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Old 10-09-2005, 04:11 PM   #1
Threshold
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Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 1,260
Threshold will become famous soon enough
These two concepts have undergone constant analysis in order to review their effectiveness at improving game balance. The following changes have been made to these systems in order to improve them:

<span style='color:cyan'>MAULING</span>: The old system divided damage taken in PvP by the number of people attacking someone. So when 2 people were attacking, the victim would take 50% damage, 3 attackers = 33%, 4 attackers = 25%, 5 attackers = 20%.

The problem with the damage reduction being this extreme is that it made hegemons nearly invincible and just exacerbated the problem of high level players running roughshod over everyone else.

The new system simply reduces damage by 10% for each additional attacker, with a cap of 50% damage reduction. So, 2 people = 90%, 3 people = 80%, 4 people = 70%, 5 people = 60%.

We hope this will still discourage mauling without removing the option of getting a group together to take down someone who is much more powerful.

<span style='color:cyan'>NPC BUFFING</span>: Threshold was originally designed so that anyone could solo any area in the game. The downside of this heavily solo-oriented design is that it makes groups extremely powerful. The code we implemented to balance this added 25% to the hit points of an NPC for each additional attacker (including adding 25% per outside healer). Since this was cumulative, it worked like this: 2 attackers = 125% hp, 3 attackers = 156% hp, 4 attackers, = 195% hp.

There were a number downsides to this system. First, it discouraged and penalized outside/distance healing to a greater extent than desired. Second, it resulted in very OOC, often grief-like behavior with people running around "buffing up" NPCs just to screw their enemies or to ruin an area for people. Third, it could be undeservedly devastating to someone who was fighting an NPC when a group of 3 people ran through and buffed the NPC up 95%!

The new system makes use of mauling type code for NPCs since that only affects damage taken while there are actually multiple attackers. This means if someone runs into the room where you are fighting, their effect on the NPC's damage reduction ceases when they leave the room. This also means that distance healing no longer buffs up the NPC. The new system reduces damage taken by 15% for each additional attacker, with a cap of 60% damage reduction. So, 2 attackers = 85% damage taken, 3 attackers = 70%, 4 attackers = 60%. To summarize the effects of this new system:

<span style='color:cyan'>1)</span> Distance healing no longer buffs the NPC you are attacking in any way.

<span style='color:cyan'>2)</span> People running through the room or attacking the NPC (either before or during your battle) only effects the NPC's damage reduction while they are actually in the room. It is not permanent like the old system.

<span style='color:cyan'>3)</span> Overall, the effect of this is significantly LESS than the old system even under the old system's ideal circumstances. This means groups will have an easier time with NPCs gamewide.

<span style='color:cyan'>FINALLY</span>: We are also looking at the effects of groups on loot drop rates- with particular emphasis on a handful of NPCs that are notoriously stingy. The changes to the NPC buffing code should already have the effect of making it easier to kill some of these NPCs, but we will continue to examine their drop rates for ways to improve that aspect of the game as well.
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