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Guild Points

Posted: Tue Sep 06, 2011 1:25 pm
by Nootau
It is not a templar's place to heal people but to kill Nethers. I suggest removing Templars from getting as many gains as they do from healing a wound and instead create areas of Nethers for Templars to fight and how much GP a nether gives a Templar.

Seeing as Wyr are penalized for death, i think it is only fair that Templars get a fine for dying to Nether creatures. Somewhere around -10GP per death seems fitting if the amount of GP per nether killed is like wise increased, maybe to 3-5GP per challenging Nether.

I ask for this change because I currently gain GP not from fighting nethers but from healing my own scrapes as it is the only viable way, and this seems just silly to me. :-/

Posted: Tue Sep 06, 2011 2:09 pm
by Rias
The Templar are charged to protect and keep people safe, and healing is an excellent way of doing that, so it is very much a Templar's place to heal when they can.

What is unviable about battling nethrim to get guild points? The points-on-striking method seems to work for Dwaedn Wyr, as well as the Udemi/Utasa against infested (and there is a smaller range of infested than there is nethrim, currently - to be fixed). The only ones who can get more than a single point on striking are Dwaedn Wyr, and that's only when they hit an opponent that is significantly more powerful than they are.

Taking a long time to advance through guild ranks is by design. If anything, people are advancing more quickly than I would like, but we're in the testing stages and I'd rather have people go a bit faster and be able to test the new abilities they unlock.

The Dwaedn Wyr lose points on death because A) their guild is all about combat prowess and victory, and B) (less important, but still a factor) they have an easier time getting guild points as they don't have creature-type restrictions on what gives them points. Templar are expected to lay down their lives in order to protect others and in the crusade against the Nethrim, so I wouldn't feel right penalizing them upon death. If anything, I'd be tempted to code in extra guild points for dying while taking a hit for someone else, as some sort of "noble sacrifice" reward.

Posted: Tue Sep 06, 2011 2:12 pm
by Rias
Oh, also know that Templar get guild points for guarding people in combat. Group up with someone and protect them against multiple foes, and you'll get quite a lot of guild points that way.

Posted: Tue Sep 06, 2011 2:32 pm
by Nootau
...Templars get one point per kill, not per hit. So fighting a skeleton and killing it gains only one Guild Point, which is less then healing a scrape and equal to blocking one attack. Seeing as healing scraps nets significantly more Guild Points then guarding a target or striking down nethers, I thought it would be a error rather then a system design, my mistake.

The flaw with guarding someone is, the Templar cannot in truth be the center of attention and use Press attacks or they will not gain Guild Points. With the new fatigue system for defensive actions, a Templar uses his energy twice as rapidly as normal, or does intercepting a attack not cost energy?

Posted: Tue Sep 06, 2011 3:33 pm
by Rias
There are no guild point gains coded into the death mechanic (because I don't want people fighting over who gets the killing blow, which would discourage grouping). You should be getting a point per hit. If not, you are experiencing a bug. Testing right now, I appear to be getting 1 point for every hit on various nethrim (including skeletons) when I set my guild to Templar, so see if you can discern some specifics on when you do and don't gain guild points and I'll check it out.

Intercepting attacks while guarding and performing a dodge, block or parry does cost energy. I'll have to come up with a Templar ability to help negate that. Thanks for pointing it out.

Regarding pressing and guarding - if there are multiple foes, you're only going to be able to press one of them at a time.

Posted: Tue Sep 06, 2011 3:41 pm
by Nootau
I thought Minor Beacon was a AoE Press causing everyone to attack you, am I mistaken?

Yes, I just tested it now and I am gaining GP per strike for some reason i remember only gaining one GP per kill. I apologize for the confusion.

Posted: Tue Sep 06, 2011 3:51 pm
by Rias
Oh, right. You said "press attacks" so I mistakenly assumed you meant the regular "press" command that makes an attack that also presses.

It's true if you use Minor Beacon, all enemies who fail to resist will temporarily be only attacking you, and so you won't be getting as many opportunities to gain guild points from guarding. However, Minor Beacon isn't meant to be a permanent replacement for guarding once you learn it, but more of a disaster-prevention/swarm-handler ability and Templar are expected to still regularly be making use of the guard command even after learning it.

Posted: Tue Sep 06, 2011 4:23 pm
by Nootau
Idea... Will you make a skill so Templars are not effected by being swarmed as much as normal fighters? Otherwise using Beacon is suicidal.

Posted: Tue Sep 06, 2011 4:52 pm
by Rias
They'll be getting more defensive abilities to increase their survivability.

Posted: Tue Sep 06, 2011 5:08 pm
by KianTheArcher
Tempered Steel
Templars train in the art of wading into the middle of combat, often undergoing rigorous training to simulate this. They're much more accustomed to fighting multiple opponents at once.

Mechanic Notes
Basically, it lowers the penalty Templars receive from larger groups swarming them.

Posted: Wed Sep 07, 2011 11:52 am
by Isiaa
Templars and monks could fight the sorcs on some special area available from the respective guilds halls.Basically it would involve a ten by ten area of identical rooms and a 1x10 line on the east and west sides with a series of ''dark'' themed rooms on one side and a series of identical "light" themed room on the other.The area would be populated by nether creatures and celestial beings.Say cherubs and wraiths,angels and revenants etc.
The 100 rooms would be road terrain and nothing else.They would be called 'within the mists'.This would make it easier for templars to gain GP and the blood of celestial beings is worth more than that of mortal beings.

Posted: Wed Sep 07, 2011 12:03 pm
by Rias
I'm working on allowing for various faction options (Jaren is a good example of the beginnings of such, silly sorcerer) and encouraged PvP between them.

The idea of an area of ongoing war between the forces of "light" and "darkness" is intriguing. If I see any naked baby angels fighting wraiths, though, I'm going to put my bets on the forces of darkness.

Posted: Wed Sep 07, 2011 12:21 pm
by Nootau
Will you open Sorc for other people to play it? I think Jaren might be lonely.

Posted: Wed Sep 07, 2011 12:26 pm
by Isiaa
Ja.

Posted: Wed Sep 07, 2011 2:04 pm
by Rias
Once I decide where to relocate the guild to. It won't be staying in its current location.

Posted: Thu Sep 08, 2011 2:50 am
by Isiaa
You could put it into the glacier in Caldwell or under the church in Caldwell.Caldwell could have some services available for the sorcs and other shady characters.Basically the city/town of evil.It's already gripped by an unnatural glacier after all.And sorcerers use cryomancy.

Posted: Thu Sep 08, 2011 7:08 am
by Rias
Caldwell could work thematically, but it already has another purpose and story to be revealed, and the sorcerers guild doesn't really fit in with it.