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	<title>Quest Blog</title>
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	<description>The making of a Free Online RPG</description>
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		<title>Quest Blog</title>
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		<title>Firebolt 0&#8230; Firebolt 1&#8230; Firebolt ∞&#8230;</title>
		<link>http://questrpg.wordpress.com/2009/04/01/firebolt-0-firebolt-1-firebolt-%e2%88%9e/</link>
		<comments>http://questrpg.wordpress.com/2009/04/01/firebolt-0-firebolt-1-firebolt-%e2%88%9e/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 17:58:47 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=76</guid>
		<description><![CDATA[Before 5.15, the mages of Quest all got a new spell every 5 level. Fighters with weapon skills would get a new technique every 5 levels as well. Say goodbye to that! Instead, each spell gets stronger with the number of skill points you invest in its supporting tree. This is intuitive, doesn&#8217;t require constant [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=76&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Before 5.15, the mages of Quest all got a new spell every 5 level. Fighters with weapon skills would get a new technique every 5 levels as well. Say goodbye to that! Instead, each spell gets stronger with the number of skill points you invest in its supporting tree. This is intuitive, doesn&#8217;t require constant updatting of your quickbar, and profoundly shortens the spell book.</p>
<p>Fighters will experience no change to the style of their attacks: +% damage. Mages however have undergone a bit of a rework for their spells. The primary idea is that for each skill point invested your spell will grow:</p>
<ul>
<li>+MP cost</li>
<li>+ damage. For fire, each skill point gives +3 damage.</li>
<li>+ damage from your INT. Like before, each skill point invested increases the controbution to damage from your INT.</li>
</ul>
<p>It is clear how much the technique grows with each skill point because we have added more information to the display of a technique on the quickbar edit menu, and when you right-click a spell or technique already on the quickbar.</p>
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			<media:title type="html">Dlorak</media:title>
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		<title>Class-based vs Point-based Character Building Systems in RPGs</title>
		<link>http://questrpg.wordpress.com/2009/03/16/class-based-vs-point-based-character-building-systems-in-rpgs/</link>
		<comments>http://questrpg.wordpress.com/2009/03/16/class-based-vs-point-based-character-building-systems-in-rpgs/#comments</comments>
		<pubDate>Tue, 17 Mar 2009 02:06:57 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=73</guid>
		<description><![CDATA[Interesting discussion of class-based and point-based character building systems in this Table-Top Discussion.
I think the one thing he alludes to but isn&#8217;t explicit about is how &#8220;templates&#8221; are truly &#8220;roles&#8221; the character can play. Classes are a direct acknowledgement of specific roles. By definition they define the synergies between attacks, spells, buffs, actions, even equipment [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=73&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Interesting discussion of class-based and point-based character building systems in<a title="Table-top Discussion" href="http://www.1up.com/do/blogEntry?bId=8981718&amp;publicUserId=5548290" target="_blank"> this Table-Top Discussion</a>.</p>
<p>I think the one thing he alludes to but isn&#8217;t explicit about is how &#8220;templates&#8221; are truly &#8220;roles&#8221; the character can play. Classes are a direct acknowledgement of specific roles. By definition they define the synergies between attacks, spells, buffs, actions, even equipment in advance. This can be dynamic or restricting depending on how you do it.</p>
<p>I think to turn &#8220;templates&#8221; into an actionable idea for Quest is to have readily available templates prepared as more complexity emerges. The templates can include stat and skill choices as well as prefered equipment, attack choices and fight styles.</p>
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			<media:title type="html">Dlorak</media:title>
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		<title>Jewels, Psychology, Rarity</title>
		<link>http://questrpg.wordpress.com/2009/03/06/jewels-psychology-rarity/</link>
		<comments>http://questrpg.wordpress.com/2009/03/06/jewels-psychology-rarity/#comments</comments>
		<pubDate>Fri, 06 Mar 2009 22:06:55 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=66</guid>
		<description><![CDATA[The jeweling system lagged way behind the rest of the item system with archaic costs of half a million gold to siphon and another half-million to forge that jewel. Not cool. So here is a discussion about how to keep jewels up to date with relevant changes, and while we we are at it, a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=66&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The jeweling system lagged way behind the rest of the item system with archaic costs of half a million gold to siphon and another half-million to forge that jewel. Not cool. So here is a discussion about how to keep jewels up to date with relevant changes, and while we we are at it, a bit of rethinking about what we want jewels to do.</p>
<p><strong>True Benefits</strong></p>
