Van's Sigma 3 ideas and thoughts on game design

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Vanarchy
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Greetings, boys and girls. Stay awhile and listen



I wish Median and its community the very best, I love this mod - been playing it since 2009 or so, and with Sigma 3 on the horizon I've decided to finally make this thread. The main goal of it is to list some (arguably stupid and/or crazy) ideas that I had over the years, some concepts, some redesign propositions and so forth. Needless to say, by definition, I am subjective and biased about things - just like everyone else. Feel free to leave feedback and constructive criticism.


My main stances on game design


» The more variety to builds there is in the game, the better
» The more customization possibilities of your character there is in the game, the better
» Sometimes it's true that "less is more", but only sometimes
» If an item has seen near-zero use in over a year, it should be buffed / reworked / removed to make space for something better & more interesting. Same for skills and character skill trees
» I prefer buffs to many weak/underused things over nerfs to a few strong/overused ones

► On the subject of Game Balance


Crafting


I love crafting, I genuinely adore making my own items. In Median I've always preferred custom-made rares/honorifics over preset uniques - if they fit my current build and are competitive with SU alternatives. Correspondingly, I prefer oskill builds over the "normal" ones. There is a big similarity between orthodox skill-tree-based builds and children's coloring books: they already have outlines prepared for you - you just fill in the colors.

I always gravitate towards doing my own thing, straying away from the path of "intended" play. In fact, I often try to isolate myself from reading any balance feedback on the latest patches because I want to explore stuff by myself, without anyone telling me, "Oh hey that thing you're doing, it's not any good right now". I'm fine with trying and failing.
By extension, I don't like playing meta builds because I don't want to be yet another clone in the legion of people doing the same thing. And generally speaking: the more established, solved and rigid the meta is, the faster the new season and hype for the new patch die down.

Which brings us to the cornerstone of long-term success for any serious ARPG out there:


Variety and Customization


The more of those there is in a game, the more I enjoy playing it - and the more I want to explore new things. And I believe that is objectively true for most people. One of the biggest parts of customization in ARPGs is, well, crafting of course. Crafting in Median has 3 parts to it:

» Shrinecrafting system - allows creation of custom rares, it is very random, but shrines are plentiful and thus you get many-many tries bruteforcing the mods you're looking for
» Mystic Orb system, which btw I see as one of the best systems ever made in any game - it allows you to take a unique that you've been leveling with and prolong its life by 30-60 levels, maybe even push it into endgame. That system allows you to add pricesely the mods that benefit your build the most, that fix your breakpoints, resists etc
» Luck / Lottery / Corruption system - that one is minor compared to the other two, it's random-based, but there are some huge potential highrolls associated with it

► Shrinecrafting

► Lotteries, HP squish and why 2 is a weak number

Mystic Orbs and Effigies


► Freedom of Choice - Effigy

Corruptions


For now the only thing I'm gonna mention here is making troll mods unrollable on items that do not benefit from those mods in any way (like reduced %requirements on jewelry). And I know, if it was easy to do, that would have been done already. But I'm mentioning it anyway just to create a fake impression that this thread segment is not empty :weirdchamp:

Mastercrafted Items


► 1. Echo Sabre

► 2. Soulbinders Belt

► 3. Gnarled Bow

► 4. Artisans Gloves

► 5. Vampires Fangs

► 6. Scorching Girdle


Unique Items and special mods


«Let's not kid ourselves, ARPGs in a nutshell are just Barbie doll dress-up games for grown men» © me

I love top-down designs. Top-down design is when you start with an overall concept, some defining idea - and work your way down, eventually filling in the details. Something as simple as a clever item name can be a catalyst for a top-down design. Those are much more interesting to both make and build around than endgame statsticks. Statsticks simply increase your numbers, endgame statsticks increase your numbers by a lot - that is their purpose. I don't mind them, in fact I think their existence is absolutely mandatory in RPGs, but you won't see me designing many of those. I prefer making items that either actively modify what you do and how you do it - or make you puzzle over how to build a character around this thing :hmm:

Or last - but not least - items that are just fun to use, with potential to create some memorable, hilarious gameplay experiences.

