Welcome to the Rise of Agon Community

Create an account today to engage in discussions and community events on the Rise of Agon forums.

The Relic System

Discussion in 'Design Discussions' started by MWTaylor, 9 June 2018.

  1. Sero

    Sero Menhir Sentinal
    Loyal Legend

    Joined:
    8 April 2016
    Messages:
    7,518
    Likes Received:
    9,603
    Is this your "perk" system?
     
    Collapse Signature Expand Signature
  2. JEDIMind

    JEDIMind Black Knight
    Wealthy

    Joined:
    14 April 2016
    Messages:
    1,114
    Likes Received:
    1,492
    Can bpg please take time from making the game better to answer this question?
     
    Slayven likes this.
  3. MWTaylor

    MWTaylor Black Knight
    Staff Member

    Joined:
    12 September 2015
    Messages:
    1,334
    Likes Received:
    5,182
    Relics aim to accomplish the same end-goal as a Perk System would - create an immense amount of diversity between players and their play styles.

    So the short answer to your question would be yes.
     
    Collapse Signature Expand Signature
  4. nightblighter

    nightblighter Akathar
    Patron

    Joined:
    21 April 2017
    Messages:
    250
    Likes Received:
    272
    1. Should the bonuses/drawbacks be completely randomized? We are leaning towards yes due to the sheer amount of combinations and possibilities that would be available.
    Yes, but not a confident yes. See my other answers and comments below.
    1. Should relics have more than one bonus / drawback?
    Yes
    1. Should there be limitations on the kinds of relics you can attune or should you be able to equip any three you so choose?
    Any three
    1. How high should bonuses be allowed to go?
    No idea
    1. How strong should drawbacks get?
    At minimum they should be equal to bonuses. It might be a good idea to make them stronger than bonuses. If this is going to be about diversity, the penalties need to be real.
    1. Should bonuses between relics stack? Should the drawbacks stack?
    Most should stack, except some of the more unique bonuses.
    1. Should specific bonuses have specific drawbacks tied to them?
    For some bonuses, I don't think a random drawback could be proportional. So say a bonus doubles the speed of your r90s, is -X% cold protection a proportional drawback? Some powerful bonuses may need their own pool of powerful drawbacks or a unique drawback.
    1. Would you be open to more unique bonuses such as:
      1. Increased AoE size
      2. Increased knockback
      3. Health gained on hit
      4. Etc.
    Yes. Just changes in magnitudes of stats would be a waste of this system's potential.

    Overall, my hope is that this is a system primarily about specialization. If it is mostly about power creep, then you have just introduced grindfall 2.0, which I have less than zero interest in. I think the power ramp from common to legendary should be shallow.

    One possibility is to make a given set of bonus/drawback equal no matter if the relic is common or legendary. Then the difference would be that legendaries have 5 bonus/drawback sets, while commons only have 1. So a +2% fire damage/-3% piercing damage set would be the same on a common and a legendary, but the legendary would have 4 more sets. This will make it harder to find the perfect relic, thus extending the fun?/grind.

    I am worried that the way this system could turn out is that everyone looks for +magnitude/speed to their favorite set of spells and then carries on exactly as they were playing before, but with +30% fire magnitude and -30% bludgeoning. This would do nothing to offer people more diverse playstyles.

    If this is something that is supposed to be done in parallel to TCS, will you have the resources to invent legitimately interesting bonus/drawback sets? Something like giving your bolts a -20% healing effectiveness debuff for 3 seconds on an opponent, but decreasing your r90 damage by 50% could open up a legitimately different playstyle, but is that kind of design work within the scope of this right now? What about something like +40% melee damage to an opponent with a staff out, but you can't use any advanced magic spells?:wink:
     
  5. Johhny Mad Dog

    Johhny Mad Dog Celestial

    Joined:
    27 August 2015
    Messages:
    646
    Likes Received:
    564
    I really hope this is a troll? This looks more like forced diversity to me. If you get a +10% necro magnetitude you will have to use it. I want to use my own playstyle not let some relic decide what I play instead of not using it and gimping myself.

    Terrible just terrible...what a shame to put such weird mechanics in the game. How can someone come up with this idea? And more concerning. How can people eat this garbage?
     
    #45 Johhny Mad Dog, 10 June 2018
    Last edited: 11 June 2018
    Scrapnotcrap likes this.
  6. Sero

    Sero Menhir Sentinal
    Loyal Legend

    Joined:
    8 April 2016
    Messages:
    7,518
    Likes Received:
    9,603
    Well this isn't really what I had in mind when you said perk system, I honestly thought it would be something similar to ND where you pick from a list and define your style, but I suppose requiring farming for it could add another layer to it.

