Problems with Speed
Posted: Wed Feb 06, 2013 11:30 am
Note that everything below is my opinion etc etc, and when it comes to design stuff I can be very strongly opinioned. Some will doubtless disagree strongly!
ToME4 used to have a good, clear speed system. Pretty much everything moved at 100% speed. Very very few monsters disobeyed this, and when they did it was obvious and made those monsters interesting. Cooldowns were tied to player turns. The tactical combat was very much centred on planning your turns ahead, guessing enemy moves and knowing when your abilities would come back off cooldown. There could be speed modifications due to some status effects, but these were both rare and significant in proportion. You really felt it when you were slowed, for instance.
Now... there seems to be a plethora of speed modifiers, and different types of speed, and cooldowns are linked to a global system. I understand the need for global cooldown turns, but with all of the modifiers going on it heavily interferes with tactical combat. You can no longer know if your ability will come off cooldown next turn, you can no longer accurately predict when an enemy will move into a space. You end up proceeding with a plan to find it scuppered by your own high movement or combat or global speed. The chess like feeling of trying to plan the next 5 turns is gone - you are left reacting to situations turn by turn. A bit of uncertainty is only natural, but this feels like complete lack of control at times.
Things like 7% modifiers to combat speed are especially bad for this. With an invisible counter going on in the back that means every 14 or so melee hits you get an extra hit. For the character this is a vague advantage, but it means nothing tactically as you can never predict when this extra turn will come, and sometimes it can come at a time you least want it - a healing skill is on cooldown of 1, you use an attack thinking you'll get that you'll have your healing skill next turn, but instead it stays at 1, leaving you vulnerable. If you had moved or waited instead you would have used up a full turn and had your healing! This sort of behaviour is immensely frustrating to me. It's made especially worse when you have to juggle modifiers to all 3 speed types and your global character speed. You can never predict how speed will operate for you.
I don't mind rare and significant modifiers to speed, but the commonness, smallness and variety of speed modifiers in the game at present makes it a horrible mess. ToME is a turn-based game, and the cooldown system especially requires clarity of turns - anything but large modifiers gets in the way of that of that clarity. ToME has perfect clarity in so many other areas, but speed, something we rely on innately in the game, is now obscured.
What can be done to alleviate this:
- Remove most speed modifiers from egos and artifacts, especially those less than 20%
- Remove all combat and spell speed modifiers. They add nothing to the game beyond being a vague bonus to the character. I repeat - combat and spell speed add *nothing* to the game. Unless perhaps they're going to be given in very high amounts that make a rael difference to play.
- Reconsider any talents and status effects that modify speed by less than 20% or that modify in non-round numbers. Ideally everything should be in multiples of 10/20.
ToME4 used to have a good, clear speed system. Pretty much everything moved at 100% speed. Very very few monsters disobeyed this, and when they did it was obvious and made those monsters interesting. Cooldowns were tied to player turns. The tactical combat was very much centred on planning your turns ahead, guessing enemy moves and knowing when your abilities would come back off cooldown. There could be speed modifications due to some status effects, but these were both rare and significant in proportion. You really felt it when you were slowed, for instance.
Now... there seems to be a plethora of speed modifiers, and different types of speed, and cooldowns are linked to a global system. I understand the need for global cooldown turns, but with all of the modifiers going on it heavily interferes with tactical combat. You can no longer know if your ability will come off cooldown next turn, you can no longer accurately predict when an enemy will move into a space. You end up proceeding with a plan to find it scuppered by your own high movement or combat or global speed. The chess like feeling of trying to plan the next 5 turns is gone - you are left reacting to situations turn by turn. A bit of uncertainty is only natural, but this feels like complete lack of control at times.
Things like 7% modifiers to combat speed are especially bad for this. With an invisible counter going on in the back that means every 14 or so melee hits you get an extra hit. For the character this is a vague advantage, but it means nothing tactically as you can never predict when this extra turn will come, and sometimes it can come at a time you least want it - a healing skill is on cooldown of 1, you use an attack thinking you'll get that you'll have your healing skill next turn, but instead it stays at 1, leaving you vulnerable. If you had moved or waited instead you would have used up a full turn and had your healing! This sort of behaviour is immensely frustrating to me. It's made especially worse when you have to juggle modifiers to all 3 speed types and your global character speed. You can never predict how speed will operate for you.
I don't mind rare and significant modifiers to speed, but the commonness, smallness and variety of speed modifiers in the game at present makes it a horrible mess. ToME is a turn-based game, and the cooldown system especially requires clarity of turns - anything but large modifiers gets in the way of that of that clarity. ToME has perfect clarity in so many other areas, but speed, something we rely on innately in the game, is now obscured.
What can be done to alleviate this:
- Remove most speed modifiers from egos and artifacts, especially those less than 20%
- Remove all combat and spell speed modifiers. They add nothing to the game beyond being a vague bonus to the character. I repeat - combat and spell speed add *nothing* to the game. Unless perhaps they're going to be given in very high amounts that make a rael difference to play.
- Reconsider any talents and status effects that modify speed by less than 20% or that modify in non-round numbers. Ideally everything should be in multiples of 10/20.