<p>We want jewels to destroy items, unclogging the item system&#8217;s eventual oversupply. This was a much bigger problem in previous versions, but a real risk in the long run for this item system too. When the supply of items becomes so inflated that the demand is oversupplied prices will falls. Basic economics there. So in this situation, an individual player will see the miserable gold income from selling the item, and <em>SIPHON</em> it instead. Siphoning is now a 100% chance of success and a way smaller cost. The 100% success and smaller cost help siphoning adjust to its new (similar to before) role.</p>
<p>Obviously we want jewels to make items better, too. But we don&#8217;t want to disturb the balance of items without making the player risk something. Something more than the relatively cheap jewels and the relatively cheap costs of siphoning and smithing. So we can:</p>
<ol>
<li>Raise the costs of siphoning and smithing well above the trivial costs 5.14 introduces.</li>
<li>Plummet the supply of jewels. (This, along with #4 is Lineage 2&#8217;s solution)</li>
<li>Risk item loss.</li>
<li>Risk loss of all previous jewels on the item.</li>
</ol>
<p><strong>Analysing options for </strong><strong>balancing</strong><strong> risk/reward/cost</strong></p>
<p>#1, Raising the cost of siphoning and smithing makes jeweling a monstrous gold sink instead of it&#8217;s above-stated benefit of market regulation. Even with level-based costs (higher itemLvlRqr &#8211;&gt; more gold cost) smithing costs have to be out of reach for most if gold is the only cost. If the gold cost isn&#8217;t absurdly high, then everyone will be jeweling things willy-nilly! The balance of the game would have to adjust to phat jeweled equipment. I don&#8217;t care for either consequence. Only-gold isn&#8217;t a good cost.</p>
<p>#2, where we make jewels very rare, is viable. I&#8217;d rather not do it though. It doesn&#8217;t drain big gold or items from the system. No market regulatory functions. It does create wealth for those with high mining skill though, and that would be a nice effect.</p>
<p>#3 kinda sucks: only people with backup items should jewel items. HOWEVER, since the item revamp with the Auction House, high supply of commons, and new low smithing costs, backups should be easier to obtain, even if they aren&#8217;t up to snuff. This isn&#8217;t the end of the world for a cost, and gives us that market regulatory effect.</p>
<p>#4 A very very small risk: just the jewel and a lil gold. Small risks have small rewards. Not a bad system, but less market regulatory effect (only removes items on siphoning, no removal on smithing). This could work. It is different, but could work.</p>
<p><strong>The new jewels</strong></p>
<p>old = + 8% mods, 95% success. 500k cost. (the mods were fixed, but +8% is a close estimate if you were lvl 500 and mining similar jewels to the level of mob you could fight)</p>
<p>new = +60% mods, 75% success, (level *1k) cost.</p>
<p>More on the by-the-numbers differences in a bit. But first&#8230;</p>
<p><strong>The Psychological Tweak</strong></p>
<p>Jewels with a lower success rate are better psychologically. Now we don&#8217;t tease players with near-perfect rates: &#8220;95%?! Its a sure thing!&#8221; is much different than &#8220;75%?&#8230; (pause)&#8230; But this is my best hat&#8230;&#8221; When 1/4 attempts fail you think twice. It gets you thinking more towards the real consequences of jewels. The other side of this coin is also true: MOD BOOSTS are WAY bigger! It is like adding 6+ old jewels and a VERY tempting return.</p>
<p><strong>By-the-numbers and Jewel Rarity<br />
</strong></p>
<p>In terms of raw risk/return ratio, a super jewel is better than an old jewel. A rare jewel roughly the same. A legendary jewel is leaps better. But this doesn&#8217;t mean uncommon and common jewels are useless&#8230; it just means you are likely to use them on uncommon and common items. They will be particularly useful on items you are just waiting for a more rare version of.</p>
<p><strong>Equipment slot difference</strong></p>
<p>Before you could not apply jewels to accessory armor or jewelry. This is so we adequately balance risk/reward for the gains. It is a hard thing to pin down. Weapons contribute approximately 35% of the overall mods of a full equipment set, thus they are more valuable. So instead of risking it for the jewel&#8217;s effect, obviously you&#8217;d rather put it on your bracers. So for the risk/reward to be sensible, mods for a jewel change depending on where you put it. Weapons give the biggest return, but in turn you risk potentially your biggest asset. Its not perfect, but it does better address the issue than anything prior.</p>
<p>So go mine, go siphon those leftover rares, and give jeweling a shot!</p>
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			<media:title type="html">Dlorak</media:title>
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		<title>Five New Skills for v5.14</title>
		<link>http://questrpg.wordpress.com/2009/03/04/five-new-skills-for-v514/</link>
		<comments>http://questrpg.wordpress.com/2009/03/04/five-new-skills-for-v514/#comments</comments>
		<pubDate>Wed, 04 Mar 2009 04:37:45 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=58</guid>
		<description><![CDATA[The default fighters takes his weapon skill, pumps it every five levels, and invests in holy for maximal leveling. However, as the expense of potions goes down (as it does in 5.14), and the value of other skills begins to rival the &#8216;default&#8217; view, there may be more interesting fighter builds emerge.