    The system should replicate something similar to the jewel system in path of exile from my understanding, which is good and fun. The RNG on rolls will add extra excitement.
    • Should the bonuses/drawbacks be completely randomized? We are leaning towards yes due to the sheer amount of combinations and possibilities that would be available.
    - Yes.

    Note: You may want to make the bonuses/drawbacks incorporated into 1 mod out of however many you have to better ease the balancing scenario.
    • Should relics have more than one bonus / drawback?
    - Depends. Personally I think it makes balancing easier if you limit the character to say 3 relics, and the 3 relics each have a bonus and drawback, otherwise they numbers start to get chaotic, but chaos is fun, especially when you get a super OP relics.
    • Should there be limitations on the kinds of relics you can attune or should you be able to equip any three you so choose?
    - Any 3 you choose, unless one is super OP and needs to be limited in a way as a drawback
    • How high should bonuses be allowed to go?
    - 10% sounds good to me.
    • How strong should drawbacks get?
    - As strong as the bonus. You're defining a playstyle, not making yourself a god.

    EG:

    +10% bonus to holy = -10% necromancy
    40 more hp = -40 max mana or -20 max stam - 20 max mana
    • Should bonuses between relics stack? Should the drawbacks stack?
    -Stack additive, definitely not multiplicative
    • Should specific bonuses have specific drawbacks tied to them?
    - This is a tough one, on 1 end you want to balance the game, on the other, it's fun getting an OP relic. I think certain mods should have a pool of drawbacks to roll from, and the super rare OP ones should be hardlocked to certain drawbacks.

    • Would you be open to more unique bonuses such as:
    1. Increased AoE size
    2. Increased knockback
    3. Health gained on hit
    4. Etc.
    - Uhhhhhhhhh, can we start with basic stuff first, and wait and see? Increased ability to certain spells and attacks can really start to fuck the game up.
    --- Post updated ---
    They need to drop on death if not attuned, and they need to be tradeable.

    This is Darkfall my dude, If i'm farming and I get a legendary relic, that feel of "HOLY SHIT I GOTTA BANK" better hit me real hard. Also: if it's that valuable, and they're afraid people can attune and swap out something they currently use thats garbo.
     
    Collapse Signature Expand Signature
    #46 Sero, 10 June 2018
    Last edited: 11 June 2018
    Cudelr, Battle Smurf and koruun like this.
  7. Battle Smurf

    Battle Smurf Oak Lord
    Legend

    Joined:
    13 March 2016
    Messages:
    3,379
    Likes Received:
    4,049
    This is the kind of perpetual motivator to KEEP people out in the world farming (which eqauls MORE chances for organic PvP) that I have been asking for since 2015

    If at all possible @MWTaylor @kilrain try to use this relic system to ALSO create hotspots

    Also a life or stamina/ mana leach item has been something I have always wanted in this game it could make for a badass super rare relic only dropped by like demons/devils
    --- Post updated ---
    Agreed but I would go even farther and add a COUPLE ultra rare Legendary relics that are extra strong but when attuned are destroyed on gank or become lootable

    The thought of acquiring a super powerful relic but knowing if I attune it and get ganked its gone forever ( my friends can't retrieve it) would make pvp way more exciting and REALLY up the risk vs reward and show who has balls

    I always believed a weaker player should have some kind of OPTION to risk something rare and very valuable in PvP in order to gain the upperhand on a better fps skilled player

    Darkfall needs a "chase the dragon" mechanic badly as well as MORE risk vs reward options

    To me there was always something wrong with not having a death penalty if your friends recovered your bag

    Or say 1 guy kills 4 guys and ganks but dies to the 5th well those guys should receive some kind of penalty to their gear or character rather than the last guy just givin the others their FULL bags back

    Gives the losers the feeling like they actually did something to the winning side
     
    Collapse Signature Expand Signature
    Animal and Billy Lee like this.
  8. Urek Mazino

    Urek Mazino Wave Controller
    Benefactor Contributor

    Joined:
    30 January 2016
    Messages:
    270
    Likes Received:
    285
    I agree with everything Animal said. As extra:

    *Relics shouln't drop.
    *Relics should be tradable.

    Making them tradable would not only benefit PVErs (more gold) but also PVPers (Less grind). Also, If your friend is a water mage, you can trade his fire relic for your newly acquired water relic.

    As a side note: everyone living in capital cities is boring.
     
