Coming Soon: Discussion Thread (2022)

Moderators: Moderator, Quality Control, Developer, DM

User avatar
Blame The Rogue
Posts: 653
Joined: Thu Apr 22, 2010 10:10 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Blame The Rogue »

BloodRiot wrote: Wed Jun 01, 2022 12:41 am Tower Shields DO have innate AB penalties. And all shields also take the offhand slot and have ASF and ACP.

And yes by focusing on not being hit by dodge or shielding, you are focusing less on hitting.
Tower shield
The tower shield is a veritable wall of protection, though it can be quite cumbersome to carry on an adventure.

AC Bonus: 4
-2 Attack bonus
Maximum dexterity bonus: N/A
Arcane spell failure: 50%
Armor check penalty: -10
- https://nwn2.fandom.com/wiki/Tower_shield

Edit;reworded statement to be more accurate.
as a reaction to a foe swinging at you, it's not "i'm tumbling around the room non-stop the entire fight". but we can agree to disagree

all i know is that changes to mechanics and gear have already lost my main character 4ac. if the changes, that are being left out for now, are put in, i will lose 1 more ac and 1 ab. and i'm stating my opinion on that, and saying, please do not. ty
"Before you die, you should know why you lived."
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Flatted Fifth »

zhazz wrote: Tue May 31, 2022 8:46 am
Blame The Rogue wrote: Tue May 31, 2022 8:24 am
EasternCheesE wrote: Tue May 31, 2022 6:55 am

Aside from tumble AC change which was already said to be postponed for reconsideration, nothing really forces you to use any of newcoming modes.
With the upcoming things as they are advertised, nobody get any AC or AB hit. Everyone gets free "crappy CE" and parry now gives AC in fact, but you or anyone are not forced to use it at all.
Modes don't nerf AB if you don't use them. And if you didn't use them prior the patch, you won't suddenly have to start using them after the patch.
i currently have 30 tumble and use CE. if all the changes were implemented i would indeed have to use two modes? ce wont stack with tumble in that case? meaning i would have to use fighting defensively to keep tumble ac and switch from ce to ath trip and use that mode as well to keep that ac, yes?
Tumble + Combat Expertise = +6 AC and -3 AB
Fighting Defensively /w Tumble 25 = +5 AC and -4 AB

Effectively you lose 1 AB and AC in comparison to now.
Wrong. Total defense doesn't let you make normal attacks, your character stands there bobbing up and down like an idiot waiting for a good roll to allow a riposte. It's rubbish. And you still get hit on every natural 20. Meanwhile, fighting defensively gives you 20% less chance of scoring a hit. This really screws with rogues and monks who have mid BAB to begin with. You can't win on defense alone. There is a REASON why the game is designed so that your default state is a mix of offense and defense, allowing more defense at the cost of offense via CE, or more offense at the cost of defense via 2 handed or 2 weapons. THREE combat states, not TWO. Offense, Defense, with a default state of a mix.

And the proposal to remove tumble ac normally and take away armor optimization for light armor really should come off the table completely, not be postponed. Dex builds were designed to shine in the late game with top tier gear while plate builds were designed to be easier in the early game. Just having a server where the max enhancement is 4 instead of 8 and max level is 30 instead of 40 messes with that dynamic and gives light armor users a big disadvantage. Now you want to take away 3 ac from everyone when they're attacking normally and 5 ac from swashbucklers and rangers and rogues. -3 ac is a 15% increase in odds of getting hit. -5 ac is a 25% increase.

And Rhifox, please, don't ever say "if you don't like it you don't have to use it" while crippling us if we don't.
Last edited by Flatted Fifth on Wed Jun 01, 2022 6:57 am, edited 2 times in total.
User avatar
Blame The Rogue
Posts: 653
Joined: Thu Apr 22, 2010 10:10 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Blame The Rogue »

if this is correct, i fail to see why tumble would be connected to fighting defensively at all, would parry not make more sense?

the more i hear about the specifics of the mechanics, the more i do not want this to happen

it seems the popular opinion is to leave to ce/ice and tumble alone
"Before you die, you should know why you lived."
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by EasternCheesE »

Hidden: show
Flatted Fifth wrote: Wed Jun 01, 2022 6:45 am
zhazz wrote: Tue May 31, 2022 8:46 am
Blame The Rogue wrote: Tue May 31, 2022 8:24 am

i currently have 30 tumble and use CE. if all the changes were implemented i would indeed have to use two modes? ce wont stack with tumble in that case? meaning i would have to use fighting defensively to keep tumble ac and switch from ce to ath trip and use that mode as well to keep that ac, yes?
Tumble + Combat Expertise = +6 AC and -3 AB
Fighting Defensively /w Tumble 25 = +5 AC and -4 AB

Effectively you lose 1 AB and AC in comparison to now.
Wrong. Fighting defensively doesn't let you make normal attacks, your character stands there bobbing up and down like an idiot waiting for a good roll to allow a riposte. It's rubbish. Meanwhile you still get hit on every natural 20. You can't win on defense alone.