Thats what new skills [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=58&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The default fighters takes his weapon skill, pumps it every five levels, and invests in holy for maximal leveling. However, as the expense of potions goes down (as it does in 5.14), and the value of other skills begins to rival the &#8216;default&#8217; view, there may be more interesting fighter builds emerge.</p>
<p>Thats what new skills are about. So as the title suggests, we&#8217;ll break down these five new skills and see where they fit.</p>
<p>The nature of these new skills emphasize two of the key mechanics going on in every battle&#8230; Dodging and critting. Focus helps hit, then once you pass a threshold of hitting, it starts helping to crit. Same goes for Defense. It helps to avoid crits, then after a certain threshold, it starts to help dodging.</p>
<p>The threshold is when your FOC is equal to your opponents DEF (or vice versa for dodging). Hopefully a discussion of each skill will clear up the details.</p>
<p><strong>DEFENSIVE SKILLS</strong><br />
new skill #1, AVOID CRITS: +2 to DEF on crit rolls. Avoid crit might be useful to very low def characters. If you aren&#8217;t investing in DEF at all and monsters are high in FOC you&#8217;ll be critted everytime! 2def/lvl gives dismal DEF an option to survive&#8230; When 2x crits come into the game, taking 2x Crits every hit cannot happen regardless of your armor, its gonna hurt just too much.</p>
<p>new skill #2, QUICK FEET: +1.5DEF on dodge rolls is awful useful when you are a massive DEF build and want to push that dodge towards the 75% max consistently. Top-notch tanks will covet this. Very power-build skill&#8230;</p>
<p>new skill #3, THICK SKIN: +2 Armor power. If you keep this skill at pace with your level, it is like having a 7th accessory slot with a SUPER accessory in it. Useful for everyone. Perhaps most useful for those with low armor to begin with, or power-building for Über tanking.<br />
<strong><br />
OFFENSIVE SKILLS</strong><br />
new skill #4, PRECISION: +1.5FOC to crit rolls will allow power FOC&#8217;s to push into 100% crit range&#8230; after 100% crit, &#8220;CRIT 2X!&#8217;s&#8221; will start happening&#8230; Again, power build skill.</p>
<p>new skill #5, CONTACT: +2FOC to hit rolls will allow zero FOC charcters to exist. Complimenting a brute-ish or traveller-ish build, this makes either one more viable. If you have no aspirations to get criticals (Hell, you are probably so strong you regular hit is LIKE a critical!) and JUST NEED TO MAKE CONTACT, invest here.</p>
<p><strong>Final Thoughts</strong></p>
<p>It is tough to choose how to build your character, and certain skills will prove superior to other. Time and experience is the only way to tell what builds comes out on top. There will be many solid builds with different characteristics. New skills add more depth to Quest&#8217;s character builds and that is nothing but good.</p>
<p>All existing characters will have their skill points reset when 5.14 is released. Skill resets after will continue to be available from the witch for 5 million gold after that.</p>
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			<media:title type="html">Dlorak</media:title>
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		<title>v5.13b, Nerfing Sucks</title>
		<link>http://questrpg.wordpress.com/2009/02/27/v513b-nerfing-sucks/</link>
		<comments>http://questrpg.wordpress.com/2009/02/27/v513b-nerfing-sucks/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 06:21:36 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=54</guid>
		<description><![CDATA[Nerfing sucks. Nerfing sucks. Nerfing sucks.
one more time. Nerfing sucks.
Really, it sucks. It moves players back. Going back sucks. Its like losing the savepoint of your favorite console game. That sucks. It sucks for the devs because it is usually a burning imbalance that has to happen but the expectation of most MMOs communities is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=54&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Nerfing sucks. Nerfing sucks. Nerfing sucks.</p>
<p>one more time. Nerfing sucks.</p>
<p>Really, it sucks. It moves players back. Going back sucks. Its like losing the savepoint of your favorite console game. That sucks. It sucks for the devs because it is usually a burning imbalance that has to happen but the expectation of most MMOs communities is that the devs find a way to boost every other aspect of the game instead of nerf that one critical aspect. In fact, the first postion can usually be achieved. WoW is quite impressive with its lack of nerfs. However, other games lack the thousands of testers, and broad development teams of full time employees to implement the variety of changes!</p>
<p>So when a nerf does come (even WoW does it), I think it is important to be clear WHERE and WHY the wipe HAS to happen&#8230; Here goes&#8230;</p>
<p><strong>Wiping Saves Items</strong></p>
<p>Yup. Quest&#8217;s brand new item system was meticulously balanced with a certain player to monster level ratio. If the ratio strays too far from 0.75 monster levels for every 1 player level then things start falling apart:</p>
<ul>
<li>the exp curve explodes. Leveling happens too quickly and reduces quality drops as players breeze by item choices.</li>
<li>Fast paced leveling means item turnover gets extreme: common and uncommons become the norm.</li>
<li>High level players, instead of breaking new ground and getting the biggest challenges, are -accellerated- as they easily find high-level-required gear! This point isn&#8217;t simple, but very important.</li>
</ul>
<p><strong>Mario Kart<br />
</strong></p>
<p>Have you ever played Mario Kart? Racing around in the 2nd lap you blew a tire, fell of 3 bridges, and find youself in last. *sigh*. But Mario Kart you never feel out of the race, do you? You JUST KNOW you are getting a juicy Lightning Bolt or Trifecta-of-Red-Shells. WATCH OUT BOWSER, HERE I COME.</p>
<p>Similarily, when you are dominating out in first place, what&#8217;s it gonna be? Banana peel? Single Mushroom? Whoopdee. You&#8217;re winning already, you don&#8217;t need those fancy items and you know it. Show those tight driving skills and stay in first despite your competition&#8217;s better items.</p>
<p><strong>Elastic Bands</strong></p>
<p>The above effect is most commonly refered to &#8220;elastic banding.&#8221; Slingshot the weakest forward and offer resistance to those trying to stretch a first place lead. How WoW accomplishes elastic banding is a system they call the &#8220;rest&#8221; system. Google away. Got it? Pretty cool. Now how Quest accomplishes elastic banding is through availability of items. If you are on the bleeding edge out trailblazing with the big boys: you have a VERY hard time getting your hands on the maximum equipment you could possibly use. The level requirements seem to keep comming in well below your level, 10, 20%. Celebrate it. It means you are winning: your stat builds show insight into your character, your skill build is complimentry and precise, your boss beats are sooner, you are a natural Auction House Tycoon, your in-battle tactics are unmatched. Serious grats, you have insight into Quest and the balls to show it.</p>
<p>On the inverse side, if you&#8217;re past the first lap (levels 1-50), but defintely behind: the Auction House is your starting place for higher-level equipment. You can fly through the levels with your superior equipment, resell it for about what you bought it for, and repeat. Your wealth and level skyrockets on the coattails of the trailblazers&#8217;: their excellent items, when sold on the Auction House, create a well travelled path for you to follow as you craft a path of your own at the same time.</p>
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		<title>Feb 2009 Wipe, items, items, items!!</title>
		<link>http://questrpg.wordpress.com/2009/02/22/feb-2009-wipe-items-items-items/</link>
		<comments>http://questrpg.wordpress.com/2009/02/22/feb-2009-wipe-items-items-items/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 00:03:24 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=50</guid>
		<description><![CDATA[This wipe is for weapons and armor. We wanted more control over the amount of damage weapons do as players level up, so we did the neccessary tweak. While we were at it, we added some critical enchancements to the item system like level requirements, changing item rarity, added over 60 new items for the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=50&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>This wipe is for weapons and armor. We wanted more control over the amount of damage weapons do as players level up, so we did the neccessary tweak. While we were at it, we added some critical enchancements to the item system like level requirements, changing item rarity, added over 60 new items for the rings, amulet, shoulders and bracers slots!</p>
<p>So all these changes are very organic, very normal RPG elements that Quest can use without explaining too much. Login and check em out, I think you will instantly &#8220;get&#8221; it!</p>
