Poll

Which mana redesign do you prefer?

Mana Recharge
1 (4.5%)
Mana-less Combos
1 (4.5%)
Mana-As-Ammo
4 (18.2%)
Hybrid Mana Recharge And Mana-As-Ammo
10 (45.5%)
Elemental Heat/Cooldown
4 (18.2%)
Some other idea that I'll describe below
2 (9.1%)

Total Members Voted: 0

Author Topic: Which mana redesign do you prefer?  (Read 11405 times)

Offline x4000

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Which mana redesign do you prefer?
« on: November 29, 2011, 09:47:28 pm »
There were so many ideas submitted on the mana redesign that I really had to take a step back to collate all the data and come up with a few discrete options that I feel like are viable alternatives to the way things are done now.  I'm still mulling what I like best, but I thought I'd put a poll out here just to see where other people's heads are at.

MANA RECHARGE DIFFERENCES FROM CURRENT DESIGN
---------------------------------------------
1. Mana potions and mana scrolls are completely removed from the game.

2. Mana fully recharges from 0 mana to full mana over the course of maybe 20 seconds for an average character (but character stats would cause this rate to vary).  Mana only recharges when your character isn't using spells that cost mana.

3. Uber-powerful spells that would be implemented would simply have a really long cooldown to offset their being constantly spammed.

4. Spell scrolls would be removed for the sake of simplicity, and they would be balanced like any other spellgems in terms of having cooldowns and mana costs that make them quicker or slower to use repeatedly.  Gem dust also would be removed, going along with this.

5. If twenty seconds seems too long on average, then a way to offset that would be that if the character stops moving AND takes no damage for a few seconds, then the rate of recharge doubles or something.  This is kind of like the "meditation mode" that Toll was talking about.  But even just in a normal boss fight, if you're using cover at all there will be occasional 3-4 second stretches (at least) where you're not actively firing spells.  Since 20 seconds would be the time to recharge your mana from ZERO to full, 3-4 seconds would be enough to recharge a pretty typical amount of used mana from one volley of attacks against the boss.

Credits for various parts of this idea: Keith LaMothe, Josh Knapp, Toll, Penumbra, Hearteater

Pros:

1. It's simple.

2. It seems to meet all the core goals of making sure that players don't spam their best spells only.

Cons:

1. It takes away any reason to explore for ammo, mana, or what have you. Some might argue this is another pro, but I think that having ammo of various rarities is actually a pretty interesting side diversion.  There would always be other things that could be searched for, sure, and perhaps this is such a central thing (nobody can go much of anywhere without ammo) that it would just be a time tax to collect ammo, anyway, rather than a fun diversion.

2. When players use higher-tier spells, they're doing more damage at a cost of more mana-regen time.  That takes some of the visceral fun out of having that higher-tier spell in the first place, doesn't it?  A possible solution would be to make mana costs of spells not adjust by tier, up or down.


MANA-LESS COMBOS DIFFERENCES FROM CURRENT DESIGN
------------------------------------------------
1. Mana potions and mana scrolls are completely removed from the game, as is any concept of mana.  Spell scrolls would once again become spellgems, as in the previous design, as would gem dust.

2. Spell power would be regulated entirely by their cooldowns.

3. In place of the current mana indicator on the HUD, there would be three different elemental icons that represent the last three spell elements that you've used.  Each spell has one and only one element associated with it.

4. The order of the three elemental icons wouldn't matter, but how many match the element of your current spell would have a big effect:
4.a. If zero of the icons match your spell, there's no effect.
4.b. If one of the icons match your spell, your spell gets something like a 10% bonus, but also a 5% increase to cooldown time.
4.c. If two of the icons match your spell, your spell gets something like a 40% bonus, but also a 20% increase to cooldown time.
4.d. If all three of the icons match your spell, your spell gets something like a 40% bonus, but also a 100% increase to cooldown time, and all the icons in the bar get cleared.
4.e. If all three of the icons are different, but one of them matches the spell, then you get a 50% bonus to the spell and 0% extra increase to cooldown time on it.

5. Thus you're encouraged to do two or three hits with one element before switching to another one, or to do chains of three elements with a "finisher" that is matching one of the three in the chain.  But it's not a hugely complex system, or something that new players would neccessarily have to understand instantly.

Credits for the bulk of this idea: TNSe

Pros:

1. It's definitely simple in terms of mana, and the combos stuff isn't that complex either.

2. It definitely encourages players not to spam a single spell repeatedly, and even encourages them to mix up colors in a way that is currently lacking from the game.

