The state of infusion
Posted: Sun Jun 12, 2022 9:36 am
The current way infusion mechanics play out doesn't sit right with me. I like the idea of territory control, but I'm not remotely on board with what's actually happening. This is prompted by the multipliers that were used to bring a tile from 500 evil to 500 good in a single raid. That's 6 people spending a full AP cycle on active infusion just to be able to plant a SH again.
My core issues with the current infusion system:
- active infusion will never be fun (I know this is a biased opinion, but it's also objectively true :p)
- putting feet on the ground to take control of an area shouldn't be actively detrimental like it currently is
- The balance is out of whack, and there's a bunch of extreme multipliers to passive infusion which lead to unreasonable situations
- No-one should be losing over 1000 points of infusion from being raided
- Passive infusion being tied to xp means that xp-rich characters do a lot of infusion, and xp-poor characters do very little. Finding mechanically absurd ways to maximise xp leading to also maximising infusion is a bit silly and inherently breakable IMO
Here's my proposed revamp:
Step 1: Remove active infusion completely
Step 2: Revoke the current passive infusion mechanic
- Divorce it from the xp system completely
- Remove all skills that affect passive infusion, except maybe the current infusion skill and greater infusion. These can have the effect of giving 1.5x/2x passive infusion respectively. There isn't any need for massive class/character differentials in this space, it should be about faction/alignment coordination, not leveraging a bunch of skills IMO.
Step 3: Add new passive infusion triggers:
- Just standing on a tile: +1 ever 4th tick Physical presence should be the biggest factor
- Killing someone of a different alignment (i.e. they're infusing to a different alignment to the tile) on a tile: +5. if you kill someone before they've been there for 5 hours, they lose infusion overall
That's it. Encourages factioned players to camp out to infuse, but therefore also encourages factioned players to hunt down enemies, particularly in their own territory. Revitalize hunting skills and hiding strategies at the same time. Win-win-win IMO.
Bonus step: Add some factional objective based methods for infusion:
For instance:
- Getting raided: -100 infusion or so. Some counterinfusion is fine in this situation. That would be total of ~200 points of infusion lost from losing a raid, including the kills. So if you get raided 3x in a row without staying in control of the square for any appreciable period of time, you'll lose the square. But you'll never end up at like 500 infused in the opposite direction as a result.
- factional defense event: basically a king of the hill style situation where a faction nominates a place and time, and it becomes a battleground at that time. The faction surviving on that location after the battleground becomes active gets a big infusion dump there+on the surrounding tiles viewtopic.php?f=14&t=326
- Outposts. You plant an outpost with a ward and forts. If you defend it for 24-48 hours idk exactly, the 5x5 square around gets infused, by like 500 in the centre and less in the outer areas. This allows a faction group to coordinate an infusion dump, and gives other factions a chance to nip the problem in the bud.
Note the theme of these is that all types of characters can usefully participate. Support, pets, attackers, tanks, scouting, and PLANNING are all going to be essential for success in these types of events.
My core issues with the current infusion system:
- active infusion will never be fun (I know this is a biased opinion, but it's also objectively true :p)
- putting feet on the ground to take control of an area shouldn't be actively detrimental like it currently is
- The balance is out of whack, and there's a bunch of extreme multipliers to passive infusion which lead to unreasonable situations
- No-one should be losing over 1000 points of infusion from being raided
- Passive infusion being tied to xp means that xp-rich characters do a lot of infusion, and xp-poor characters do very little. Finding mechanically absurd ways to maximise xp leading to also maximising infusion is a bit silly and inherently breakable IMO
Here's my proposed revamp:
Step 1: Remove active infusion completely
Step 2: Revoke the current passive infusion mechanic
- Divorce it from the xp system completely
- Remove all skills that affect passive infusion, except maybe the current infusion skill and greater infusion. These can have the effect of giving 1.5x/2x passive infusion respectively. There isn't any need for massive class/character differentials in this space, it should be about faction/alignment coordination, not leveraging a bunch of skills IMO.
Step 3: Add new passive infusion triggers:
- Just standing on a tile: +1 ever 4th tick Physical presence should be the biggest factor
- Killing someone of a different alignment (i.e. they're infusing to a different alignment to the tile) on a tile: +5. if you kill someone before they've been there for 5 hours, they lose infusion overall
That's it. Encourages factioned players to camp out to infuse, but therefore also encourages factioned players to hunt down enemies, particularly in their own territory. Revitalize hunting skills and hiding strategies at the same time. Win-win-win IMO.
Bonus step: Add some factional objective based methods for infusion:
For instance:
- Getting raided: -100 infusion or so. Some counterinfusion is fine in this situation. That would be total of ~200 points of infusion lost from losing a raid, including the kills. So if you get raided 3x in a row without staying in control of the square for any appreciable period of time, you'll lose the square. But you'll never end up at like 500 infused in the opposite direction as a result.
- factional defense event: basically a king of the hill style situation where a faction nominates a place and time, and it becomes a battleground at that time. The faction surviving on that location after the battleground becomes active gets a big infusion dump there+on the surrounding tiles viewtopic.php?f=14&t=326
- Outposts. You plant an outpost with a ward and forts. If you defend it for 24-48 hours idk exactly, the 5x5 square around gets infused, by like 500 in the centre and less in the outer areas. This allows a faction group to coordinate an infusion dump, and gives other factions a chance to nip the problem in the bud.
Note the theme of these is that all types of characters can usefully participate. Support, pets, attackers, tanks, scouting, and PLANNING are all going to be essential for success in these types of events.