<p>New rarity-levels means new odds on finding all those juicy new items:<br />
*Commons 1/100<br />
*Uncommons 1/350<br />
*Rares 1/1500<br />
*Supers 1/4000<br />
*Legendary 1/30000</p>
<p>Pretty great numbers. As you level you will find items with higher requirements that have higher power (duh). Whats new about this is that a COMMON sword with level200 required might be better than a SUPER of level 120 required! So for us to be able to find better and better equipment we don&#8217;t need to have STUPIDLY rare items like the old 1/500k supers, we can have rarity and level requirements take care of it!</p>
<p><strong>Auction House</strong></p>
<p>The auction house is the new armory. You can sort by item type, level requirements, rarity, BUYNOW price, MINIMUM BID, anything really.</p>
<p>The huge upgrade will <em>HOPEFULLY</em> encourage players to trade more. I really don&#8217;t know if the way items changed will help or hurt trade. I don&#8217;t know. I do know that the auction house won&#8217;t go stale. It might go empty (hopefully not!) but the limited durations of auctions certainly stops people using the Auction house for storage instead of honest transactions.</p>
<p><strong>Wiping<br />
</strong></p>
<p>I know some people will not be pleased with a wipe. I won&#8217;t name names but I know some people plan to quit. I understand that, and wish them happy gaming wherever they go. Moreover, I know wipes always bring people out of the woodwork so I look forward to seeing old friends and the RABID competition that always follows a wipe. PLEASE SLEEP, PEOPLE! <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  DO NOT SKIP SCHOOL OR WORK! <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>Stats, Damage, Defense and Killing the One-Damage Phenomenon</title>
		<link>http://questrpg.wordpress.com/2008/12/26/stats-damage-defense-and-killing-the-one-damage-phenomenon/</link>
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		<pubDate>Fri, 26 Dec 2008 16:32:41 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=37</guid>
		<description><![CDATA[Warning!! This post is a DRAFT. It was intended to be published pre-5.8, but obviously was not! I try to talk about the DEF changes but after re-reading the thread there are leaps of logic that don&#8217;t get fully justified. If there is specific interest on the forums (or here in the comments sections) I&#8217;ll [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=37&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><strong>Warning!! This post is a DRAFT. It was intended to be published pre-5.8, but obviously was not! I try to talk about the DEF changes but after re-reading the thread there are leaps of logic that don&#8217;t get fully justified. If there is specific interest on the forums (or here in the comments sections) I&#8217;ll elaborate some more of the theory. Sorry for the mess! (Expect more refined posts on future topics <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</strong></p>
<p>Another DEF-rework in Quest? Yes. We&#8217;ve learned so much from changing things around in the past and we can make new changes that reflect that learning!</p>
<p>This post is theory-heavy, and not all things are fully discussed. If you don&#8217;t agree with some of the assumptions, definitely leave a comment and I can clarify. We&#8217;ll improve this even more if you bring up issues here or on the forums.</p>
<p><strong>Armor v Absolute Damage Reduction</strong><br />
In Quest, your equipment reduces damage by a %, we call that the Armor%. To figure out your Armor%, sum up your Chestpiece, leggings, gloves, boots, hat, shoulders, and bracers to get the Armor # you currently have. divide by 10 to get your Armor%. An Armor% of 30% would reduce an attack of 200 down to 140.  Simple stuff.</p>
<p>Absolute reduction (affected solely by your DEF stat) reduces damage by the total number of DEF points you have. So with 30DEF you have 30 &#8220;absolute damage reduction&#8221; and an attack of 200 is reduced to 170. Basic subtraction.</p>
<p>Now put them back to back. Apply armor% first, then subtract your absolute damage reduction. An Attack of 200 gets reduced by 30% is 140. then subtract 30 to get the final damage of 110. Great.</p>
<p>This Armor% reduction followed by Absolute damage reduction formula is excellent&#8230; But I want to point out some things we&#8217;ve observed as a result of using it in Quest, and talk about things we <em>can&#8217;t</em> do if we keep the Absolute damage reduction.</p>
<p><strong>The Perfect Storm</strong><br />
1. DEFmods are allowed to be unlimited.<br />
2. Players must max-out STR or INT to be able to break the one-damage barrier in PvP against max-DEF players.<br />
3. lower-level monsters yield too much EXP in relation to their difficulty. (A colour coded system of reducing exp for weaker monsters (as found in most MMO&#8217;s) would work here.)<br />
4. level-disparity favours DEF builds, punishes non-STR builds harshly (inherent in the system of absolute reduction&#8230; unless we de-linerize gains but lets not go there).</p>
<p><strong>Theory &#8211;&gt; Reality</strong><br />
Okay, so the absolute damage reduction &#8216;experiment&#8217; has some untended consequences that didn&#8217;t play out in theory, but are very real in Quest. Most notably the demonstrable advantage of DEF-builds, and the forced investment of STR/INT to avoid being forced into a 1-damage pigeonhole. What to do about it? Fix enough of the 4 issues, or try something new?</p>
