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@Sena: Ah. I worded that confusingly. I meant, I think that even if there were glaring holes in the wiki's more detailed information, that wouldn't necessarily be a failure, since that information can always be gathered/improved later. I also meant that, even if you're correct, and the wiki never gets past basic information, I think it might still be good to have, but it looks like we agree on that part!
Also, dedicated wiki maintenance can be a lot of work. Maybe the admins could add it as a volunteer role, or otherwise support players who work on the wiki actively, but I wouldn't underestimate the difficulty in finding even two or three dedicated editors who're specifically willing to write about combat stuff.
I am a newbie combatant and I find it difficult to kill people. Can you make my strength 1000 so I can just bop people to death?Edit: to be constructive- a slow-mo arena option would be nice. It would be useful to more than just newbies as well. It would help me get used to looking through the spam for important things again and allow me to better examine things that I did poorly or the techniques of my opponent as they're happening.
I like the idea of an arena setting or location where everything combat-related is slowed down. That's a lot to cover though; dozens, maybe even hundreds of things that would need to be changed. Balance, equilibrium, sip balance, herb balance, salve balance, vibes/harmonics/rites ticks, regen ticks, drain ticks, passive curing, ability durations/delays/cooldowns, movement speed, dozens of other ticks and timers, and probably lots of things I'm forgetting.
I'd love to see people updating the wiki (wiki.achaea.com), particularly with combat info. I don't think there's a very active crowd of wiki editors though. Bal'met doesn't even have an entry yet, for instance.We'd be happy to lend support to someone(s) who wanted to take a stab at really making the wiki useful for combat info.(Also, a combat channel seems likely. I like the idea.)
One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
If I were a newbie combatant...lets see. Hmm.
You know, it'd probably seem like nothing changed for me! I need systems and steroids, smothered in muscle milk. Someone help! Moses said to "stop being bitches and help thine friend in need, haters." so do something
something like this please : http://wiki.lusternia.com/Skillsbrowse the rest of their wiki.. I think something similar for Achaea would be reasonable
→My Mudlet Scripts
Thirdly, bundled systems. I would not suggest server side curing for a lot of reasons already mentioned here but why not take a system like Omnipave 2 (or something very basic) and bundle it with a download from your website. People can move on to other systems later but this will at least get them starting. And base it on Mudlet. Most fighters are on Mudlet. No point spending a year learning another client if they have to end up switching to Mudlet anyway.
I agree with Mishgul on this. On one hand I understand the frustration of there being so many unknown variables for someone new to Achaean combat, on the other hand, that really is part of the long-term enjoyment we can draw from Achaea's combat mechanics. The fact that not all information is public allows people to really explore combat and build a "reputation" out of knowing things other players don't know (yet), and there really is quite a bit of fun to be drawn from exploration and research of how some things work.
SvofMudlet Discord join up
I tried out HoN again after a long break (HoN, not LoL). It really felt overwhelming, the controls are weird, and there is so much going at once in combat that I lose my character on the screen even.All that, while I'm great at handling Achaean group combat. Throw all the spam at me, I'll handle it. Yet I can't handle this game from inexperience.I really do think now that there are legitimate issues adapting to the style of the game, and it is not a simple lack of opponents. At least I can help this - make a simple package for people to gag common irrelevant stuff, highlight the relevant things, and so on. Something that's on my mind to do.
- To love another person is to see the face of G/d- Let me get my hat and my knife- It's your apple, take a bite- Don't dream it ... be it
(#1) You find Achaea, make a newbie, join a House, meet another newbie and think "Cool someone I can learn with" only to realise that said newbie is actually an alt of someone who sits working out venomlock strategies while you are still wondering where you can get venoms and how you get them on your fists when you punch people. (#2) There are many people willing to teach but they also tire at explaining the very basics over and over again.(#3) People would be willing to read real information (Not just AB scrolls) if it was available. The Wiki would be great for this. I would rather share all my combat knowledge than sit with the same few people I can fight because I am too scared of sharing my tricks. Explain Achaean combat in detail, break it down into basics like Equipment, Systems and Classes. Each class being two parts. One, how to fight as one of them, and two, how to defend against them. Break it down skill by skill, afflictions lines, effects and timings everything.
In my opinion, mid tier is someone with a system, but not much clue what are they doing defensively and focus on the their offensive must of the time in 1v1's. In group combat, they generally don't know what is going on enough to be relied upon and are just there for the group DPS/hindering.The thing is, that without a system, those people wouldn't be there, and some wouldn't ever get past the midbie stage either....If I raised the curve for most people from "never entering combat because they don't have a chance" to them entering combat and now "midbies can't wipe the floor with other midbies so easily", I think it's a better thing. I got more people involved into combat, there's a bigger pool available (apparently not big enough), there's more room and that means a bigger diversity of opponents and more people who have that chance to get interested, sit down and learn things, and break out into the top-tier. People still win and lose duels, rampages aren't an eternal crawl and the PK world is doing okay, so I don't think I broke anything. Well, broken skills and artefacts are kind of messing it up, but there's nothing I can do to help there.
I find this line of reasoning to be inherently flawed - "the effect should not have been put in place because of this cause it did". Well, no, it should have been, and the causes that came out from that are to be dealt with. Progress, in this case getting more people into combat, shouldn't be slowed down (the right word here is retarded but how many mature people know what it actually means?) because at some point down the line more people will be present in combat but will require more effort to beat.
I will say it here, I can't take any "systems are bad" arguments seriously - I've yet to see a single realistic reason provided for them. I have seen them help a lot of people, seen better systems provide advantage to people, and seen people thanking me for giving them a chance (that's not to stroke my ego - I don't care. That's the fact that it is helping the combat scene). The logic presented otherwise seems elitist, non-sensical and unreasonable if you follow through to its logical conclusion.
While I do agree with you, I thought I'd cite the G R R Martin story that might illustrate the opposing viewpoint:
"Tuf Voyaging", ch 5 "A Beast for Norn"
That would be one possible long term outcome depending on what the players, admins, and tool authors do along the way.