Cons:

1. As with the first one, there's no ammo or mana restoration to explore for.  And all the attendant notes of that.


MANA-AS-AMMO DIFFERENCES FROM CURRENT DESIGN
--------------------------------------------
1. Mana potions and mana scrolls are completely removed from the game, as is any concept of mana.  Spell scrolls would once again become spellgems, as in the previous design, as would gem dust.

2. Basic spells (fireball, fire touch, etc) would be regulated entirely by their cooldowns.

3. Slightly fancier spells (launch meteor, insect orb, etc) would have "ammo" of various sorts.  In-game we'd say Charges or something similar.

4. There would be a number of different types of ammo, corresponding to various different kinds of spell functions.  So you've got things like short-ranged, long-ranged, mega-damage, and so on, all as individual ammo types.  All of those would have appropriate thematic names in the game itself.

5. Any spells that have ammo attached to them would show the little count of how many more ammo they have right on their icon, much like scrolls currently do.  So there would be no need for any sort of replacement for the current mana bar.

6. There would be a new "ammo inventory" hotkey and menu option, letting you see the counts of ammo you have even if you don't have any spells that use a given type currently.

7. Most ammo would not be craftable, although some of the really basic types might be craftable at the outfitter.  Mostly ammo would be found scattered about inside buildings in place of what is currently dust or mana potions, and in larger quantities in stashes as currently things like spell scrolls and mana potions are.  Some ammo types could be pleasingly rare, while most would be reasonably common.

8. Each ammo type would definitely have a finite cap above which you could not collect more of it.

Credits for the bulk of this idea: Baleyg

Pros:

1. It's pretty simple, and it's really familiar to anyone who's ever played an FPS game.

2. It lets us do really amazingly-overpowered rare spells if we so desire, as long as their ammo is incredibly rare and their ammo cap is really low.  That's a lot of flexibility, really.

3. It gives players yet another thing to find in stash rooms.

Cons:

1. It gives players another thing that they HAVE to go find in stash rooms, since "having ammo" isn't really an option.

2. It only very mildly encourages players not to spam spells.


HYBRID MANA RECHARGE AND MANA-AS-AMMO DIFFERENCES FROM CURRENT DESIGN
---------------------------------------------------------------------
1. All the design notes from the original "Mana Recharge" idea at the top of the list would apply.

2. The design notes for the "Mana-As-Ammo" idea directly above would apply ONLY for spells that are pretty specially powerful.  So all your midlevel and low-level spells would just use the mana-as-heat/recharge concept, but those that are really extra powerful would also need some ammo you'd have to collect.

Credits for this idea: Professor Paul1290 and goodgimp (and the others listed on the other two ideas this is hybridizing, of course)

Pros:

1. It lets us do super-weapons in a way that can actually be balanced, while making the normal spells extremely straightforward to use.

2. It's easy to grasp, and the super-weapons won't show up until the player is already well versed in the basic "mana recharge" functionality anyway, so that really makes it very easy for new players to learn while retaining some later depth.

Cons:

1. It really doesn't encourage players not to just spam the same spell, but if the combo system were added in that would solve that.  At the risk of adding some complexity, but probably not in too bad a way.  The combo system could even be level gated to level 3 or something, to give players a chance to even build up multiple colors of spells.


ELEMENTAL HEAT/COOLDOWN DIFFERENCES FROM CURRENT DESIGN
-------------------------------------------------------
1. Mana, spell scrolls, dust, and all that are completely removed.

2. The current concept of offensive spell cooldowns are already broken out by color; however, these would be changed to instead be broken out by the general class of the spell -- mega-damage, close, range, or whatever.

3. In place of the elemental cooldowns, we'd now have elemental "heat" (really need a better word for that since it has fire connotations).  Each time you use a spell of a given color (offensive or otherwise), you'll increase the heat value of its color.  There would either be six little meters for that on the HUD (ugh), or little colored heat meters that would show up on each spell matching the color in question on your ability bar (still a little busy visually, but not too horrible).

4. Using an offensive spell of one element would remove half of its heat value in its opposite element, making it so that using opposite spells in tandem is a particularly great way to max your DPS.  In other words, a red spell that adds 10 units of heat to red would remove up to 5 units of blue heat if blue currently has any heat.  This makes for a sort of implicit combo system for spells.

5. Better yet, the amount of opposing-color-heat-reduction for a given spell could vary.  So some might be lower-damage on their own, but reduce opposing heat more efficiently, making them better as a combo than alone.