<p><strong>What we want from a DEF formula</strong><br />
Quest&#8217;s development of the absolute damage reduction was sort of haphazard. We wanted a great formula, and in theory absolute damage reduction is up there in coolness. It has lots of armor-piercing and DEF-piercing options went unexplored in quest because if basic attack isn&#8217;t &#8216;working&#8217; then those options are just a cover-up of that flaw. In my opinion, something new is the way to go.</p>
<p>Doing something new requires us to look to the long-term goals of Quest. We can use our long-term goals to help guide or short term focus on DEF&#8230; Long term goals: Longer, more strategic battles (boss fights being one of those types of more strategic fights); More cool spells and more cool attacks; Options to build a successful character in many different ways&#8230; And of course we want to maintain balance throughout. So looking at game mechanics that enable these types of fights seems like the right place to start hunting for a new DEF formula.</p>
<p><strong>Finding the mechanics&#8230;</strong></p>
<p>Quick attack, &#8220;wind up&#8221;s, desperate lunges, dodge, parry, elemental damage types, shield spells, stances, long-cast spells, short-cast spells, instant cast spells, etc, etc&#8230; the list goes on. These are cool mechanics that together form awsome battles. One group in particular is entirely cut off to an absolute DEF formula: quick attacks / slow but strong attacks / casting / channelling. All time-based mechanics are impossible to balance in an absolute DEF situation. Let me explain..<br />
Here&#8217;s a quick example of why we need to move away from absolute damage add more variety/options: A quick attack takes, lets say 1.5sec. A regular attack takes 3seconds. Quick should do 1/2 the damage, right? Let hastily try that out with an absolute DEF formula (beware, numbers ahead):<br />
Lets say Weapon% and Armor% cancel each other out.<br />
RegularDmg = 200<br />
TargetAbsoluteDEF = 100<br />
result: Target takes 100dmg.</p>
<p>QuickAttackDmg = 200/2 = 100.<br />
targetAbsoluteDEF is still 100.<br />
result: target takes 0 damage.</p>
<p>Yikes.<br />
<strong><br />
Time-based vs Turn-based</strong></p>
<p>Quest has always been turn-based. Your turn. My Turn. Repeat.</p>
<p>However, many of the mechanics above need a different paradigm. Well why do we have to move away from turn based? Well we don&#8217;t&#8230; but the above situation forces some messy assumption-based balancing for any spell that does not follow the &#8220;norm&#8221; curve. Fire=Water=Earth&#8230; for that reason. We can mix those up by two new variables (cast time, damage) if we move to time-based. Much nicer.</p>
<p><strong>Weren&#8217;t we already time-based?</strong><br />
Yes, sort of. But all attacks always took the same amount of time to use. Drinking a potion takes the same amount of time as changing the planet&#8217;s clouds into blood-red behmouths that rain rain tears of apocalyptic fire&#8230; really? casting spells to end the world can happen in the same time it takes to take a sip of your favorite flask? We can do better.<br />
<strong><br />
DEF stat</strong><br />
Okay, we&#8217;re time based, with no absolute DEF. So what does DEF do?<br />
Def still reduced damage, but in a new way. Def increases your chance to dodge, parry, and avoid critical hits. Also, DEF can contribute a small boost to your armor %&#8230; obviously we know the dangers of locking in a % reduction ( remember the two stat, 95% armor days? &#8220;Are you a STR/HP or an HP/STR?&#8221;) so your boost in armor and dodge are relative to your opponent&#8230; enter FOCUS.</p>
<p><strong>FOC stat</strong><br />
Focus replaces DEX. Focus represents your ability to hit and critical hit your opponents. It can also stifle your opponent&#8217;s Armor% bonus. Are you noticing that FOCUS is the opposite of DEFENCE? The reciprocal action is intentional.<br />
<strong><br />
Out with the Old&#8230; In with the New&#8230; </strong><br />
Focus and Defence changes are coded in v5.8.  (Say goodbye to the one-damage phenomenon.)<br />
Time-based Fights are also in v5.8. Little bonuses of going to time-based fights are visible right away. For example, fizzled spells (due to not enough MP) only take 1/3 of the time of a normal attack. Using potions takes longer in-battle (for balance issues). Plenty more benefits to come from the switch to time-based in the future.</p>
<p>I hope I&#8217;ve broken down the big picture of why and how these changes are coming into <a title="Quest" href="http://www.questrpg.org/">Quest</a>&#8230;</p>
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		<title>Bosses</title>
		<link>http://questrpg.wordpress.com/2008/12/03/bosses/</link>
		<comments>http://questrpg.wordpress.com/2008/12/03/bosses/#comments</comments>
		<pubDate>Wed, 03 Dec 2008 22:08:09 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=31</guid>
