Welcome to Gaia! ::

z!magine

Back to Guilds

Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

Reply Abilities (Rings, Powerups)
Ring Proficiency

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Emyre

Wheezing Warlord

PostPosted: Fri Feb 18, 2011 7:18 pm




      Okay, so, this is an idea I've been toying around with for a while.
      The idea, basically, is that the more often you use a ring, the more attuned it becomes to your Ghi Signature.
      "Ghi Signature" basically is your individual lifeforce frequency. A Ghi fingerprint of sorts.
      But that's not really important.

      The Idea:
      As you use a ring, it gains a small amount of "Proficiency", reflected by a number by the Upgrade button on your ring menu. Every time you use the ring, that number goes up by an extremely small amount. Exactly what effect this has can vary, but the general idea is that the more you use a ring, the more powerful it becomes. This would, ofcourse, have a cap, but the effects would be more than worth working for.

      - Proficiency gained could be the same for all rings, or vary according to ring. Attack rings, for example, could require a lot more uses than a buff ring, to get the same amount of proficiency.

      - AoE Rings could have extremely small gains in proficiency, but gain it for every target hit. Meaning the more effectively you use it, the more efficiently you master it.

      - Proficiency should only be gained by using the ring on "applicable targets". Attack rings should only get proficiency by being used on enemies that con atleast blue. Buff rings should only gain proficiency when used on targets that aren't already buffed. Healing rings should only gain proficiency when healing someone that actually needs to be healed.

      Implementation: (1)
      The easiest way to do this is to have preset upgrades for each Proficiency threshold. Using Mantis as an example;

      -20% results in a small range bonus. It won't be a long-ranged attack, but it'll hit an extra 5-10 pixels away.
      - 40% results in a 10% increase in damage.
      - 60% results in an increase in the Willpower cutting secondary effect.
      - 80% results in a 30% increase in damage.
      - 100% results in a 40% increase in damage, and a cool-down reduction of .25 seconds.

      It's simple, but gives you motivation to use your rings.

      Implementation: (2)
      The more complicated, and in my opinion, better way to implement a proficiency system would be to have many optional upgrades, limited by either a set numerical amount, or by the same 100% cap.

      This time, let's use Shark Attack as an example, and say I just got mine to 100% Proficiency.
      I take my Shark Attack to Nicolae. He offers me a wide variety of upgrade options. Ofcourse, being Nicolae, these cost Gold to perform.

      There are several options to reduce Shark Attack's cooldown time.
      - with 20%, he'll reduce Shark's cooldown time by 1 second.
      - with 30%, he'll reduce Shark's cooldown time by 2 seconds.
      - with 40%, he'll reduce Shark's cooldown time by 3 seconds.
      all of these also decrease it's damage by an amount, too, though.

      There are options to increase it's damage.
      - with 40%, he'll increase Shark's damage by 25%.
      - with 55%, he'll increase Shark's damage by 40%.
      - with 70%, he'll increase Shark's damage by 60%.
      all of these also increase it's stamina consumption, as well.

      There are options to decrease it's Stamina consumption.
      - with 30%, he'll decrease stamina usage by 2.
      - with 40%, he'll decrease stamina usage by 3.
      - with 60%, he'll decrease stamina usage by 5.
      all of these also decrease it's damage, though.

      There are also options to increase it's range.
      Increasing it's range, though, either decreases it's damage, or increases it's stamina consumption.
      You get the idea.

      Through this, you can make Shark into whatever kind of ring you want.
      You can make it do extremely high damage, but with a long cooldown time and Stamina cost.
      You can also increase it's range and lessen it's cooldown time, but it'll do less damage.
      Or something inbetween.

      This would allow you to specialize you rings, and give you motivation to keep multiple copies of rings.



      I also have a third idea, but I will talk about that in another thread.
PostPosted: Sat Feb 19, 2011 9:35 am


Ah, The suggestion itself ended up being different then what I imagined as I read.

There's an idea running around that people need to specialize, for whatever reason, because everyone plays exactly the same. Coming up with Class systems in a no-no at this point, because it would break the way the game is supposed to work from nearly point 0.
So as I read this, I thought you wanted to suggest a player could get proficient at a specific small amount of rings, that are slowly chosen by the game as he uses them, thus becoming himself good at using that ring, in all parameters of its usage, thus creating a completely personalized class system defined by play style.
But theres no restriction, at least that I have seen in here, on implementation 1. There's nothing preventing people from maxing proficiency on all rings and hitting a "ceiling" much like what we already have with CL 10 rings. I'd wonder about the point of it then, given that using a ring "efficiently" is very situational, and even then, as soon as you hit 100%, there's no point in keeping to do it.
I would make it so where, in general, you can only have 300% efficiency tops, spread trough any number of rings, where adding more to a new ring would reduce from the ones that have proficiency but were used the least.

Also, number 2... Less like that flash game about Bees and Evolution where you go one way with time and more like "add-ons" of your choosing. It's ring tweaking. The more you use a ring, the more you're allowed to do small changes to it with different parameters in mind, and no restrictions among all rings.

The end result is the same. I like implementation 2. It works great to fit your personal needs. Yes, it should either allow people to alter the chosen stats of any ring on Nico, or at least not make the choice be permanent and to all rings of the type.

DrQuint
Vice Captain

Girl-Crazy Ladykiller


gataka
Vice Captain

Familiar Lunatic

PostPosted: Sat Feb 19, 2011 10:02 am


The game goes to great length to ensure that switching ring isn't costly and assumes that you will alter your ring set if the need arises. This idea, and others like it, opposes this by adding friction to change. It's more troublesome to players first going through the game than to those who've caught'em all, pokemanz, but still something to consider.

