. Extreme wounds can heal within moderate amounts of passive gameplay (in game week or two for a cauterized or stitched wound to show improvement) as long as you don't exert yourself and stay away from combat.
 
Can you say passively forced way of suggesting exploration of other features? laugh.png It could cause some less patient people to shy away from the game but its my punishment for recklessness/attempting to exploit tongue.png 
 
This is the strongest deterent to exploiting the C&S system I could come up with because people will choose to be more cautious of how much damage they take in order to avoid such long periods of down time. Fiddling with crafts and such is fun but I myself wouldn't want to be forced to only play that way for the next hour due to being reckless. The other choice would be afking but who really wants to keep doing that because theyre failing at not taking damage? 
 
 
Magical
This comes in the form of a high level self cast technique. If you've read the weaver section in my first post on A.E. this will be easier to understand. 
 
Magic induced healing comes in a few forms which encompass some low level and higher end techniques. 
 
Lower end techniques include: 
 
Magical Cauterization: You basically burn yourself to close a wound. Essentially you hurt yourself to keep yourself from reaching the near death state.
 
Earthen Suture: Dirt bandade lol.. Its temporary so the effect breaks before any real recovery time occurs. The penalty here occurs when people realize they can cast it a few times and try to exploit it while not dressing their wound properly. Infection occurs and the rate your health was dropping from the wound increases. An antibiotics (antidote) as well as having to deal with tending to the wound now need to be dealt with.
 
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[spoiler alert] - I havent posted details about this advanced aspect of weaving. Theres a high end brach of weaving that allows for hybrid/combined use of the elements. I wont go into detail here but it is about to be exposed.
 
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Higher end Techniques include:
 
Druids' Rejuvination: This is an advanced spell which takes a moderate amount of mastery in both Earth Weaving and Water Weaving. Aside from having mastery in both elements you would need to discover the spell (my upcoming post on skills/spells will explain this). The effect is a clean clay suture which closes the wound for as long as required (drains your will while active which will be explained later but basically after you run out of will, you begin using health to fuel your spells). It also activates Health Regeneration (which isnt a constant/default mechanic in A.E. as I mentioned) up to 33% of your maximum health. Druids rejuvination is the ultimate healing spell. Due to its will draining mechanic as well as the slow rate of will recovery by default in A.E. the use of it is limited.
 
Dragons' Heart: This is another advanced spell which takes moderate mastery of both Fire Weaving and Water Weaving. It is easier to attain but has a drawback built into it. The effect is cauterizing all of your wounds from the inside out which closes the wounds entirely while bringing you down to 5% Health. In other words you don't wanna do this on the run or mid fight. As in Druids' Rejuvination, you gain Health Regeneration up to 20% of your maximum health. It doesn't have take a constant amount of will to use but the effect in place to keep it from being exploited is that your will drops down to 5% as well when your health does.
 
 
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I hope this was sufficient to answer your questions smile.png 
 
Again, thank you for being the first few to post, I really appreciate it biggrin.png
 
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Sin

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