    Collapse Signature Expand Signature
    Billy Lee likes this.
  9. Billy Lee

    Billy Lee Loremaster
    Staff Member BPG Representative Lifetime

    Joined:
    3 May 2017
    Messages:
    1,146
    Likes Received:
    1,466
    What do you guys think about some new rare items for tinkering with relics? I was thinking something like this:

    Item #1: Reroll a relic bonus of your choosing.
    Item #2: Reroll a relic penalty of your choosing.
    Item #3: Reroll all bonuses and penalties on a relic.

    So to be clear, this would reroll the stat type and stats. So +7% fire damage could turn into +8% blizzard damage, rough example.
     
    Collapse Signature Expand Signature
    Fengor, Wes Furtive and Animal like this.
  10. Animal

    Animal Eodrin
    Hero

    Joined:
    19 March 2016
    Messages:
    2,198
    Likes Received:
    3,105
    Me rikey. Give me reasons to waste my money on people's shitty relics to break them down into gambling items :p
     
    Wes Furtive and Billy Lee like this.
  11. Dotix

    Dotix Air Elemental
    Wealthy Legend

    Joined:
    5 February 2016
    Messages:
    398
    Likes Received:
    363
    I think for this system to exist you MUST remove the "Mage spell Upgrades"altogether and add them back in % on relics to increase the total number of combos.
     
    Collapse Signature Expand Signature
  12. NonFactor

    NonFactor Forest Golem
    Wealthy Affluent Legend

    Joined:
    23 January 2016
    Messages:
    4,913
    Likes Received:
    3,410
    really? its designed to be a guild goal right?

    i prefer a perk by itself where a solo player can pick whats better for his player style
     
  13. MWTaylor

    MWTaylor Black Knight
    Staff Member

    Joined:
    12 September 2015
    Messages:
    1,334
    Likes Received:
    5,182
    It is designed for all players. Solo players can farm and find relics too, or trade for them from other players.

    Clan goals will primarily come with Territory Control.
     
    Collapse Signature Expand Signature
    Wes Furtive likes this.
  14. NonFactor

    NonFactor Forest Golem
    Wealthy Affluent Legend

    Joined:
    23 January 2016
    Messages:
    4,913
    Likes Received:
    3,410
    that relic bonus will drop or expire?
     
  15. MWTaylor

    MWTaylor Black Knight
    Staff Member

    Joined:
    12 September 2015
    Messages:
    1,334
    Likes Received:
    5,182
    Relics do not drop on death after a character attunes it to themselves. The relic bonuses and drawbacks stay active as long as the relic is attuned.
     
    Collapse Signature Expand Signature
    Wes Furtive and NonFactor like this.
  16. Billy Lee

    Billy Lee Loremaster
    Staff Member BPG Representative Lifetime

    Joined:
    3 May 2017
    Messages:
    1,146
    Likes Received:
    1,466
    Once you equip the relic it cannot be looted and it never breaks.
     
    Collapse Signature Expand Signature
    Wes Furtive and NonFactor like this.
  17. NonFactor

    NonFactor Forest Golem
    Wealthy Affluent Legend

    Joined:
    23 January 2016
    Messages:
    4,913
    Likes Received:
    3,410
    also can u guys make the 100 stat potions combinable for make a 110 potions?

    like 10 per 1?
     
  18. Dotix

    Dotix Air Elemental
    Wealthy Legend

    Joined:
    5 February 2016
    Messages:
    398
    Likes Received:
    363
    no that destroys the hotspot created by these
     
    Collapse Signature Expand Signature
    Fengor and Wes Furtive like this.
  19. NonFactor

    NonFactor Forest Golem
    Wealthy Affluent Legend

    Joined:
    23 January 2016
    Messages:
    4,913
    Likes Received:
    3,410
    ya sure make sense.

    but i think it should exist for 120 potions not 110.

    i dont have time to log and pve for hours.. i just play at nights, at primetimes.

    thats the time i have to enjoy the game.. find some pvp.

    cant be serious after 9 years playing it i will need to farm status one more time.

    100 stat is cancer and u have alot of disadvantage against someone maxxed.

    wheres the fuckin pivotal "make the game casual" time? @MWTaylor

    should i need to quit because i dont wanna grind again?
     
  20. Andrew

    Andrew Eodrin
    Staff Member BPG Representative

    Joined:
    25 August 2015
    Messages:
    2,046
    Likes Received:
    4,627
    Getting the final stats to 120 or 110 will give you a small advantage but thanks to the changes made it's a fairly minor one. Fast to be competitively viable while learning the game and then a progression for the last few percentage to give some character goals while you build up a bank with gear/resources. There needs to be value in certain aspects of the game or else it isn't really an MMORPG without some kind of progression.
     
    Collapse Signature Expand Signature
    Wes Furtive, Animal and Billy Lee like this.