Credits for various parts of this idea: Penumbra, Professor Paul1290

Pros:

1. It's reasonably simple, although it's pushing the bounds of complexity a bit for new players in particular.

2. In terms of combo systems, it's a pretty straightforward one.

3. All the usual stuff about not collecting ammo, whether you think that's a pro or a con.

Cons:

1. It's really hard to represent graphically in a pleasing and clear way, which is not just a cosmetic worry but also something that would potentially harm new player first-understanding and experienced player understanding-the-current-state-at-a-glance.



OTHER VARIATIONS
----------------
There are some other permutations of the above that could be implemented, of course, and there were some other things that could be done, too.

superking and Olreich had some interesting thoughts about making it so that if you exceed your heat threshold it's not that you can't cast your spells anymore, but instead you take penalties to yourself (presumably damage, plus some sort of elemental effect like slowing cold or catching on fire, perhaps).  That would be an interesting twist on any of the heat/recharge related ideas, so it's not really something that would be a core decision choice between any of the given core models.
« Last Edit: November 29, 2011, 09:49:18 pm by x4000 »
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Offline superking

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Re: Which mana redesign do you prefer?
« Reply #1 on: November 29, 2011, 10:01:51 pm »
suggestion: mana recharge, but make the recharge slow, so mana potions etc become desirable for quick refils in intensive battles. make mana potions etc much rarer and more valuable.

Offline Olreich

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Re: Which mana redesign do you prefer?
« Reply #2 on: November 29, 2011, 10:15:06 pm »
I hit other, probably because I'm a narcissitic jerk. Of the available options, the quick-regen mana would be my ideal. But make it constantly regenerate, so I don't have to jump/hide/wait around after I blow my mana pool on a bunch of spells.
« Last Edit: November 29, 2011, 10:18:30 pm by Olreich »

Offline x4000

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Re: Which mana redesign do you prefer?
« Reply #3 on: November 29, 2011, 10:16:55 pm »
suggestion: mana recharge, but make the recharge slow, so mana potions etc become desirable for quick refils in intensive battles. make mana potions etc much rarer and more valuable.

I dunno, having mana potions at all seems like it will be a real catch-22.  It's kind of like the ability to "wish for more wishes."  If you can negate the spell penalty with a mana potion, people will hoard those like crazy.  And making it rare won't help, it will just make people pursue them all that much more, and then complain about how much of a grind it is to get up to "acceptable levels" of potions.  It really is giving me knowledge raiding flashbacks, and at the moment I'm really thinking I'd prefer a design with no mana potions in it.
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Offline Hearteater

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Re: Which mana redesign do you prefer?
« Reply #4 on: November 29, 2011, 10:50:30 pm »
I'm not entirely certain, but for the two ammo-based options, are you saying that I might have a spell, say Fireball, and two or three ammo types I can use with it (say Focusing, Expanding, and Overcharged) that modify the details of the Fireball spell?  For example, if I "load" Fireball with Focusing ammo, it might have a greater range, but with Expanding ammo it would have a larger AoE and Overcharged might give it more damage at the expense of a longer cooldown or more "heat" in the hybrid system?

It doesn't really change my vote, I'm still for the hybrid mana/ammo system.  But different ammo types modifying spells sounds fun.

If you do opt for that, maybe we can craft ammo from ammo, like one Focusing + one Expanding = one Overcharged.  So a net loss of ammo, but it lets us get the type we want.  Maybe 5 and 5 yield 8 so it isn't a 50% loss of ammo.

Offline Bluddy

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Re: Which mana redesign do you prefer?
« Reply #5 on: November 29, 2011, 10:55:28 pm »
Wow. So many ideas. Pretty awesome.

Here's another idea just to complicate matters. You have another parameter to play with, which is cast times. Cast times for strong spells could be long ie. they need to charge up before you can finally fire them. This makes you really vulnerable for a couple of seconds. You could make it such that firing the same spell over and over increases its cast time rather than cooldown. The difference is that cast time is a real punishment, while cooldown is just a minor incentive to switch to another spell. So perhaps cast time could increase if you overuse a certain element unless you only equip yourself with that element, which is its own challenge:

Many games (or gaming systems) allow you to specialize in certain magic. You'd be rewarded for focusing only on cold magic or only on electric magic, or perhaps rewarded a little less for combining the two. The reward would consist of allowing you to fire off repeated spells within the same element (or two) with minimal penalty and perhaps some bonus. The down side of course is that some enemies will be much harder without the other elements in your arsenal, so you're taking on a bigger risk and getting some reward for it. Use lightning spells exclusively for long enough and it'll even customize your looks (for those looking for a way to differentiate characters).

