Re: [Wesnoth-dev] Arcane Critique

2007-09-07 Thread Noy
>
> What I think is broken in the current setup is:
> - Ghosts, especially the high levels, are too powerful against undead
> and drakes.  Wraiths are unstoppable, especially because they regain
> sizable amounts of health when their damage is boosted, because
> they're quite mobile and hard to hit, and because they even have a
> ranged attack that the drakes are quite weak to, which makes it
> difficult to use the only weapon the drakes have against them, fire,
> to significant effect.  They also have the opposite alignment of
> drakes, are mobile enough to make it matter, and also are very
> resistant to all saurians' attacks.


This is not as severe problem as it seems. First off, Ghosts do not  
get drain against the undead. This is a critical  deficiency as  
taking retaliation damage does not get replaced by the increase power  
of the arcane attack. Moreover skeleton archers who are highly  
resistant to cold do very good damage against them, with little  
retaliation. Ghost on Ghost is very similar in outcome to the  
Horseman on Horseman. Actually if anything, horseman on horseman at  
day and dusk is far more volatile than Ghost on ghost at night, as  
they can kill each other with 2-2 at 40% defence, with greater  
mobility than a ghost. We might move to make it so that 3-3 does not  
mean a instant kill, but there is an obvious precedent for this.

> - White Mages are playably balanced, but are too fragile; this is a
> holdover from the days when they needed to be unusually fragile so
> that the undead had any hope of stopping them.  I suggest a sizable
> increase in HP, with other nerfs (probably to damage) to keep things
> even.

Hasn't changed in years and a solid second line unit. Given its  
abilities to heal and its strong attack we think its weakness is  
warranted. Its not supposed to see front line combat, except maybe as  
a last resort.

Also I always intended for the word Holy to remain in the attack of  
the white mage line instead of light beam. Since the path of piety  
allowed Clerics to tap into the arcane power, they would likely  
conceive of it as being a holy attack, so "holy beam" would make far  
more sense than "lightbeam."

> - Dark Adepts, and even liches, are still largely powerless against
> undead - this has never made sense, because they're supposed to be
> the masters of them.  You'd think someone with an intimate knowledge
> of how to create said unlife would be equally apt at turning or
> destroying it.  (on that note - a "turn" ability for undead magi to
> seize control of opponent's undead units would be very interesting).

We've come up with an alternate scheme that will accommodate your  
concerns, as well as what we think to be a  better balance than one  
we have now. We'll need to work on it, but essentially we're looking  
into creating a balance around the DA with an arcane and a cold  
attack. We do not want to change cold since it would seriously affect  
the balance vis-a-vis other factions, particularly the drakes. This  
would be akin to Dwarves having axes and hammers, with the latter  
only used against units weak against crush.


> - The "drakes vs. undead" vulnerability circle is still there, and
> this hinges largely on the presence of cold as the dark adept's
> attack.  Combat between these two is still too volatile, mostly from
> the undead side.
>

This hasn't been a problem for the two years we've been balancing  
units. Its one of the most difficult match-ups in wesnoth, for sure,  
hinging critically on the day/night balance.  Yes big damage swings  
do happen, but they are manageable and occur for both sides. Taking  
lots of damage is a necessary problem for a drake player: DAs at  
night are no more powerful than Spearman at day. Drake Fighters at  
day  are excellent DA killers, with one almost killing a DA if need  
be, and having far greater mobility.  But this has not been seen to  
be too volatile, and we do not see the need to change it now.




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Re: [Wesnoth-dev] Arcane Critique

2007-09-07 Thread Eric S. Raymond
Richard Kettering <[EMAIL PROTECTED]>:
> What I think is broken in the current setup is:
> - Ghosts, especially the high levels, are too powerful against undead  
> and drakes.  Wraiths are unstoppable, especially because they regain  
> sizable amounts of health when their damage is boosted, because  
> they're quite mobile and hard to hit, and because they even have a  
> ranged attack that the drakes are quite weak to, which makes it  
> difficult to use the only weapon the drakes have against them, fire,  
> to significant effect.  They also have the opposite alignment of  
> drakes, are mobile enough to make it matter, and also are very  
> resistant to all saurians' attacks.

Agreed.  Ghosts should not have arcane.

> - White Mages are playably balanced, but are too fragile; this is a  
> holdover from the days when they needed to be unusually fragile so  
> that the undead had any hope of stopping them.  I suggest a sizable  
> increase in HP, with other nerfs (probably to damage) to keep things  
> even.

Neutral on this one.

> - Dark Adepts, and even liches, are still largely powerless against  
> undead - this has never made sense, because they're supposed to be  
> the masters of them.  You'd think someone with an intimate knowledge  
> of how to create said unlife would be equally apt at turning or  
> destroying it.  (on that note - a "turn" ability for undead magi to  
> seize control of opponent's undead units would be very interesting).