And the proposal to remove tumble ac normally and take away armor optimization for light armor really should come off the table completely, not be postponed. Dex builds were designed to shine in the late game with top tier gear while plate builds were designed to be easier in the early game. Just having a server where the max enhancement is 4 instead of 8 and max level is 30 instead of 40 messes with that dynamic and gives light armor users a big disadvantage. Now you want to take away 3 ac from everyone when they're attacking normally and 5 ac from swashbucklers and rangers and rogues. -3 ac is a 15% increase in odds of getting hit. -5 ac is a 25% increase.

And Rhifox, please, don't ever say "if you don't like it you don't have to use it" while crippling us if we don't.
"Fighting defensively" mode is literally described as "while attacking" or "full round action" in PnP and it allows attacking while using that mode. Rhifox did also quite explicitly said it allows for it. Fighting defensively is a "Free crappy CE mode" unless one invests into tumble to pump it up, per initial design and per implementation (i specifically went to see the code). You may be mixing it up with "Total defense" which is renamed parry.

I won't touch AC or armor optimisation topics as both sides obviously have their objective and fair subjective arguments and my own opinion doesn't matter much in regards of discussion and argument.

NB.
Nothing on bgtscc is really set in stone aside hardcoded features (and those are only set in stone cause we only have Dae who can change them and it takes enormous time to implement even for him). If we add something, be sure we believed it would make things more balanced/better in general. We, obviously can make mistakes, but in numerous times, players feel like we purposely nerf something to make server less enjoyable. We don't. Everything we do is aimed to increase options, increase playability, immersion, allow for easier area building, DM event difficulty adjustment and so on. Some of these changes take things away or impose some limitations, yeah. If something looks like a straight nerf, it is because we have idea of how things should work and only having real people going around and seeing how it works in practice can allow us to see if things were good or not. Making drama from every change that doesn't boost player power doesn't really help to do any project. if you see something you don't like and you see we really want it happen, at least, give it a chance. If it proves bad month later, then initiate discussion again and we will be happy to talk it constructively to find the way it becomes more pleasant to play.
We are known to be not super fast on implementing stuff, but hey, there are new people in team and you see that we do stuff and at quite fast pace right now.

And, once again and after it was said million times through years. Having hostility against staff doesn't help anyone doing anything. When you disrespect people who do work for you, you simply make them less prone to 1) listen to you 2) do anything at all. It's not really hard to be polite. Please keep things civilized. It's not pointed directly at you (though, be sure, i definitely often find the way you post on forums as passive-aggressive or just aggressive insulting style), but to anyone.
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Flatted Fifth »

Rhifox wrote: Tue May 31, 2022 4:12 am
Flatted Fifth wrote: Tue May 31, 2022 3:57 am Btw, something being in PnP is never a reason for it to be in this game. In PnP played by 3 - 5 friends around a table, the assumption is that the guy in full plate and the ranger in leather are on the same side and taking different roles in the team. For this game, the designers knew that there could be times when the guy in plate and the guy in leather are on opposite sides and so certain things, such as heavy armor optimization feat, were intentionally left out. I reiterate, armor optimization shouldn't have been added in the first place. Having added it, making it work on all armors fixed that mistake. Now you're proposing un-fixing it.
It was changed because no one was taking it, because everyone just used mithral full plate instead of actual heavy armor. It was changed from its original implementation to make non-mithral armors stack up better against mithral armors. Now that we have new armor types that stack up better against mithral (including a heavy armor type that matches mithral for AC and qualifies for armor optimization, thus surpassing it), there's more reasons to take optimization.

And frankly, it should have never been made to work with light armors to begin with, because that armor type was and is the most desirable armor type.
Armor that consistently has a max ac + dex bonus value of 8 is more desirable than armor that has a max value of 9, 10, or 11? Yeah.. ok.

