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Re: Paladin damage needs to be fixed

Posted: Tue Feb 12, 2019 1:44 pm
by Jakkal
I don't do the spellscripting myself, but I can tell you that any class ability that is basic and easy to set up has been.

But keep in mind that we're working on things from a "wide scope" down to details. We need to get the 'wide scope' in place first, we need the basic framework in. Players want details, but we're not at the stage that we can refine things when we're still at the stage trying to make sure the framework is in place.

If you have an ability that just says something like "Does weapon damage + 6" then chances are real good that it's already set up.

But then we have abilities that are "Does 350% of weapon damage and if you're behind the target, it adds more damage, and if you're flanking an enemy it does this damage, and if you shake a little and turn yourself around, it has a chance of stunning"

Okay that's an exaggeration, but there are a lot of abilities in VG that do things or require things that haven't been set up yet. Since all the classes have their own unique skills, abilities, weapons, and requirements, there's a lot of framework we have to put in place that accommodates ALL of them.

So right now, player priority is: stuff to do, loot, and skills. But dev/designer priority is setup and only setup. We can't work on details when we're still working on the backend. We have given players some skills and some incomplete skills so they can do some things, but that's where we're at right now. It'll be a while before we can add in the details that the players are looking for.

And this is part of why we say we're not comparable to live yet.

Re: Paladin damage needs to be fixed

Posted: Tue Feb 12, 2019 4:58 pm
by Faux
Wheema,
Like Jakkal said, abilities that do damage (direct or DoTs), heal (direct or HoT), buff (some aspects may be non-functional still) are largely scripted. Special case or "one off" abilities like Necro Death Touch or Sorc Chaos Volley do not work yet. Snares, roots, lulls, mezzes, charms, etc... are all in varying stages of development. Bard songs are supported, but only a few of the low level song components are actually scripted. Some combat forms/stances work, but they are all in early implementation. If you want to use necropsy to hunt for grafts, thats not going in for a bit. You get the drift.

Recently, I finished up a rewrite to how PCs cast spells because we were getting issues with managing all the associated effect timers when players moved between chunks. Now that the rewrite is done and working, I am going through all 3000+ abilities to categorize them into easy reference lists so I can finish all the back end requirements for scripting. For instance, I find all the snare spells to determine what needs to be supported such as, duration based fade, does overwriting a snare remove the parent effect or just the snare component, does it have a hit number based fade, etc...

Damage bonuses need to discriminate by attack type, damage type, race type, can be percent based or flat damage based, can last for a specific time or a specific number of hits, etc...

My goal is to have all abilities, if not scripted, then scriptable by the end of spring.