Proposed Change - Arcane Golems

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Brumm
Posts: 2136

Re: Proposed Change - Arcane Golems

Post#11 » Sun Mar 17, 2019 3:35 pm

Nice to see you around, mate!

All doable but very taxing.

Basically there are two ways of getting rid of the share damage effect if the caster is too far away.

The first way is used in the spell "Shield Others". The spell script runs a pseudoheartbeat script which checks for the distance to the caster each round. Not really an elegant solution and pretty taxing for the server. Nothing I would like to do.

The second way is an aura around the caster. If the Golem leaves the aura, the damage share effect stops. If he enters the aura, the damage share effect is applied. Your third suggestion could be done with stacked auras even if that would be pretty taxing again. But basically I think the aura would be the way to go if we don't find something to replace the Golems entirely.

And after playing a bit more with the Golem today I would really prefer to replace the Golems entrely. Even I was annoyed by him even if he kept me alive.

MortisCorpus
Posts: 1536

Re: Proposed Change - Arcane Golems

Post#12 » Sun Mar 17, 2019 3:54 pm

1) Why not make a custom component to the damage script? Make it command him to follow master on dmg receipt. This could lead to a ‘spam’ of follow commands and be a no-go.

2) totems.. (good idea). make them immobile with an aura effect. Fight in the ‘circle’. Specialists would be able to extend this to others in the circle at reduced absorb?

3) keep the golems as they are but give them a defenative life expectancy. (10 real minutes?)

4) Apply a party check, and simply despawn them outright with 5? + players in party?

I’ll keep ideas comming as I have time to ponder more.
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Brumm
Posts: 2136

Re: Proposed Change - Arcane Golems

Post#13 » Sun Mar 17, 2019 4:33 pm

1) Hooking into the ondamage event is the worst thing you can do performance wise. Ondamage scripts can run several times a round and thus create a lot of overhead.

2) Yeah, the totem idea is still on the table. Even if I have to agree with KC that a totem would fit much more for nature casters.

3) Basically the same story. You rest withing 10 minutes anyways.

4) That does not solve the issue imho.

I'll make another post here later. Want to make a run with Fraggle.

konst3d
Posts: 601

Re: Proposed Change - Arcane Golems

Post#14 » Tue Mar 19, 2019 9:33 am

>> 2) Yeah, the totem idea is still on the table. Even if I have to agree with KC that a totem would fit much more for nature casters.

You can replace "totem" word with anything else - a rune, a crystal, a magic sign, a pentagram (with succubi inside? lol), anything... Totem is just first that comes to mind.
Magic is impressive, but now Minsc leads! Swords for everyone!

Brumm
Posts: 2136

Re: Proposed Change - Arcane Golems

Post#15 » Tue Mar 19, 2019 10:15 am

Of course. That's not really a hindrance.
My main issue so far was to find anything that looks good. And while I am writing this, something comes to my mind :lol:.

I still have one objection: The last thing what I want to achieve is making casters more static. I want them to jump around with teleport and be active. A totem like AoE effect might be counterproductive here and might reward the death trap duration AoE playstyle I want to make less appealing. Thoughts?

konst3d
Posts: 601

Re: Proposed Change - Arcane Golems

Post#16 » Tue Mar 19, 2019 11:38 am

Something like Hexblade's Dark Companion? But material, that has hitpoints and could be healed.
A crystal or something that floating above caster's shoulder and following him when he moves and teleports?
Magic is impressive, but now Minsc leads! Swords for everyone!

konst3d
Posts: 601

Re: Proposed Change - Arcane Golems

Post#17 » Tue Mar 19, 2019 11:47 am

Probably just any small, flying thing with AI set to follow master only mode, no attack, no protect self.
It's pretty hard to target pixies and stirges - so don't think they will disturb other players too much.
The only problem I see - no sure they will follow caster on teleporting.
Magic is impressive, but now Minsc leads! Swords for everyone!

Brumm
Posts: 2136

Re: Proposed Change - Arcane Golems

Post#18 » Tue Mar 19, 2019 1:06 pm

Well, that would basically be a damage shield like the current one without a physical companion. So basically what I suggested in the first place :) .

konst3d
Posts: 601

Re: Proposed Change - Arcane Golems

Post#19 » Tue Mar 19, 2019 1:37 pm

Not exactly.
That companion I was talking about: 1) have hitpoints 2) could be attacked and killed by the enemies 3) could be healed.
So basicaly same golem as it is now, but 1) does not fights, draws aggro, just follows its master 2) very small - does not disturbs other players.
And anyway, it's just an alternative to "totems" approach... mobile totem. :)
Magic is impressive, but now Minsc leads! Swords for everyone!

Brumm
Posts: 2136

Re: Proposed Change - Arcane Golems

Post#20 » Fri Mar 22, 2019 2:25 am

I played a bit more around with the ideas and think we should not go for an actual companion that uses the AI. The problems we currently have with that would persist even if the creature would be much smaller. At least in my tests a familiar sized creature still annoyed me sometimes. Not as much as the golem of course but it did.

The main issue with the totem idea is that I don't find anything that looks reasonable. And since I don't want to make casters more static the area of effect would have to be very large. Besides of the feature that the totem can be damaged by hostiles, this would be very similar to a non totem non creature based damage shield for a short duration. And the "feature" that the totem can be attacked by hostiles is not really a thing because without modifications the AI would never target the totem directly. And I am not really keen on modifying the AI for this.

The best I was able to come up with is a a damage absorb shield that is listed with a HP bar as a group member. The shield can't be targeted though so you can't heal it nor can it be damaged by hostile creatures directly. I added a screenshot how it could look like. The portait of the damage shield isn't the final word of course. In the screenshot it is just a pure shield without anything. It would be possible for example to let the shield regenerate hitpoints with the mastery feats or with the Artificer runeword for example.
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