Armor optimization shouldn't be in the game at all. The actual pros left it out on purpose. And if you're going to have it all, having it only available for the armor that already gives the best defensive result is some -serious- bs. You don't -have- to balance regular plate and mithral, you know. The only reason you would need to is if mithral were hard to find. Oh, it is, you say? And why is that? Oh, it's because of you. The original design was that a player could get mithral (though expensive) and enchant it themselves and it's only the dev team here that has kept this as the only server without player enchanting for over ten years.


All of the original dynamics are right out the window on this server. Originally plate was meant to be easier in the early game and no-armor builds like monks and duelists were meant to shine in the late game but be hard in the early game. But that was with +8 enhancement items and levels above 30. The cap on items of +4 (except crossbows apparently) and the level cap of 30 change this, giving plate armor the edge.

Leather Light armor + 3 ac from tumble + 2 from optimization = +13 ac, + 6 or 7 heavy shield, +8 or 9 tower shield (but usually lacks strength to carry around a tower)

Mithral Light Armor +3 ac from tumble = +13 ac, + 6 or 7 heavy shield, +8 or 9 tower shield (but usually lacks strength to carry around a tower)

Padded or Leaf Light armor +3 ac from tumble +2 from optimization = +14 ac, + 6 or 7 heavy shield, +8 or 9 tower shield (but usually lacks strength to carry around a tower)

Full plate + 3 ac from tumble +2 from optimization = +15 ac, + 6 or 7 heavy shield, +8 or 9 tower shield

Mithral full plate +3 ac from tumble = +15 ac, + 6 or 7 heavy shield, +8 or 9 tower shield

Darkleaf full plate + 3 ac from tumble + 2 from optimization = +16 ac, + 6 or 7 heavy shield, +8 or 9 tower shield

No Armor + 30 dex + 3 ac from tumble + 5 Invis Blade w/ 20 int = +18 ac, + 6 or 7 heavy shield, +8 or 9 tower shield (but usually lacks strength to carry around a tower)

No Armor + 30 dex + 3 ac from tumble + 7 duelist w/ 24 int = +20 ac, but no possibility of shield

And it's the LOWEST number that you want to further reduce?!?!?!? Oh, of course, unless we use your new mechanic, then we just get a 20% less chance of actually hitting anything.

Taking away optimization from the lowest of those is a pretty terrible idea. In terms of defense, plate is the clear winner except for 2 very specific PrC. For most people, especially those who need stats other than dex such as ... you know, most builds, especially divine casters, plate is clearly already the best. Your proposal to remove optimization from light armor cripples dex builds except for two PrCs that not everyone who wants a dex build is going to want to play. (also would recommend giving duelist light shield use but capping the Int ac bonus at 6)
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Flatted Fifth »

If you want to take away passive tumble ac, fine, but give everyone +1 base ac every 7 character levels. Our BAB goes up as we gain levels, our ability to instinctively avoid blows should too. This would be a boon to classes who don't have a lot of skill points to spare such as fighters and clerics and allow rogues and swash to spend more points on social/rp skills like bluff and sense motive.
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Flatted Fifth »

EasternCheesE wrote: Wed Jun 01, 2022 7:41 am
Hidden: show
Flatted Fifth wrote: Wed Jun 01, 2022 6:45 am
zhazz wrote: Tue May 31, 2022 8:46 am

Tumble + Combat Expertise = +6 AC and -3 AB
Fighting Defensively /w Tumble 25 = +5 AC and -4 AB

Effectively you lose 1 AB and AC in comparison to now.
Wrong. Fighting defensively doesn't let you make normal attacks, your character stands there bobbing up and down like an idiot waiting for a good roll to allow a riposte. It's rubbish. Meanwhile you still get hit on every natural 20. You can't win on defense alone.

And the proposal to remove tumble ac normally and take away armor optimization for light armor really should come off the table completely, not be postponed. Dex builds were designed to shine in the late game with top tier gear while plate builds were designed to be easier in the early game. Just having a server where the max enhancement is 4 instead of 8 and max level is 30 instead of 40 messes with that dynamic and gives light armor users a big disadvantage. Now you want to take away 3 ac from everyone when they're attacking normally and 5 ac from swashbucklers and rangers and rogues. -3 ac is a 15% increase in odds of getting hit. -5 ac is a 25% increase.

And Rhifox, please, don't ever say "if you don't like it you don't have to use it" while crippling us if we don't.
"Fighting defensively" mode is literally described as "while attacking" or "full round action" in PnP and it allows attacking while using that mode. Rhifox did also quite explicitly said it allows for it. Fighting defensively is a "Free crappy CE mode" unless one invests into tumble to pump it up, per initial design and per implementation (i specifically went to see the code). You may be mixing it up with "Total defense" which is renamed parry.

