Download Game! Currently 81 players and visitors. Last logged in:KatlinelBaltzebubBlnkElwynes

BatMUD Forums > General > Re: Recent major downtunes

 
 
#1
27 Jul 2004 18:24
 
 
I just can't help wondering what's with the recent downtunes? There has been
at least three major downtunes recently that affect gameplay greatly,
especially hybrid tanks. First qc was tuned, lower spell % give lower qc. Then
hpmax was severely tuned, again making especially hybrid much harder to play.
And then physres had a huge downtune. (You get a LOT less physres from eq than
you'd expect, for those who didn't know this yet.)

Now I'd like to hear what's the greater plan behind all these very harsh
tunes? There wasn't even any inform about the physres tune, which is in a way
understandable, since the mud would had drowned to whine, physres being one of
the hardest abilities to gain altogether. Is there some kind of vision and
strategy in this mud? Or are all these major tunes just made by whim of one
bitter arch or what? I'd like to hear some justification for these tunes.
Obviously the point is to make hybrid tanks weaker and weaker all the time,
but what's the point in this? Do they really harm this mud that much? And how?

For once, I'd like to hear some official answer because it seems that there is
no limit how much players are downtuned these days, and even without informing
about it.

-Martow

 
Rating:
1
Votes:
5
 
 
Martow
1y, 131d, 8h, 7m, 56s old
Level:
70
 
 
#2
27 Jul 2004 18:42
 
 
Hey! You get 1% exp bonus if you haven't died during last 3 hours... and still
you dare to whine they only downtune :).

::Mingray

 
Rating:
4
Votes:
4
 
 
Mingray
97d, 23h, 45m, 14s old
Level:
60
 
 
#3
27 Jul 2004 23:39
 
 
Tuning BatMUD is a very delicate science. First you take a hamster and bang it
against a table several times so it stops squirming. Then you shave it and
disect it and study its entrails for what feature to tune next. Thanks to our
donations, we are usually able to secure only the finest speciments of furry
rodents that come from respected breeders, but at times our witchdoctors have
to perform on ill critters, which can cause bad tunes and generally rotten
vibes. The rodents and an ample supply of dried mushrooms cause the admins to
have great (and colorful) visions for BatMUD, and don't you dare to doubt it!

On a more serious level tho, the game changes and tunes are made. That's what
has happened over the past 10 years, and that's what going to continue,
because there is no permanent equilibrium on a game that is constantly
modified and developed. Sure, it's convenient to quote a few downtunes and
try to claim that the game is pointlessly made harder. But what about the
recent uptunes? Like trainingpoints, being able to train past racial maximum
in guilds, modified damage formulas on skills/spells or the plethora of things
we change upwards without announcing?

The justification is and remains that we constantly monitor the game for
combinations that seem badly balanced, and react to those. Either through
uptunes or downtunes. In this case, the three examples you mentioned all came
from different sources (qc-tune idea came from players, hpmax was approved
and done by me, the last one by someone else etc), tho all active arches were
aware of the modifications being done.

I've defended the decision about why hybrid tanks were tuned before, and it's
a bit silly to open up this same debate again. In my view, the main point of
hybrids is not to rock as tanks or blasters or healers, but rather enjoy the
liberty of not being dependant on additional classes (like mages need tanks
for example).

Hopefully this answers some of your questions, and thank you for posting a
coherent post with clear points, instead of general whining and dribble that
so often finds its way into news. Much nicer to reply to something like this.

++ Gore

 
Rating:
7
Votes:
7
 
 
Gore
A r c h w i z a r d
6y, 258d, 21h, 40m, 35s old
Level:
600 [Wizard]