Strongly agreed.  It's just silly that the Dark Sorcerer line doesn't
have Arcane; it should.

> - The "drakes vs. undead" vulnerability circle is still there, and  
> this hinges largely on the presence of cold as the dark adept's  
> attack.  Combat between these two is still too volatile, mostly from  
> the undead side.

Neutral on this one.
-- 
http://www.catb.org/~esr/";>Eric S. Raymond

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Re: [Wesnoth-dev] Arcane Critique

2007-09-07 Thread Richard Kettering
There are a number of things I like about the change to "Arcane", and  
few things I don't like.  I do miss having a damage type named holy,  
but by and large I think we've otherwise had huge improvements  
through the new setup.

I thought it was a great benefit to finally get a "generic magic"  
attack, because in many instances, elemental connotations being  
slapped onto different types of magic were unfounded.  The biggest  
problem was an association of "cold" with "evil magic" in the game;  
cold might seem like the temperature of death to those from european  
backgrounds, but to someone from an equatorial background; to a man  
from the desert, I could easily see the parching, desiccating heat as  
the most prominent symbol of death.  What we needed was something to  
represent "magic meant to hurt" in its pure form; like the "Evil  
Eye", it is something which has no physical corollary - that's what  
makes it "magic".  It's not something dying from burns, or from  
frostbite - it's something dying from a curse _alone_.  That's what  
makes it magic, and not a cheap substitute for technology - IMHO, the  
most truly "magical" fantasy works are those which do what could  
never (by our current conjecture) be possible for technology.  To use  
LotR as an example; the one ring had one cheap property,  
invisibility, which we'll eventually be able to mimic.  But its  
other, and much more subtle properties - the great command it could  
forcibly exact over fate itself, the real reason it was called the  
ring of Power, are what made the story so profound, what made it into  
something other than an odd form of gadget porn.


I thought it was good to finally get a "pure magic" attack type of  
some kind.  There were a lot of ways this could have fallen out - in  
one, it could have been a faerie-like magic that the more magical  
units (elves, drakes, trolls) were more resistant to, and the more  
mundane units (humans, etc) were weak to.  There were others, but  
frankly, I was pretty happy to have seen any change, because the old  
balance was quite broken, quite volatile, and also quite boring. I do  
think the same attack damage being used for holy attacks works well  
to dispel magical things - as boucman pointed out, religion, in  
medieval times, was practically the only defense people thought they  
had against a demon-haunted world.  I think there's a downside, in  
that any discerning heavenly force wouldn't be willing to smite good  
things at all, but we've always had that problem.



What I think is broken in the current setup is:
- Ghosts, especially the high levels, are too powerful against undead  
and drakes.  Wraiths are unstoppable, especially because they regain  
sizable amounts of health when their damage is boosted, because  
they're quite mobile and hard to hit, and because they even have a  
ranged attack that the drakes are quite weak to, which makes it  
difficult to use the only weapon the drakes have against them, fire,  
to significant effect.  They also have the opposite alignment of  
drakes, are mobile enough to make it matter, and also are very  
resistant to all saurians' attacks.
- White Mages are playably balanced, but are too fragile; this is a  
holdover from the days when they needed to be unusually fragile so  
that the undead had any hope of stopping them.  I suggest a sizable  
increase in HP, with other nerfs (probably to damage) to keep things  
even.
- Dark Adepts, and even liches, are still largely powerless against  
undead - this has never made sense, because they're supposed to be  
the masters of them.  You'd think someone with an intimate knowledge  
of how to create said unlife would be equally apt at turning or  
destroying it.  (on that note - a "turn" ability for undead magi to  
seize control of opponent's undead units would be very interesting).
- The "drakes vs. undead" vulnerability circle is still there, and  
this hinges largely on the presence of cold as the dark adept's  
attack.  Combat between these two is still too volatile, mostly from  
the undead side.



Volatile = high damage and/or fragile units, higher-than-normal  
importance of luck.  Frustration, lack of fun, lower importance of  
skill due to a lower ratio of player-input versus game events.   
Volatility is bad, which is of course why we made the holy -> arcane  
switch in the first place, because the holy vs. undead matchup was so  
unpleasantly volatile.



On Aug 24, 2007, at 12:59 AM, Hogne Håskjold wrote:

> Soliton wrote:
>>
>> Arcane is confusing, full of contradictions, and unnecessary. Roll  
>> it back.
>>
>
> I agree, this was a bad move. I looked back at the Holy damage  
> proposal
> mails and I see that the justification for this change was to improve
> coherence and needed for balance. I don't buy that. Wesnoth is  
> based on
> a "traditional European fantasy" setting where /Holy/unholy and  
> undeads
> are well known concepts. "Disenchanting type attack",

Re: [Wesnoth-dev] Arcane Critique

2007-08-23 Thread Hogne Håskjold
Soliton wrote:
> 
> Arcane is confusing, full of contradictions, and unnecessary. Roll it back. 
> 

I agree, this was a bad move. I looked back at the Holy damage proposal 
mails and I see that the justification for this change was to improve 
coherence and needed for balance. I don't buy that. Wesnoth is based on 
a "traditional European fantasy" setting where /Holy/unholy and undeads 
are well known concepts. "Disenchanting type attack", what the heck is 
that? it is in no way firmly rooted in our chosen setting at all.