		<description><![CDATA[Bosses are a cool element of all RPGs and Quest has gone way too long without meaningful boss fights. This &#8220;bosslessness&#8221;, if you will, continued because our battle systems needed an upgrade in three areas: security, mechanics, and formulas. Now that we&#8217;ve got the securuty and are moving the other two in  (arguably)  the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=31&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Bosses are a cool element of all RPGs and Quest has gone way too long without meaningful boss fights. This &#8220;bosslessness&#8221;, if you will, continued because our battle systems needed an upgrade in three areas: security, mechanics, and formulas. Now that we&#8217;ve got the securuty and are moving the other two in  (arguably)  the right direction, we can begin to show off some of these upgrades and give some sweet fights in the process. Here are some thoughts and teasers on what bosses will bring to Quest.</p>
<p><strong>A Game Mechanics Showcase</strong><br />
As a dev, I want all the basic mechanics (like &#8220;why would I put points in def?&#8221;) of the game to be clear for everyone. One of the best ways to get the basics across is isolate them. Show them one at a time. Bosses give us that one-at-a-time showcase for stats, equipment abilities, spells, and other special attacks in a big way. For example, the first batch of bosses show extremes of statical builds: the first boss has maximal defence, but only ONE focus. He can barely hit you at all, but you can barely hit him! Watch out when he connects though&#8230; In another fight you will take critical hits almost every time and it will be obvious why. And as you go up in level things will get more complicated.</p>
<p><strong>AI</strong></p>
<p>It is worth investing time in competent AI and novel game mechanics for the sake of that one sweet boss fight. AI gives the monsters smarter tactics than &#8220;attack&#8221; and.. uh&#8230; &#8220;attack again&#8221;. There will be bosses that you need to dispatch quickly or else they may collect enough energy to cast a devastating spell or buff up into a frenzy of extra damage and critical attacks. Others bosses may be friendly until pushed over the edge&#8230; AI makes that possible.</p>
<p>On a similar note, bosses that require two or more people to defeat: AI contributes ideas like who to attack (aggro, and other models of decision) and what attacks to use and which to avoid using.</p>
<p><strong>The Loot</strong><br />
What&#8217;s a good boss without phat loot? Bosses will have high-percentage drops. They won&#8217;t always drop the item you want, but any item they can drop will have no less than a 10% chance to drop. They will have a specific group of possible items that could drop and I expect those drops to become common knowledge because of the high drop rates.</p>
<p>There is an issue with bosses giving too much loot if you can fight them again and again (you can). One possible system is to have your first-kill on a boss use an excellent drop rate. Then all subsequent kills of that boss give way reduced drop rate. This system was practiced in Diablo II and will work. However, I don&#8217;t want to do it because:<br />
1. If the &#8220;2nd kill rate&#8221; is too high, it will encourage boss-farming by upper-level players and flood the market with high-level boss-drops for cheap.<br />
2. If they &#8220;2nd kill rate&#8221; is too low, it will be tedious to get the boss-drops you wanted, forcing high levels to do nothing but repetitive killing of the bosses.<br />
3. If two people get in a group to kill the boss, do you give the &#8220;1st kill rate&#8221; or the &#8220;2nd kill rate&#8221;?<br />
So, an alternative system: As said before, bosses won&#8217;t always drop the item you want, but any item they can drop will have no less than a 10% chance to drop. The catch is, bind-on-pickup equipment drops: if you beat a boss, only you can use that loot to equip, sell, or siphon. Thats it. No player store or trading for bound items. This cuts off flooding, and &#8216;1000 boss kills a day&#8217; farming. If you can beat the boss, you can get the sweet items it drops. Simple as that. (There are issues with low-levels tagging along with high-levels but we&#8217;ll cross that bridge when we get there.)</p>
<p><strong>Story</strong><br />
Quest has no quests. Lame. Lets turn that around&#8230; I know the RP board on the forums has been extremely active in the past, perhaps our writers could set a framework up? Brainstorm some simple &#8220;find and talk to X&#8221; and &#8220;kill Y Z&#8217;s?&#8221; that fit within that, and some bosses that go with. Its thin and a little crass to want formulaic quest, buts its a start.</p>
<p><strong>The Top-50</strong><br />
Beating Bosses sooner than expected is an accomplishment worthy of the top 50 lists. Definitely expect to see everyone&#8217;s first beat of the boss and their level when they slayed that boss.</p>
<p>Coming soon to a client near you&#8230;</p>
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		<title>&#8216;Bigger numbers = easier balancing&#8217; and other v5.6 thoughts</title>
		<link>http://questrpg.wordpress.com/2008/11/23/bigger-numbers-easier-balancing-and-other-v56-thoughts/</link>
		<comments>http://questrpg.wordpress.com/2008/11/23/bigger-numbers-easier-balancing-and-other-v56-thoughts/#comments</comments>
		<pubDate>Sun, 23 Nov 2008 21:27:52 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=29</guid>
		<description><![CDATA[HP Gains in v5.6
Game formuals are ticky mistress in any RPG, and especially in Quest because of unlimited leveling. To make the formuals less sensitive, for next version we&#8217;ve dramatically increased HP. Bigger numbers = less formula sensitivity = easier balancing.