Here's another idea to get players to vary their attacks. Monsters shouldn't be of just one element. Instead, they should have layers of insulation against different elements. I'll give an example. A skelebot can have a shield that protects it against electric attacks from the sides. From the very top, it's vulnerable, but from the sides it isn't. This shield is vulnerable to heat, repels earth damage, and recharges over 10 seconds. So the key to take out a skelebot is to attack it first with fire and then follow up with lightning damage. Or to jump over it and just attack it with lightning. You can make layers of these different resistances, utilizing different weak points and a full range of directional attacks. Some enemies can be resistant to powerful, big spells, which cause their defenses to go on full alert. The best way to get them is to snipe them in one specific area that's vulnerable to one element. This way weak, targeted spells can still be important. I think with this approach, you can make button mashing very ineffective.

Getting to mana itself, the ammo system is an original take on this aspect, but I'm afraid it'll lead to even more hoarding than in the current system. And ammo for super spells only might as well be transformed into super spell potions -- why take up constant space in your inventory when you'll only have a couple of shots?

So... I'm all for a slowly recharging mana supply. The key is to reduce the number of potions dramatically, and the way to do that is to make most mana drops instantaneous mana boosts (like what you get from regular mobs). Maybe also limit the maximum number of mana potions to 5 -- you can make up some magical reason for it.

Offline wyvern83

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Re: Which mana redesign do you prefer?
« Reply #6 on: November 30, 2011, 12:12:35 am »
I've been busy with the end of the semester a week away so I haven't been playing AVWW or reading the forums more than cursorily but I'd like to throw in an opinion about ammo. (I voted for the hybrid option.)

I'm a rare item hoarder. I don't want to be pressured to make use of ammo simply because it has a poor shelf-life, if it's rare, and really good, I should have the choice of when to use it. I don't want to be forced to use the good stuff on trash mobs or mini/micro bosses simply because I can't help leveling up.

I also dislike the idea of an ammo limit if it's too low for the same reason. If it's rare and I'm trying to save up for a cool occasion to use it, I don't want to be punished for being frugal by coming across rare ammo I can't pick up because I'm already at the limit.

Both of these opinions stem from my dislike of the current/old spell scrolls as they depreciated too quickly to be of any use for when I wanted to use them. I wasn't about to use them on trash mobs as they were a crafted/craftable item in limited supply but that resulted in most of them never being used before they were junk because I level quickly just doing normal stuff; and spell scrolls were meant to be cheap. (I'm very much in favor of current spell scrolls becoming spell-gems by the way.)

Obviously super-hoarding could be a problem but whatever limit gets imposed on rare super-spell ammo it should be enough to last the interval between overlord/lieutenant fights as that's where I'd like to use the really epic stuff.
« Last Edit: November 30, 2011, 12:14:14 am by wyvern83 »

Offline Coppermantis

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Re: Which mana redesign do you prefer?
« Reply #7 on: November 30, 2011, 12:15:18 am »
If it has to change, I like the version where it recharges over time. I don't like the concept of ammo at all, and I'm still confused on that last one with all that talk of 'heat' and whatnot.

I can already tell this is going to be a roller coaster ride of disappointment.

Offline Dizzard

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Re: Which mana redesign do you prefer?
« Reply #8 on: November 30, 2011, 02:18:35 am »
I don't really like the idea of "ammo". In general I don't understand the "searching for health potions/mana potions is fun" idea. They're just potions and there's nothing that exciting about finding them. (except maybe a little satisfaction that you went out on a run to increase your stock) It's more of a necessity than anything else.

Indiana Jones doesn't go exploring dangerous temples so he can find a first aid kit.

I like the idea of the second combo system, but at the same time I think I'd miss Mana if it was gone entirely. What about a hybrid of 1&2? Have 2 except base it on mana instead of cooldowns.

I haven't voted yet, I'll think about it some more today.

Offline Ixiohm

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Re: Which mana redesign do you prefer?
« Reply #9 on: November 30, 2011, 04:55:10 am »
I voted for the hybrid mana recharge and mana-as-ammo.

I think of the 'ammo' to be something that help the glyph bearer channel the powerful magical energies, something like a wand or a lens that gets expended in the process of casting the spell. There for I like to propose using a name for the 'ammo' to reflect this, rather than calling it charges.