-- 
mvh (o_
Hogne Håskjold  //\
 V_/_

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[Wesnoth-dev] Arcane Critique

2007-08-23 Thread Soliton
Hello!

Since Truper has problems posting to the mailing list because of the
spam filter I'm relaying this message for him:


I have been having a lot of trouble recently with the whole concept of 
Arcane damage as it has been implemented in 1.3. Both the rationale for 
the damage type and its effects on gameplay seem questionable. 

As I understand the matter, the primary reason for the change was that 
Holy as a damge type was entirely directed against the Undead. I 
believe that it was felt that this was flawed from a design perspective, 
as it did not give the damage type sufficent reason to exist, and also 
from a multiplayer balance standpoint, as Holy attacks inflicted so much 
damage upon the Undead as to be unfair. A secondary reason appears to 
have been that there was objection to the word Holy itself, as bringing 
religion into Wesnoth. What may have been a tertiary reason for the 
change was the nature of Undead vs. Undead combat. I'm not sure this 
last was part of the justification for the move to Arcane, but since it 
was being actively discussed at the same time as Holy vs. Arcane, and 
the most obvious change in gameplay is that the Ghost's melee attack now 
does Arcane damage, I am going to treat it as a factor in the rationale. 

If it was felt that a damage type directed solely against one faction 
had insufficient reason to exist, I have to say that this seems to 
ignore the unique nature of Undead. The Undead are, well, dead, but yet 
somehow also animate, and malevolent. Their natures cannot be compared 
to those of other creatures. That which is especially effective against 
them should not be expected to be especially effective against anyone 
else. In gameplay terms, Undead have loads of resistances, and a unique 
immunity, the immunity to poison, so the fact that they had a unique 
vulnerability troubled me not at all. It must also be remembered that 
only 3 units in the game did Holy damage, and of these, one was level 
two, and the others were level three. Obviously the level threes were 
almost never seen in multiplayer, and the level two only rarely. This 
level two unit, the White Mage, is a level-up from the Mage, and there 
is also an alternative level-up, the Red Mage. For myself, I always 
found the choice between these to be interesting, even when fighting 
Undead, as the Red Mage is so much more robust than the White, and while 
not capable of inflicting the damage that a Holy White Mage did, was 
nonetheless an anti-Undead powerhouse. As far as mutiplayer balance 
went, I see no issue that could not have been dealt with more simply and 
cleanly by reducing most Undead's vulnerability to Holy from 100% to a 
more reasonable 50 or 60%. 

It seems to me obvious that Wesnoth is loosely based on medieval 
European society (among other things). Who can deny that religion, 
specifically Christianity, played an ovewhelmingly important role in the 
world of kings, castles, and knights? How then is it possible to object 
to the mere presense of the word holy? Whatever one's own stance on the 
place of God or religion in the modern world, the fact is that religion 
inseperable from the culture in which Wesnoth has its roots. To take 
this a bit further, it is also undeniable that in mythologies involving 
the undead, they are considered unholy abominations, from which religion 
can offer some defence. When the vampires come calling, the peasants 
run to the parish priest for protection. Vampires shy away from a 
cross. Undead can be dissolved by Holy Water. They cannot come onto 
consecrated ground. To deny that religion has been mythologically 
regarded as an antidote to the undead is a bit like denying dragons 
breathe fire, sleep on hoards of treasure, or eat maidens. 

Undead vs.Undead combat in Wesnoth has always been rather odd, since 
Undead are resistant to their own weapons. Typically in 1.2, such a 
matchup involves Skeletons, Skeleton Archers, and Walking Corpses 
attacking each other fairly ineffectually until someone gets lucky, or 
the players give up in frustration. Dark Adepts, Ghouls, Ghosts and 
Vampire Bats are generally not recruited at all. It seems to me that 
the situaion in 1.3 is actually worse, since there is very little 
incentive to use anything but Ghosts. Ghosts now do more damage to 
other Undead than any of their other units, while retaining their 
mobility advantage and their ability to heal realtively faster than 
anything else. Ghosts are also now among the very rare units in the 
game able to kill another of their own kind in a single combat. I find 
this odd, even bizarre. The only other (level one) units that can do 
this are the Horseman, the Ulfzerker, the Mage, and the Augur. The 
Horseman and Ulf are obviously exceptional due to the Charge and Berserk 
abilities, but I have a hard time understanding why Augurs and Mages 
can. An Augur at night can kill another Augur, but only because of the 
cold vulnerability. Why should a creature tha