I won't touch AC or armor optimisation topics as both sides obviously have their objective and fair subjective arguments and my own opinion doesn't matter much in regards of discussion and argument.

NB.
Nothing on bgtscc is really set in stone aside hardcoded features (and those are only set in stone cause we only have Dae who can change them and it takes enormous time to implement even for him). If we add something, be sure we believed it would make things more balanced/better in general. We, obviously can make mistakes, but in numerous times, players feel like we purposely nerf something to make server less enjoyable. We don't. Everything we do is aimed to increase options, increase playability, immersion, allow for easier area building, DM event difficulty adjustment and so on. Some of these changes take things away or impose some limitations, yeah. If something looks like a straight nerf, it is because we have idea of how things should work and only having real people going around and seeing how it works in practice can allow us to see if things were good or not. Making drama from every change that doesn't boost player power doesn't really help to do any project. if you see something you don't like and you see we really want it happen, at least, give it a chance. If it proves bad month later, then initiate discussion again and we will be happy to talk it constructively to find the way it becomes more pleasant to play.
We are known to be not super fast on implementing stuff, but hey, there are new people in team and you see that we do stuff and at quite fast pace right now.

And, once again and after it was said million times through years. Having hostility against staff doesn't help anyone doing anything. When you disrespect people who do work for you, you simply make them less prone to 1) listen to you 2) do anything at all. It's not really hard to be polite. Please keep things civilized. It's not pointed directly at you (though, be sure, i definitely often find the way you post on forums as passive-aggressive or just aggressive insulting style), but to anyone.
RE: Fighting defensively vs New Parry. Yeah, I got the terminology mixed up, not the concepts. I edited to reflect.

RE: rudeness, I don't mean to be rude, I just can't think of very nice ways to point out that the dev team here keeps messing with game balance set by professionals who are better at it because it's their actual job and some of them have things like degrees in statistical analysis. I never claim to know better than my doctor about my health. I never claim to know better than Neil DeGrasse Tyson about space. But the team here consistently seems to think they know better than professionals and to make changes that affect all the players without even asking for our input. Negatively impacting a lot of players without their input or permission is pretty rude, too.

Even having a server where the cap on levels is 30 and on gear is +4 messes with game balance because some builds are meant to be slower burners than others. And while I certainly don't advocate just making a belt of +8 strength available and we all reach lvl 40, I cannot fathom why it is that light armor wearers keep getting the shaft. Is it because Expose Weakness is so OP? Who made it that way? The team here made it that way. Put a cap of 6 on expose weakness damage. Is it because HiPS is so OP in PvP? Then instead of making light weapons crappy compared to the heavy weapons in the epic shops and punishing all light armor wearers even against NPCs, make heavy and medium armor give a reduction in damage from sneak attacks. It should be harder to stab someone in a vital area if their vital areas are covered in steel anyway.
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by EasternCheesE »

Hidden: show
Flatted Fifth wrote: Wed Jun 01, 2022 9:05 am
EasternCheesE wrote: Wed Jun 01, 2022 7:41 am
Hidden: show
Flatted Fifth wrote: Wed Jun 01, 2022 6:45 am

Wrong. Fighting defensively doesn't let you make normal attacks, your character stands there bobbing up and down like an idiot waiting for a good roll to allow a riposte. It's rubbish. Meanwhile you still get hit on every natural 20. You can't win on defense alone.

And the proposal to remove tumble ac normally and take away armor optimization for light armor really should come off the table completely, not be postponed. Dex builds were designed to shine in the late game with top tier gear while plate builds were designed to be easier in the early game. Just having a server where the max enhancement is 4 instead of 8 and max level is 30 instead of 40 messes with that dynamic and gives light armor users a big disadvantage. Now you want to take away 3 ac from everyone when they're attacking normally and 5 ac from swashbucklers and rangers and rogues. -3 ac is a 15% increase in odds of getting hit. -5 ac is a 25% increase.

And Rhifox, please, don't ever say "if you don't like it you don't have to use it" while crippling us if we don't.
"Fighting defensively" mode is literally described as "while attacking" or "full round action" in PnP and it allows attacking while using that mode. Rhifox did also quite explicitly said it allows for it. Fighting defensively is a "Free crappy CE mode" unless one invests into tumble to pump it up, per initial design and per implementation (i specifically went to see the code). You may be mixing it up with "Total defense" which is renamed parry.