One side effect of increasing the HP of characters is longer battles. This is a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=29&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><strong>HP Gains in v5.6</strong></p>
<p>Game formuals are ticky mistress in any RPG, and especially in Quest because of unlimited leveling. To make the formuals less sensitive, for next version we&#8217;ve dramatically increased HP. Bigger numbers = less formula sensitivity = easier balancing.</p>
<p>One side effect of increasing the HP of characters is longer battles. This is a consideration that needed to happen to push Quest closer to boss fights, Clan v Clan fights, and unique dungeon-style monsters. That said, it still looks like trash monsters can be knocked off with the usual button mashing.</p>
<p><strong>DEF and Armor</strong></p>
<p>Armor still reduces damage by % right away. One point in DEF drecreases damage by 1 instead of 0.66.</p>
<p><strong>Spells and Weapon Skills</strong></p>
<p>Spells were rehashed this version. The damage-caps are less intrusive, but still real. The caps are also more transparent: when you have maxed out the damage or healing on a spell it displays on the spell details (You can view spell details by right-clicking on an item in your quickbar, or from the edit quickbar drop-down menus).</p>
<p>Another big change with spells is armor/def related. Fire, Water, and Earth spells go right through the %reduction offered by equipment, but still are reduced by the DEF stat.</p>
<p>Weapon skills (Slash 1, Slash 2, etc etc) are in the game to give damage bonuses to the weapon flashers.</p>
<p><strong>Potions and Holy spells<br />
</strong></p>
<p>Healing spells are stronger to make up for the extra HP. Lower levels of healing are slightly nerfed and higher level are slightly better.</p>
<p>Potions have increased by a factor of 10-20, and the maximum potion can has a capacity of 120k.</p>
<p>Potion mechanics also changed a bit. Out of battle, no change from previous versions: potions heal to full. In battle, however, potions can only heal up to 3% of their maximum capacity. So a 4000 potion can heal up to 120 in battle, and a 120k potion can heal up to 3600 in battle.</p>
<p>Healing spells, if kept up as you level, will provide top notch MP-efficient healing for in and out of battle, and INT healers can far exceed potions with their heals. Low-INT healers, if they raise their Holy skill enough, can do better than the best potion in-battle somewhere between 200 and 250 Holy (depending on how much INT you have!).</p>
<p><strong>Monsters and Damage</strong></p>
<p>Monster now have a floor damage: they do a minimum of their level in damage on each successful attack. This was a tough one to put in, but after some play testing it has shown to be a no-brainer to step in the right direction for multi-monster fights, the exp curve and grinding style&#8230; You can&#8217;t just find the strongest mob that does one damage to you anymore. This feels like the most contraversial part of the whole update.</p>
<p><strong>PVP</strong></p>
<p>I don&#8217;t know what PvP will bring to the table just yet, but we&#8217;ll finally be able to see first-hand if mages really are better than fighters&#8230;</p>
<p><strong>PvMM</strong></p>
<p>Multiple monsters in a single fight only means two for now. But this adds a new dimension to possible builds. I expect DEX characters will want to level on these multi-mob fights where their dex advantage can be huge over the str-based builds that monsters currently have. DEF heavy chars may favor the stronger single mobs as they absorb much of the damage they deal anyways. Only time will tell on this one.</p>
<p><strong>Releasing&#8230;</strong></p>
<p>It is November 23rd as I write this, and it will be next week before we release this next version. I&#8217;m looking forward to polishing PvP a lot more (a LOT more) but if that doesnt happen we may push out a version this week.</p>
<p>Looking ahead, I will post about the longer term plans going forward after release&#8230; Synergies, buffs and quests, OH MY! <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Quest Development Mimics the Seasons?</title>
		<link>http://questrpg.wordpress.com/2008/09/29/quest-development-mimics-the-seasons/</link>
		<comments>http://questrpg.wordpress.com/2008/09/29/quest-development-mimics-the-seasons/#comments</comments>
		<pubDate>Mon, 29 Sep 2008 23:15:21 +0000</pubDate>
		<dc:creator>Dlorak</dc:creator>
				<category><![CDATA[Dlorak's ramblings]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[news]]></category>

		<guid isPermaLink="false">http://questrpg.wordpress.com/?p=26</guid>
		<description><![CDATA[I am truly enjoying my new job but it sure does eat a lot of time. Commuting, 9 to 5&#8242;ing, and overtiming leaves little in the coding tank. I expect things to roll smoother (and with less overtime) in the future, but not much progress has been made for Quest in September.
The infrastructure of the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=questrpg.wordpress.com&blog=3010362&post=26&subd=questrpg&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>I am truly enjoying my new job but it sure does eat a lot of time. Commuting, 9 to 5&#8242;ing, and overtiming leaves little in the coding tank. I expect things to roll smoother (and with less overtime) in the future, but not much progress has been made for Quest in September.</p>
<p>The infrastructure of the code is in the best shape it ever has been and is just itching to be put together. ITCHING. Winter in Canada means no golf (*gasp*) so that alone will make time for serious development. Let it snow. <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>A quick release (with some <em>small </em>visible parts of the next big release in it) is slated for this week, assuming Jouser and I can cooridnate.</p>
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