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Changes to Conflict & World Plot

RoomyChanges to Conflict & World Plot
Roomy
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#1
11-22-2021, 10:27 PM (This post was last modified: 11-22-2021, 10:33 PM by Roomy.)
Over the past few months (and primarily the first arc of Verdict), we've learned a lot about how plot and conflict work in a game like this. I'm sure everyone has their own opinions as well, of course, but this thread will detail the conclusions that I have reached after heavy observation & discussion with my team, as well as my intentions moving forward.

Firstly, I loved our world events. I genuinely think we've never seen something of that scale or even similarity in the history of RP games like Verdict or its siblings/predecessors. I am immensely proud of my event team for that reason. However, ultimately, the actual involvement of players was drastically lower than what can be achieved with even a single PC just offhandedly deciding to do something. One person can walk into town with a (metaphorical) gun and twenty others will follow, RP, fight, etc., whereas in an event, only eight or less can even touch the 'real' stuff. And in that case, it's only 1-3 people who can get the spotlight.

In other words, there's fundamentally almost no difference in result with world events run by the admin team versus natural player conflict (where we, for the most part, don't push or manipulate plot, or even really do anything at all). When there is a notable difference, it's usually a negative one (in favor of natural player interactions).

In fact, we've even observed that we can hit the same player spikes and peaks /better/ without forcing events on people, as they can discourage conflict and ultimately cause less people to become enthralled with Verdict.

Now, fear not, this isn't my "I'm done, good luck, I'm letting you do whatever" post that you might be expecting. Quite the opposite, in fact. But I think it's important to shift away from our current system of weekend-based world events for arcs. Players clearly have a harder time getting involved with those on average, and if you can't get involved in those, then the world plot sort of leaves you behind.

Going forward, I'm going to be shifting the intent of the event team to one that augments PCs instead of spotlighting them. Rather than having huge battles with crazy stuff happening every weekend, we'll push tools into player hands and let them make the choices that change the world at their own behest and when they decide to. We'll try to do better with private events, but also have more roaming ECs dedicated to educating or foiling for PCs.

This is alongside my intent to make PCs the antagonists as well.

Or, rather, in a less clickbait-y way, my intent to make PCs more /able/ to be antagonists. Right now, it's very difficult to break out and grace the world as an antag, partly because, in fairness, the game is built for ECs to be the antags. A key change we'll be making administratively is understanding, recognizing, and allowing players to be the antagonists they want to be. With the update, a few prominent things are happening to facilitate this:

1. Alongside Relic magic, "less savory" magics (such as Fel magic) are being added as options for those with a desire to stand out.

2. We're also adding a "Touched" system for Fae- and Void-touched individuals, who can use these trees as replacements for their racials to become undead, Fel-corrupted, a Wild sorcerer, and more.

3. To help guide these characters, we're also including two new app-only races with conflict-focused mechanics. They start like any other PC race, but are expected to die quickly (on average) in exchange for more experimental racial mechanics & the potential of becoming a more permanent fixture at high levels.


That isn't all, though. Given these changes only require topical/OOC-based makeovers, and not mechanical ones, the upcoming update has grown even larger with more content to access. I've decided to include Artificery (with mana rifles & the mentioned focus weapon type), the above stuff, and a million other things. 

Right now, in my opinion, Verdict is a fun game until you hit the lategame. Then it gets boring unless you put in a lot of work to change that, and it's not easy for most who have jobs and otherwise. In the prior system, miss a weekend and you're basically excised from the "interesting" parts of the game. With this change, it should be a lot easier to get involved and to survive as an antagonist as well.

Fear not, though: our policies on killing & similar things aren't really changing. This is just shifting how we look at the game as a staff team. I posted this here so you guys can discuss & ask questions. Fire away!

PS: No, none of these changes are being made to push for war or injury counts to go up or whatever else you might imagine. My goal is to keep these factors about the same as when events were happening every week, just spread out instead of clumped up on weekends.
pee
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#2
11-23-2021, 12:33 AM
Is there a chance to see a full list of Relic Magics and new magics to come before the day of the launch? Even if it's just a skeleton to see what is available? Or will they be largely hidden / app-only?
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#3
11-23-2021, 12:46 AM
With relic magics having their own levels, have you considered implementing a mentorship or teaching system in a future update? For example an ability gained at the XP cap for a magic tree that lets experience from your posts go to someone with the same relic magic in the nearby area, or something that will allow people to unlock restricted (but otherwise non plot sensitive) magic for others if they meet certain mechanical requirements.
Delirium
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#4
11-23-2021, 12:49 AM
(11-23-2021, 12:33 AM)pee Wrote: Is there a chance to see a full list of Relic Magics and new magics to come before the day of the launch? Even if it's just a skeleton to see what is available? Or will they be largely hidden / app-only?

I think we can get a list of what they are, but not what they're comprised of, and perhaps the general themes of them without much spoilers.

It is HARD TO APP without a clue of the abilities. Necromancy has probably been the most favored to work towards because it's spoken of, and well, zombies and skeletons are pretty easy to understand. Context should be given a bit for how they work.

The actual abilities, perks, and mechanics should remain hidden until someone is actually APPROVED for them :3
Avee
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#5
11-23-2021, 01:07 AM
but how do i get a gf
zealot
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hey whats up

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#6
11-23-2021, 01:17 AM (This post was last modified: 11-23-2021, 01:17 AM by zealot.)
(11-23-2021, 01:07 AM)Avee Wrote: but how do i get a gf

https://forum.verdict.dev/forumdisplay.php?fid=34
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Roomy
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#7
11-23-2021, 01:47 AM (This post was last modified: 11-23-2021, 01:55 AM by Roomy.)
re: Relic Magic

The intention is for most Relic magic to be openly accessible. When you unlock an aura, you'll be able to see what Relic magic that extends into from there, minus the ones that're hidden by default. Those'll be accessible via a forum thread of some kind.

The default ones aren't necessarily cooler or less cool than the hidden ones, they just have less lore implications. Regeneration (self healing) vs. Fel magic, for instance. One is a natural extension of Aquamancy whereas the other is a complex and not-of-this-world magic that requires some sort of extraplanar knowledge.

I will post a comprehensive list at some point, but to give a brief overview of what you can expect:

Aquamancy -> Regeneration (Public)
Heavy focus on wound regeneration. Combat spells focus on 'bounceback' mechanics like Mend Bone, as an example of a similar theme.
Aeromancy -> Flight (Public)
Heavy focus on map mobility, essentially allows you to hover. Lets you recover Focus while moving, move over terrain, move faster in combat, etc.

Druidry -> Treemelding (Public)
Lots of spells that allow you to interact with trees on the map, including using them for fast transport and residences.
Druidry -> Dream Communion (Private)
Allows you to visit the Sylvan Reverie at will, though only in a mental form that lacks your gear / the ability to bring things back.

Arcanery -> Pathfinding (Public)
Making permanent markers on the map to teleport back to, can pull others with you, etc.
Arcanery -> Astral Projection (Private)
Allows you to visit the Astral Sea at will, though only in a mental form that lacks your gear / the ability to bring things back.

Fel Magic (Private)
Combat effects fixate on Fel Burn, which lowers Max Health over the course of the fight. An example out-of-combat effect would be Fel Gateway, which rips open a hole in space that takes you to a desired location on the map. Afflicts nearby players with Fel Sickness.
Necromancy (Private)
Causes moderators to cry at Roomy- JK. Necromancy is going to be more about actual in-fight necromancy (raising hands to drag your opponent, etc.) than reviving players. Reviving players is considered extremely high tier necromancy.

Wild Magic (Private)
Combat effects fixate on Bewilderment, the debuff used by Nirya & Rakshasa. Out-of-combat effects allow you to bend nature to your whim and call butterflies to your behest, increasing natural regens and speeds.
True Magic (Private)
Declare truths in combat to brutally maim your opponent with True damage. Out-of-combat effects allow you to immediately understand someone's age, race, level, among other details.

These aren't all of them. Just a brief look at some of the ones people are probably curious about. Every tree will be getting a public Relic either at or soon after the update, and several are getting private ones as well.
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#8
11-23-2021, 02:05 AM (This post was last modified: 11-23-2021, 02:06 AM by Roomy.)
Also, this will get a whole thread on its own (as will the aforementioned antag races), but I wanted to touch (no pun intended) on the Touched mechanic a bit.

Like I said, Fae-Touched and Void-Touched are now actual player statuses, but they matter a lot and are a bit unique in how they function.

Basically, they consume your racial tree but preserve your racial cosmetics. In other words, if you're an Empyrean, a Draconian, whatever- your racials are wiped.

The Fae and the Void sides have two separate trees that branch out in different directions. Each has four branches (one for each 'element' of that plane) and once you buy into it, it locks you- permanently- out of the others. They are also nonrefundable, as they're considered world-changing abilities.

However, we wanted to do them in a way that supports our ability to give low level antagonists something cool, so you don't get god-killing abilities right away (and you most likely won't in general). Instead, your first ability will overwrite your eye color or another small cosmetic and give you some minor stats.

Continuing down that path will unlock more obvious cosmetics such as glowing green fire in your eyes if you're Fel-Touched or horns if you're Demon-Touched, along with corresponding spells.

tl;dr If you're a Fae or Void aligned person, you get a cool little racial tree that escalates to match your power level, meaning you don't have to be absurdly obvious and get killed two seconds into your character.

The list of branches is:
Void-Touched
Felfire
You're painted in lines of bright green and your eyes are overtaken by an emerald flame. Your abilities strike through armor and resilience to the core and you're empowered by scarring Felfire.

Undeath
You're becoming the living dead. While you do not hold command of necromancy, you yourself have become undying and use undeath to your advantage.

Demonology
Your physique is overbearing and your skin is tinted a deep purple-black. You are nearly unstoppable and look like more of a weapon than any blade could hope for.

Witchcraft
You invoke the patronage of Paschia Fel as a witch, capable of ritualistic feats of black magic that can extend one's lifespan abnormally or make pacts with the eldritch.

Fae-Touched
Truth
You're impossible to ignore and others cannot hide from you. Your attacks strike past defenses and fixate on knowing the unthinkable. You bear a signature that's worth hiding.

Wild
You're overtaken by the absurd wilderness of the Faewild. Butterflies swarm around you at all times and you yourself are warped to bear antlers, hooves, or other such features.

Sanguine
You are empowered by blood and gore, fueling yourself with the spillage of your opponent. You are propelled to bear blades and fang, like a whirling sawblade in human form.

Fairy
Your specialty is magic and magic alone. While frail and increasingly small, you are outstandingly good with all forms of magic and can cast an unprecedented number of spells.

This probably seems like a lot for antags, but keep in mind I'm trying to balance it against a much larger pool of stuff that's available to everyone, and one person can only go for one of these branches per character- even then, it'll take significant effort & leveling to get to the end.

These are sort of intended to work like tiered Sins, if you're familiar with those from Eternia. In other words, you probably won't see most of these remotely fully realized in any single character's lifespan.

PS: This probably seems like a lot of stuff to add for one update, but all I'd like to say is
This is what happens when I don't have to reconstruct the wheel five times to get where I need to go
I've had two straight months of nothing but content, baby
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