I won't touch AC or armor optimisation topics as both sides obviously have their objective and fair subjective arguments and my own opinion doesn't matter much in regards of discussion and argument.

NB.
Nothing on bgtscc is really set in stone aside hardcoded features (and those are only set in stone cause we only have Dae who can change them and it takes enormous time to implement even for him). If we add something, be sure we believed it would make things more balanced/better in general. We, obviously can make mistakes, but in numerous times, players feel like we purposely nerf something to make server less enjoyable. We don't. Everything we do is aimed to increase options, increase playability, immersion, allow for easier area building, DM event difficulty adjustment and so on. Some of these changes take things away or impose some limitations, yeah. If something looks like a straight nerf, it is because we have idea of how things should work and only having real people going around and seeing how it works in practice can allow us to see if things were good or not. Making drama from every change that doesn't boost player power doesn't really help to do any project. if you see something you don't like and you see we really want it happen, at least, give it a chance. If it proves bad month later, then initiate discussion again and we will be happy to talk it constructively to find the way it becomes more pleasant to play.
We are known to be not super fast on implementing stuff, but hey, there are new people in team and you see that we do stuff and at quite fast pace right now.

And, once again and after it was said million times through years. Having hostility against staff doesn't help anyone doing anything. When you disrespect people who do work for you, you simply make them less prone to 1) listen to you 2) do anything at all. It's not really hard to be polite. Please keep things civilized. It's not pointed directly at you (though, be sure, i definitely often find the way you post on forums as passive-aggressive or just aggressive insulting style), but to anyone.
RE: Fighting defensively vs New Parry. Yeah, I got the terminology mixed up, not the concepts. I edited to reflect.

RE: rudeness, I don't mean to be rude, I just can't think of very nice ways to point out that the dev team here keeps messing with game balance set by professionals who are better at it because it's their actual job and some of them have things like degrees in statistical analysis. I never claim to know better than my doctor about my health. I never claim to know better than Neil DeGrasse Tyson about space. But the team here consistently seems to think they know better than professionals and to make changes that affect all the players without even asking for our input. Negatively impacting a lot of players without their input or permission is pretty rude, too.

Even having a server where the cap on levels is 30 and on gear is +4 messes with game balance because some builds are meant to be slower burners than others. And while I certainly don't advocate just making a belt of +8 strength available and we all reach lvl 40, I cannot fathom why it is that light armor wearers keep getting the shaft. Is it because Expose Weakness is so OP? Who made it that way? The team here made it that way. Put a cap of 6 on expose weakness damage. Is it because HiPS is so OP in PvP? Then instead of making light weapons crappy compared to the heavy weapons in the epic shops and punishing all light armor wearers even against NPCs, make heavy and medium armor give a reduction in damage from sneak attacks. It should be harder to stab someone in a vital area if their vital areas are covered in steel anyway.
Whether you mean or not to be rude, doesn't change the fact you do behave rude and insult people with your posts. "I don't mean to be rude" is not a magic band aid that lifts away the fact.
Nobody also forces you to be nice. But not having nice ways to prove your point doesn't mean there are no neutral and commonly polite way to prove it.
Insults don't help in proving anything.

Having cap of 30 levels and +4 gear messes with your vision of game balance, trying to extrapolate your vision on "that's how it's meant to be" and claiming it's only right one isn't helpful as well.
Currently, despite your words, you literally accuse Dev staff of doing bad job because you consider your vision on how such things should be done being better.

"But the team here consistently seems to think they know better than professionals".
Who are those professionals? Anyone who opened mob AI scripts by obsidian can definitely say that getting paid for coding doesn't mean one is professional.
When you appeal to some mystic "professionals", you don't know what was in their mind, you don't know what was in BGTSCC Devs mind for last 14 years as well unless you were one of admins who were forming server's appearance and features. In that case, you may know, but again, there are no some "professionals who designed things to be like i say" sort of things. It's your vision, it doesn't coincide with Rhifox's vision on it. Instead of polite constructive discussion, we have to read text full of anger, accusations (both false and fair) in a very unpleasant form. Once again, this helps noone.