I also like the type of combos in elemental heat/cool down and would like that to get integrated with above system. Maybe, by the use of combos you could lower your expenditure of 'ammo', something like lowering the stress a large spell causes by preparing a elemental counter weight to it. 
Anyway, many great ideas here :)

Offline wyvern83

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Re: Which mana redesign do you prefer?
« Reply #10 on: November 30, 2011, 06:57:59 am »
I don't really like the idea of "ammo". In general I don't understand the "searching for health potions/mana potions is fun" idea. They're just potions and there's nothing that exciting about finding them. (except maybe a little satisfaction that you went out on a run to increase your stock) It's more of a necessity than anything else.

I really don't like the idea of 'ammo' much either but if it allows really powerful spells to be added to the game as a game balance device then I'm for it. Searching for ammo would be more fun I would think if what you found was very good. At least that's what I'm hoping for - game breakingly awesome spells that are so unbalanced that having them as ammo is the only way to balance them.

Naturally I'm also hoping that rare doesn't mean once every 24 hours of actual gameplay to find one piece of ammo of one kind of super-spell and that depending on how many there are that they'd be easier to find so you could experience them somewhat regularly in a game balanced way of some kind. Super-rare even if it's super-good isn't fun if it effectively means you never find it.

Offline Underfot

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Re: Which mana redesign do you prefer?
« Reply #11 on: November 30, 2011, 08:21:30 am »
Voted hybrid recharge and ammo, but one point I'm puzzled on.  We already have some exceptional spells set up as scrolls, could the ammo system not just tie into that - as in Scrolls = ammo?  I suppose some scroll ammo could be crafted as it is now, and some super-power scroll ammo would be reward/rare find only.

Offline Hearteater

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Re: Which mana redesign do you prefer?
« Reply #12 on: November 30, 2011, 09:52:29 am »
On leveling up and ammo, I agree with wyvern83.  I'd prefer if either, a) ammo had no level at all, so spell power was based purely on the spell's rank itself, or b) ammo could be crafted into higher ranked ammo.  So 5 Rank 1 makes 3 Rank 2, so I never really waste lower level ammo, I just end up with less of the higher level stuff.

Offline Coppermantis

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Re: Which mana redesign do you prefer?
« Reply #13 on: November 30, 2011, 10:31:09 am »
On second thought, I think a few spells might warrant ammo, but most should rely on mana with whatever system works. In Spore, for example, most of the space stage tools like laser, bombs, missiles and so on are infinite but rely on ship energy. Meanwhile, the really powerful weapons are hard to acquire and require purchased ammunition. If you buy a planet-buster, you get one planet to bust, until you get a second one.

I like this model, with 'weak' spells being mana-based but the few extremely powerful ones (creeping death, maybe. Or any stronger spells that are added.) not decreasing mana but having limited uses until more charges are found.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Penumbra

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Re: Which mana redesign do you prefer?
« Reply #14 on: November 30, 2011, 11:00:45 am »
Instead of 6 different "heat" bars, one for each element, I think we only need 3. They can be

Temperature -
     For fire and ice, still more accurate for heat

Phase -
     For earth and water. represents the solid/liquid states of matter.

Polarity -
     For light and void. represents positive and negative energy


Each bar would have a center neutral point, and will fill up either left or right as the player casts spells of that school. Overtime, the bars will all move back to center over about 20 seconds.

For example, say the temperature bar goes from -100 to 100 with 0 in the middle point.
As for their interactions, if fire spells move the bar in a positive manner, the bar goes up and ice spells would make the bar go down. If the player were in "positive" temperature, ice spells would have a 2x effect on the bar. Same way with fire spells when negative. 

This would allow a player to cast roughly 50% more ice spells when at full heat, instead of twice as many.

This could also be tied into the combo system, where certain spells are more powerful or even mechanically change at different points across the 3 bars. While just having fire spells get more powerful as you gain heat, you could have the bars interact with each other. Say if you have a lot of low temperature built up, your water spells take on a frozen quality, or with a lot of heat, would be steam like.

Characters could have different affinities for elements, which would move the neutral points one way or the other. The type of zone a player is in could also move the bar, say the lava flats making the player "run hot" or the ice age cooling one off.



This system would help with the short term tactical game, I would still support an ammo system added to this as a way to limit certain powerful spells in overall resource management.



Edit --
     For new players, they start with just the fire touch spell, so start them with only one bar to get used to it.
« Last Edit: November 30, 2011, 11:07:49 am by Penumbra »