20FEB18 - Defy Death Update |
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Tink XX
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Joined: 16 Dec 2014 Status: Offline Points: 201 |
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Posted: 22 Feb 2018 at 05:54 |
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Spektor's idea is good too - increase the defy death roll but then throttle it either by pre-combat HP or by the defense/attack scores ratio, so that "death by many paper cuts" tactitioners get penalized.
Edited by Tink XX - 22 Feb 2018 at 05:56 |
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Tink XX
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Posted: 22 Feb 2018 at 05:42 |
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I also like the idea of rewarding for high level commanders, but increasing the DD skill for high level commanders to approach 100% survival is not very appealing. Immortal commanders really do break the game. Even one hour pause like DeathDealer suggested provides almost no cushion against elite attacks during a siege.
At the same time, these super-commanders are so impractical due to the revival times that it makes sense to sweeten up the deal - after all it's not that easy to get that much XP! Perhaps instead of increasing DD, there could be a different bonus that kicks in past a certain commander level, somewhere around 40-50, and keeps increasing every level until it reaches 80-90%. It could be a recovery speed-up bonus that's adjusted by the ratio of the defense/attack scores in the combat that has killed the commander. Example. Level 50 commander, 10% speed recovery bonus reduces the resurrection time by 5 hours. The commander was used to hunt a myriad rats, got unexpectedly killed, and the attack/defense score ratio was 0.8. The resulting bonus is 10% x 0.8 = 8%. For a high level commander a maxed out recovery bonus (e.g. 80%), resurrection time would be slashed by near-80% in a close combat. But the more uneven the combat, the less resurrection time would be reduced, eventually reverting to what it would be without the bonus. Even if the ratio was 1:100 or lower, the recovery bonus might need a floor around 1-2% so that the super-commander still gets just a little bit of an edge. For commanders in defensive armies where multiple armies are stacked on a square, the recovery bonus would be calculated as base recovery bonus x (attack/total defense of the stack). Edited by Tink XX - 22 Feb 2018 at 05:44 |
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Ten Kulch
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Joined: 20 Jan 2017 Location: Fellandire Status: Offline Points: 678 |
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Posted: 22 Feb 2018 at 03:58 |
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The simple solution would be to raise Defy Death from 1% per level to 5%.
As long as the rolls are truly independent--which the fixed RNG code should ensure--any attempt to spam elite Heroism commanders will quickly run out of steam. |
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DeathDealer89
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Posted: 22 Feb 2018 at 02:04 |
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What if the level 200+ commander had a high survival rate but had to march back? or perhaps he survived but had to march back injured like caravans do.
At such a high level I would rather wait on a 2-5 day march than a 200 hr respawn and it would be somewhat more similar to what would really happen if a soldier survived the battle. Bad part is against sieges you would still end up in a lot of very rapid elite attacks. So perhaps rather than a slow walk back there would be a paused walk back. Say place an encampment on a neighboring square for 1 hr before the walk back begins this would also give the option of killing the commander through another battle. No idea how hard it would be to code these things though. |
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Malek
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Posted: 22 Feb 2018 at 01:33 |
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This is a report before the patch went live. As you will see from the second image, these commanders are high level. Each have defy death maxed, yet none of them lived. I would have though at least one of these would have survived based on the mechanic as it was at that time, and having bonuses for high level commanders is a very good idea. Its a risk v reward for the commanders, if they are more overpowered as they get to higher levels, the down side is, if they die, they take a very long time to revive. Basically if you get a level 200 commander and you give him a bonus of double division % bonus, you will want to look after it because if it dies, its going to take over a week to revive. Everything has a tradeoff and as a player you have to take a risk in which tradeoff path you will go down. |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
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Posted: 22 Feb 2018 at 00:20 |
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Agreed.
But even at a (suggested a few posts above) rate of 0.5% additional Defy Death per Commander Level, there are some commanders in the Lvl 200 range that would already exceed the Defy Death limits to become essentially immortal. We could ofc scale it logarithmically/exponentially in some way, so stacking penalties apply. Skill caps are another way to go; but all these have benefits/detriments to be argued. Anyone who's ever looked at a tax code knows what I'm talking about; what to apply, where (and why) and what the thresholds are :) I really like the idea of rewarding a player who has a Lvl 100+ commander (or indeed a 200+; yes, they do exist!). I think that it's awesome that people have actually focused on attaining these genuinely extraordinary achievements. However, I'd also not want to break the game in rewarding them. Suggestions are most welcome! Best, SC |
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Dungshoveleux
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Posted: 22 Feb 2018 at 00:17 |
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This change may also impact the efficiency of sudden violent choking incidents?
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spektor
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Posted: 22 Feb 2018 at 00:07 |
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I agree that 10% is pretty darn useless compared to the 10 extra hours of resurrect time.
Here is a suggestion that I believe retains a semblance of balance, usefulness, and simplicity. Greatly increase the chance of a successful roll per skill level, but then modify that chance by the commander's pre-battle HP, less than 100. So a commander with 1 HP, only has 1% of the original chance to defy death again. |
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Ten Kulch
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Posted: 21 Feb 2018 at 23:00 |
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The only scenario you really have to avoid is the one where elite attack commanders can be recycled without interruption. That's what allowed 61 troops per army to be multiplied into 1000 effective attackers. As a one-shot attack that's fine, but game balance breaks down if it can be repeated a dozen times without failing the check. Even an individual Defy Death rate of 50% would be workable, as long as the check is fully independent per commander.
Large army commanders and defensive commanders can't really be exploited the same way, just because of how those mechanics work. |
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GM Stormcrow
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Posted: 21 Feb 2018 at 20:56 |
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I think that Morose has encapsulated it entirely, above. The first thing is to fix the skill (ie get it to do what it says on the tin), but I'm more than happy to entertain suggestions as to how it could be changed (or, indeed, how other things could be changed to make commander level more directly relevant to combat prowess - for example, commander damage multipliers by level). There are lots of options open to us; but I can say with certainty that practically unkill-able commanders wasn't part of the Illy masterplan. Clearly there's a balance question, and we all need to be careful with meddling with powers we don't fully understand whilst pouring oil on the troubled waters inside the Pandora's Box on top of the upset applecart that rampages through the proverbial china shop. Sensible suggestions for commander changes are more than welcome, but not if they're tending back towards the 'immortal death machine' end of the spectrum. Best, SC |
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