As Dev team, we have some vision (or, at least, we are not against overall idea when such vision is formed by admins, if we are, we do have debates in order to find compromise). It's not flawless, it has it's own balance issues. We discuss things with people and we get many input from players as well, just like this thread. Many Devs avoid talking to players because they feel burned out from drama and rants that happen. I myself don't give a shit about my "reputation" and i don't worry enough to be deeply insulted by player reaction to what i do and i tend to say what i think when i don't like how somebody does something that affects me.
We have our idea, if you don't like it or you find it being a balance concern, please tell it in polite (which doesn't require being respectful) and constructive manner. None of us here, be players or staff are not payed for reading posts full of insults and it doesn't make anyone happy as well? You can't prove your point with insults and people tend to ignore rude people when they can. And since all of us are volunteers, we are definitely not forced to pay attention to rude stuff.
I spend time to make your time on server better. Not without mistakes that make it worse, but we are open to discuss things in polite and constructive fashion. Have at least some respect to person who is not payed for spending 5 hours today straight debugging and finding why 1d4 slashing on gloves doesn't apply to shifter shape only to find out "professionals" you keep mentioning coded bonus damage stacking in poor and obscured way that prevents us from making it consistent and reliable.

And, looking at PnP and NWN2, there are tons of things that Obsidian game designers just cut out for no obviously good reason and many things they added for no obviously good reason as well. Things that already had their stuff described and discussed million times on PnP 3.5e. So, "professionals designed it to be that way" is a null phrase in my eyes, because i see how these professionals took existing system and swapped mechanics for whatever reasons for no good result.

Speaking of crafting, i will nod on every argument you say about it if you provide me with a ready-made codebase of crafting framework with all recipes needed. Unless you tried it yourself, you have no idea on issues and complications i or any other devs had/have while working on crafting. Even though i use existing crafting plugin to base on and, i can say for sure, it was written by a very skilled developer, it's not something "done and done". I could work on it more, sure, i admit it. I could have it finished about 5 months ago and my RL complication don't have any relation to it. But i work on it at my pace and if you blame Devs for "not doing X" or "not fixing Y", you need to remember that you could take vanilla game and code stuff as well, it's not that hard to get a grasp on basics. I went that path with knowing nothing about coding at all to being able to fix bugs and adding server features and it took me 1 year. You can easily check the date of that message that says "Welcome EasternCheesE as new Developer". That's the moment i started to learn how to code for neverwinter nights 2 and also how to code in general. And, the best part of it, and AoS won't let me lie since he did and does that a lot, people can contribute to server with their code, areas, models, even wiki edits without being part of the team. Obviously, it's easier to do when you are a part of Dev team, but it doesn't make it impossible if you are not.

Once again, i won't delve into details and discuss whether tumble AC removal is bad or not, whether light armor optimisation is good or not. In my view, these changes are justified with new tools all players get and free feats some people get. For you, it seems like it doesn't. So, please, be civil and prove your point with analysis, objective information, calculations and, at least, lack of formal disrespect to other people. If you need your idea tested in game, i, or any other QC member are capable of providing the result.

I strongly believe that even if you disagree with staff on any of balance/feature concerns, and, if staff still decides to give it a go, you can, at least, give it a try. And if it proves bad, you can initiate discussion with materials from your testing that proves your point. We won't always change our decision, but we are ready for a possibility for such a change if points we are given by players are objectively valid. Just have a bit of, no, not respect, i don't ask you to respect me in any way, just have formal politeness and a bit of patience.

Of course, i speak of myself and my own vision, please don't assume it's general staff position.
User avatar
Whirlwind
Posts: 86
Joined: Sat Nov 14, 2020 12:18 pm

Re: Coming Soon: Melee Combat Upgrade

Unread post by Whirlwind »

This all looks amazing and will give my character a huge boost in AC tankiness and a free feat. 8-)

Will improved parry feat still exist?
Discord: Androoh - UK / GMT +0 - Semi-active
My characters
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by EasternCheesE »

Whirlwind wrote: Wed Jun 01, 2022 10:27 am This all looks amazing and will give my character a huge boost in AC tankiness and a free feat. 8-)

Will improved parry feat still exist?
Yeah, it was said that it will still exist and will work just as it did before.
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Flatted Fifth »

"my vision" is just the numbers. Already heavy armor has an advantage over light and having optimization be only for heavy makes it worse. Taking 3 ac away from everyone and giving them more than that back via a mode isn't great when that mode drops your chances to hit by 20%. Sure a pure class fighter won't be bothered but classes with mid BAB are going to suffer.

Why not just take optimization away from everyone and give characters AC bonuses as they level? Optimization and shield spec feats basically amount to a feat tax, anyway, because if you melee you need them. They're really not very optional, or wouldn't be if not for mithral plate.