Anyway, early Battle, much?
Quote:
How do you get better with them?
You accumulate experience with each individual ring as you use it. Thus, we track the “Rage XP” that you’ve accumulated with a Battle Ring to determine the level of experience, or “Rage Rank” that you have with that ring.

Once you get a higher Rage Rank (RR), you can activate that ability at a higher effect level, which can be extremely advantageous to you. You start at RR1 with a ring, and can work your way up to RR4 at the maximum.

[...]
Gaining XP with Rings
Simply put, you gain experience with an active Ring by using that Ring.

You healed another player that was hurt? Then you got XP with that Ring. You damaged a monster? Then you got XP with that Ring also. You created an area of flaming doom? Then you get XP with it every time that area causes damage to a critter.

Non-active rings (like stat bonuses or other passive effects) are never Ranked, which isn’t a problem because you wouldn’t be able to “use them” at different Rage Ranks anyway (no way to trigger them). However, you can still upgrade the Quality of those Rings through upgrades.



Z took a whole other direction x D
PostPosted: Sat Feb 19, 2011 10:34 am


Quintafeira12
Ah, The suggestion itself ended up being different then what I imagined as I read.

There's an idea running around that people need to specialize, for whatever reason, because everyone plays exactly the same. Coming up with Class systems in a no-no at this point, because it would break the way the game is supposed to work from nearly point 0.
So as I read this, I thought you wanted to suggest a player could get proficient at a specific small amount of rings, that are slowly chosen by the game as he uses them, thus becoming himself good at using that ring, in all parameters of its usage, thus creating a completely personalized class system defined by play style.
But theres no restriction, at least that I have seen in here, on implementation 1. There's nothing preventing people from maxing proficiency on all rings and hitting a "ceiling" much like what we already have with CL 10 rings. I'd wonder about the point of it then, given that using a ring "efficiently" is very situational, and even then, as soon as you hit 100%, there's no point in keeping to do it.
I would make it so where, in general, you can only have 300% efficiency tops, spread trough any number of rings, where adding more to a new ring would reduce from the ones that have proficiency but were used the least.

Also, number 2... Less like that flash game about Bees and Evolution where you go one way with time and more like "add-ons" of your choosing. It's ring tweaking. The more you use a ring, the more you're allowed to do small changes to it with different parameters in mind, and no restrictions among all rings.

The end result is the same. I like implementation 2. It works great to fit your personal needs. Yes, it should either allow people to alter the chosen stats of any ring on Nico, or at least not make the choice be permanent and to all rings of the type.


      Yes, well, I do like the idea of people specializing, but I don't like the idea of being chained to that specialization.
      Which is why I'd never think it was a good idea to limit your choices to raising only a few rings.

      I also don't like the idea that everyone uses roughly the same ten or so rings.
      My hope is that, after everyone ranks their Hack, Slash, Mantis, and Fire Rain, they'll say, "Hm. Maybe I should start ranking up my GGGuns, Solar Rays, and Hunter's Bow...".
      Then, while they're doing that, they'll discover that they just love being a ranger, and start using that set instead of the set their friend told them was the best the moment they started playing zOMG!.

      Plus, with option 2, it adds a whole new level of gameplay.
      You can spend weeks doing proficiency training for your current set of 40 rings, then spend even more time obtaining a second set, each of which you upgrade differently.

      You can have one Slash ring that's basically just a higher-damage version of itself.
      But you can also have one that does less damage, but covers a much wider area, while maintaining it's low stamina cost.

      You can have one Quicksand that has a much higher success rate and Root duration.
      But you can also have one that does Damage over time, making it an effective attack ring, as well.

      Hell, maybe you can even make Taunt and Turtle useful.

Emyre

Wheezing Warlord


Emyre

Wheezing Warlord

PostPosted: Sat Feb 19, 2011 10:40 am


gataka
The game goes to great length to ensure that switching ring isn't costly and assumes that you will alter your ring set if the need arises. This idea, and others like it, opposes this by adding friction to change. It's more troublesome to players first going through the game than to those who've caught'em all, pokemanz, but still something to consider.

Anyway, early Battle, much?
Quote:
How do you get better with them?
You accumulate experience with each individual ring as you use it. Thus, we track the “Rage XP” that you’ve accumulated with a Battle Ring to determine the level of experience, or “Rage Rank” that you have with that ring.

Once you get a higher Rage Rank (RR), you can activate that ability at a higher effect level, which can be extremely advantageous to you. You start at RR1 with a ring, and can work your way up to RR4 at the maximum.

[...]
Gaining XP with Rings
Simply put, you gain experience with an active Ring by using that Ring.

You healed another player that was hurt? Then you got XP with that Ring. You damaged a monster? Then you got XP with that Ring also. You created an area of flaming doom? Then you get XP with it every time that area causes damage to a critter.

Non-active rings (like stat bonuses or other passive effects) are never Ranked, which isn’t a problem because you wouldn’t be able to “use them” at different Rage Ranks anyway (no way to trigger them). However, you can still upgrade the Quality of those Rings through upgrades.



Z took a whole other direction x D


      Switching rings wouldn't be costly, though.
      Infact, it'd be rewarding you for switching your rings, and for experimenting.
      Plus, I'd want having non-upgraded rings still be a viable option.
      Keep them balanced, so when you upgrade one aspect of the ring, another gets downgraded.

      I'd never suggest a penalty for being a generalist.
      I'm just looking for something rewarding to do, a reason to experiment with rings, and possibly a goldsink because zOMG! earns too much gold.

      And yup, though I prefer the second option, with choices of upgrades.
Reply
Abilities (Rings, Powerups)

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum