Post by Thf on Oct 30, 2015 7:32:07 GMT -5
Skill Revamp -- Sneak
Why Sneak? To build core functionality of the game and to give the impression to players that excellence is the standard of the JediMUD community.
What I see in the current functionality of Sneak is nil, zero, worthless.. which in turn gives the impression to players that mediocrity is our standard.
Current version of Sneak :
Sneak, the ability currently avoids aggro detection until sneak fails -- then without warning, a message tells you
of your failed Sneak as you immediately begin combat.
Proposed version of Sneak :
Sneak could be so much more. For example imagine using sneak, you walk into room full of aggros and start backstabbing.
In this new system, you receive a warning message that an aggro mob detects a lingering presence in the room. Two combat rounds later if you
are still in the room, then the fight begins. You could say plus or minus a round of more sneak depending on dexterity.
To work as a counter-balance of sneak abuse of nakid scouts and the such, here is my suggestion :
If a mob level is greater or equal to the player level then Sneak has 85 to 100 percent chance to immediately fail and begin combat depending on dexterity.
Likewise if a mob level is lower than the player level then Sneak has 0 percent chance to immediately fail, but has a only a 50 to 80 percent chance to remain concealed depending of dexterity when a mob rolls for a sneak check in the room.
Once you fail a mob's sneak check you have 1 to 3 combat rounds depending on dexterity to walk out of the room.
-If you remain in the room you will have your Sneak flag removed and you will be attacked by the mob whether or not the mob is flagged as
Aggro.
-If you leave the room after failing a mob's sneak check but before you are attacked, your Sneak flag will be forfeit as soon as you leave the
room.
In my mind, more diversity in ways you can dungeon crawl equals the success of keeping players coming back. That's why the multiplay policy combined with changes to the realm has delivered results. Imho though it's a drain to keep track of two chars all the time and it only goes well because the dungeon crawling xp is so focused on group participation.
Yes we need more group participation rather than solo but looking from a larger scale is mud participation. If the mud through its core functionality and presentation makes a well enough impression to the player to stay, I'm sure there will be groupies out there to persuade and tempt the soloists to group action. When I first began the mud years ago I was big into the idea of conquering the mud alone yet it was as I progressed through my individual achievements and defeats that I knew it would not be possible to conquer the mud alone and I therefore seek community.
Neil
Why Sneak? To build core functionality of the game and to give the impression to players that excellence is the standard of the JediMUD community.
What I see in the current functionality of Sneak is nil, zero, worthless.. which in turn gives the impression to players that mediocrity is our standard.
Current version of Sneak :
Sneak, the ability currently avoids aggro detection until sneak fails -- then without warning, a message tells you
of your failed Sneak as you immediately begin combat.
Proposed version of Sneak :
Sneak could be so much more. For example imagine using sneak, you walk into room full of aggros and start backstabbing.
In this new system, you receive a warning message that an aggro mob detects a lingering presence in the room. Two combat rounds later if you
are still in the room, then the fight begins. You could say plus or minus a round of more sneak depending on dexterity.
To work as a counter-balance of sneak abuse of nakid scouts and the such, here is my suggestion :
If a mob level is greater or equal to the player level then Sneak has 85 to 100 percent chance to immediately fail and begin combat depending on dexterity.
Likewise if a mob level is lower than the player level then Sneak has 0 percent chance to immediately fail, but has a only a 50 to 80 percent chance to remain concealed depending of dexterity when a mob rolls for a sneak check in the room.
Once you fail a mob's sneak check you have 1 to 3 combat rounds depending on dexterity to walk out of the room.
-If you remain in the room you will have your Sneak flag removed and you will be attacked by the mob whether or not the mob is flagged as
Aggro.
-If you leave the room after failing a mob's sneak check but before you are attacked, your Sneak flag will be forfeit as soon as you leave the
room.
In my mind, more diversity in ways you can dungeon crawl equals the success of keeping players coming back. That's why the multiplay policy combined with changes to the realm has delivered results. Imho though it's a drain to keep track of two chars all the time and it only goes well because the dungeon crawling xp is so focused on group participation.
Yes we need more group participation rather than solo but looking from a larger scale is mud participation. If the mud through its core functionality and presentation makes a well enough impression to the player to stay, I'm sure there will be groupies out there to persuade and tempt the soloists to group action. When I first began the mud years ago I was big into the idea of conquering the mud alone yet it was as I progressed through my individual achievements and defeats that I knew it would not be possible to conquer the mud alone and I therefore seek community.
Neil