Put your dislike of me aside for a moment and consider this objectively since just making the game be as original is clearly out of the question:
Drop dex bonus on Mithral plate to 2, like the darkleaf or w/e it's called.
Remove armor optimization feats entirely, for everyone.
No tumble ac. Always thought that was unfair to classes that don't have it and nonsense in full plate.
Everyone gets a +1 bonus to base ac for every 7 base attack bonus they have. As you get better at combat, you also get better at avoiding being hit. This will obviously be better for characters that don't have sneak attack like ranger and swash than those that do. Players who multiclass will choose between having more sneak dice or having more ac and ab, without just generally punishing people for choosing a class that requires light armor for its abilities.
Cap Expose Weakness damage to 6. It's frankly ludicrous that my characters can not only sneak attack but then cause the enemy to bleed 20 damage per round.
Any character wearing heavy armor is normally immune to sneak attack. The Epic Precision feat will allow an attacker to do 1/2 sneak attack damage.
Any character wearing medium armor takes 1/2 damage from sneak attack. The Epic Precision feat will allow an attacker to do full sneak attack damage. (mithral plate is technically medium armor, so this would make darkleaf more desirable, except for warlocks and bards who can get a feat to cast in medium)

P.S. the bugginess of the code is nothing to do with the design team. Afaik most of the design was by Bioware and the implementation by Obsidian.
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by EasternCheesE »

Flatted Fifth wrote: Wed Jun 01, 2022 11:02 am "my vision" is just the numbers. Already heavy armor has an advantage over light and having optimization be only for heavy makes it worse. Taking 3 ac away from everyone and giving them more than that back via a mode isn't great when that mode drops your chances to hit by 20%. Sure a pure class fighter won't be bothered but classes with mid BAB are going to suffer.

Why not just take optimization away from everyone and give characters AC bonuses as they level? Optimization and shield spec feats basically amount to a feat tax, anyway, because if you melee you need them. They're really not very optional, or wouldn't be if not for mithral plate.

Put your dislike of me aside for a moment and consider this objectively since just making the game be as original is clearly out of the question:
Drop dex bonus on Mithral plate to 2, like the darkleaf or w/e it's called.
Remove armor optimization feats entirely, for everyone.
No tumble ac. Always thought that was unfair to classes that don't have it and nonsense in full plate.
Everyone gets a +1 bonus to base ac for every 7 base attack bonus they have. As you get better at combat, you also get better at avoiding being hit. This will obviously be better for characters that don't have sneak attack like ranger and swash than those that do. Players who multiclass will choose between having more sneak dice or having more ac and ab, without just generally punishing people for choosing a class that requires light armor for its abilities.
Your vision is how you interpret these numbers and their impact. My own vision is that if some build was viable with 3 tumble AC, it will remain viable without it as well and if they weren't, then tumble AC removed doesn't change the fact such build is not viable. both of my rogues who sit at 48 AC with all their regular buffs won't become useless when their AC goes down to 45. My melee warlock won't become useless from losing 3 AC as well. Sure, there are way more builds (especially those who don't rely on haste/mi/displacement), but i strongly believe that the logic remains the same. If it was viable, it still remains viable, if it wasn't, it remains non-viable.
Once again, we don't balance around solo play. And party play is way more forgiving for not having super optimized stats on PC build.

This message of yours is now way easier to read, i admit, once it stopped telling me that dev staff are non-competent and do BS on every other line.

As of your offer, it's is a nice way to do it and, i believe, Rhifox will think about it. It still punishes lower BAB builds even if they have high dex. Say, wizards don't have big bab, so with change you make, it's in same situation that some builds lose AC and some don't, it only shifts focus. I believe you idea can be tinkered and reworked to remove that flaw though.

For how i see it on why it was done the way it's done currently and for what purpose:
PvE rework is a long-due project among staff. We do stuff having it in mind and we remember that mobs have bloated HP and saves and in many cases, the problem are not mobs themselves, but their placement, spawn rate and quantity.

Since Rhifox postponed tumble change, i believe, we will return to it later when we do PvE rework. In ideal situation where PvE would've been done simultaneously with this update, people won't need that 3 tumble AC to be viable on dungeoneering so losing it won't hurt them due to monster rebalance. In such case we both remove "must have" from tumble while making things closer to PnP which is still a major source of "how it should work" aside from things that directly don't fit for real-time game. And tumble still remains a really viable skill cause it allows for reduced knockdown duration, combat dashing through enemy space, movement AoO prevention and AC while in FD mode.

It was a fair point that we should rework mobs before removing AC abilities from players since PvE rework may take quite a time. But, in order to do PvE rework, we need most of those features Rhifox adds with this update. We want mobs to be able to grapple players as well, not only players being able to to fancy stuff to mobs, so we need that codebase running for a rework. And since it's easier to offer single RcR with all mechanics changes at once than spreading it into two, it was at first decided to land things together. As it met strong opposition, the opposed parts of update were decided to be postponed and reconsidered until we finish PvE rework.

As of armor optimization, i myself don't mind leaving it in. Maybe gotta make it 3 separate feats again since we now have way more good armors, including medium ones.
User avatar
DaloLorn
Posts: 2467
Joined: Tue Mar 26, 2019 2:44 am
Location: Discord (@dalolorn)

Re: Coming Soon: Melee Combat Upgrade

Unread post by DaloLorn »

Your proposal to halve sneak attack damage in medium armor is infeasible. Your proposal to grant sneak immunity in heavy armor is maybe plausible, but I wouldn't hold my breath.

As to who did what in the original game: Obsidian inherited BW's code and non-PnP design from NWN1, then tacked their own code and non-PnP design on top. The result is a lot of things, but high-quality? Please. They were working on a strict budget and a stricter schedule, and developing for inferior hardware compared to what we've got. Their only concrete advantage compared to some of the people we've got on staff is that they were a larger, more coordinated team of full-time devs.
European player, UTC+1 (+2 during DST). Ex-fixer of random bits. Active in Discord.
Active characters:
  • Zeila Linepret
  • Ilhara Evrine
  • Linathyl Selmiyeritar
  • Belinda Ravenblood
  • Virin Swifteye
  • Gurzhuk
User avatar
Destinysdesire
Posts: 44
Joined: Thu May 19, 2022 11:11 am

Re: Coming Soon: Melee Combat Upgrade

Unread post by Destinysdesire »

I am gonna say this much, and I know many will not like my input and that's fine.

People need to take a step back and take a breath for five minutes. Attacking the Devs and Admin for the update they are working on, is NOT okay at any time. Updates are a "WORK IN PROGRESS". Not all updates will work as planned by the Devs and Admin, and when they don't they will quickly work to fix things, or roll back to where its no longer damaging the server. Attacking them though, baseless accusations? Be grateful you HAVE a server to play on. They are not legally obligated to have this server up and running. If you think you can do it better then them, go make your own sandbox and stop attacking the team.

To our Devs and Admin:

Thank you for your hard work, dedication and HOURS if not DAYS of devotion to making these updates, they are a process and I truly appreciate the work you do. I look forward to seeing the end result of all of these updates as I know this is just the beginning of likely several updates to make the server better.
User avatar
artemitavik
Posts: 1089
Joined: Sat Sep 24, 2016 10:22 pm

Re: Coming Soon: Melee Combat Upgrade

Unread post by artemitavik »

As one of the first people to weigh in here about the AC issues, gonna add a few more cents for myself.

Please be aware I'm not touching things like RTA or caster stuff as I have exactly no idea how any of that works and thus meh.

However, for my original complaints about sudden and stark loss of AC, given that FD and the new CE will be stackable, and as far as I know (rhifox, correct me if I'm wrong) Tumble is being considered to be added in regardless of the armor class, this removes to me my complaints.

For mode use I will go from -6AB/+6 AC with +3 tumble (so 9 ac) (current ICE, which in theory is going away) to -9ab/+10 AC with FD/new CE. Will I lose a bit of AB? Absolutely. Will it hurt? Totally. Will I get more AC? Yep. Will I be able to toggle one or both modes to fit the situation that I may not need as much AC in? Yep yep.

And then there's the new maneuvers, which free up a bunch of feats, which allow me to add a bunch of other new and fun stuff. To me, this totally make up for the loss of the 3 AB (and also addition of 1AC). Perhaps a bit slanted on the AB loss, but... look at the amazingness of all those combat maneuvers, that everyone will get.. FOR FREE and then if you take feats to upgrade them, holy crap... I, as a tank as well as often secondary DPS for a group, will totally take a few AB for the benefits of all those fun shenanigans.
Derik "Crimson Bulwark" Ranloss: Thugging for GREAT JUSTICE!!! (yes, I know he doesn't wear red)
Headmaster:Bladestone Foundation.
Owner:The Last Anchor

Braithreachas Leomhainn
"My purpose is to shed blood for those who can't, and to bleed for those who shouldn't."
Post Reply

Return to “Archive”