Needless to say, the numbers on the items are provisional and are up for debate.
► 1. Remembrance of the Arch-liche - SSSU War Staff

► 2. Body of the Forbidden One - SSU Breast Plate

► 3. Pragmatism - SSU Aspis

► 4. Last Resort - SSU Short War Bow

► 5. End of Trust - SSSU Mask

► 6. Fangless Count - SSU Chain Gloves

► 7. Paradoxica - SSU Scimitar

► 8. Equilibrium - a mod-enabling mechanic

Redesigns


► 1. QQ ring

► 2. Unearthed Hawk

► 3. Segnitia, Grandfather and 2h sword cast frames

► 4. The Point of No Return

► 5. Xiphos

► 6. Return of Buzzbomb in SSSU form



► 2 Boulder-utilizing item designs that no one asked for

► Meme items


Unfinished sketches


► 1. Cyclops - SSU Helm

My previous thread with custom unique items (might rework Divinity at a later date since I was pretty clueless about Ice Lances current state when I designed an item for it)

This thread is going to be updated over time, I will be adding more things to it when I can
Edited by Vanarchy 1 month.
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Vanarchy
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Updates to existing Skills


► Resurrect

► Faerie Fire


New oskills


► 1. Reverberating Effigy

► 2. Recoil

► 3. Orb of Eradication

► 4. Sacrificial Altar


QoL things


Vessel for Signets of Learning + syphon functionality for them
- Greater Signet of Learning + Oil of Craft -> Vessel
- Right-clicking the vessel syphons all singular, Large and Greater Signets of Learning from your inventory, cube and stash.
- Vessel probably shouldn't syphon Custom signets of learning to reduce the number of cube recipes needed.
- Cubing the vessel by itself takes out a Greater Signet (x25) if vessel has enough signets in it. If not, it takes out a Large Signet (x5) if vessel has enough signets in it. If not, it takes out a singular Signet of Learning.

Increased maximum gold carried and stashed gold cap at higher levels
- Although it can be argued that current gold caps contribute to the realm economy - making people trade for gold from time to time - those trades are still pretty rare (mostly related to Scosglen charm completion) and their influence is minimal.
- Stashed Gold cap could be rebalanced to keep scaling up until the max character level - to something like 3.5 mil (compared to 2.5 mil cap we currently have)
- Carried Gold cap scaling could be slightly increased (to reach ~2.5 mil carried at level 150) - to decrease the frequency at which you need to stash/spend it (currently you have to do it after every ~3 lab runs / 2 Fauzt clears)

Big Boss Portals
- It would be nice to get a permanent red portal to Deimoss's Antechamber once you reach it at the end of lab 10. Such portals would be a nice standard for all endgame bosses that future holds for us.

To-do list


» Shrinecrafting and rares in general - updates to the pool of mods
» UMOs and effigies
» Some redesigns for the existing unique items
» Thoughts on how to prolong season longevity so that they don't die as fast
» More custom uniques, oskills and QoL ideas
» Better formatting for better readability
Edited by Vanarchy 1 month.
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Vanarchy
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Skills with charges


Thanks to the devs for confirming the essentials of this concept are possible and not too hard to do

Goals of the system


1. To add more variety to what players can do, add more complexity & extra buttons to builds
2. To add more variety to what developers can put on items in general - including some very powerful things - while giving them more control over accessibility of those things compared to how it was in the past
3. As a side effect, to potentially give some underused items some (trade) value due to them being used as recharge reagents


If you travel back in time to let's say Median 2017 or other old patches, you will notice some items having charge-based skills on them. At the time those had to be designed with the old vanilla repair mechanic in mind - replenishing the charges was essentially free whenever you visited the town blacksmith, it just costed some gold.

Sigma 2.4: durability was removed from items | Sigma 2.5: the repair button was removed from blacksmiths
Sigma 2.10 (next patch, big leek btw kappa): hotkey for repairing items at blacksmith will also be gone for good (thanks to Whist)

That seemingly minor and easy to overlook change actually opens up a lot of item design space. Temporary Buffs / Debuffs / Extra summons for summoners / Mobility and utility skills / Altermative single-target or clear skills and even Ultimates can be added to items with cost of recharging them being fully customizeable. Maximum number of charges and skill level are the other balancing factors that can always be adjusted individually for each item. Worth noting, skills with charges DO NOT benefit from any +Skill Level modifiers from gear or other sources.

Custom ways to replenish item charges


1. Cube recipes that utilize thematically fitting/underused items
2. Rare reagents that drop in endgame areas / from bosses on Hell
3. Bossfight challenges (think Riftwalker III or Samael's 11 minute uberquest) that only allow players to recharge powerful skills under specific conditions

Here's some simple, but pretty flavorful examples:
(for clarity: items that are used for recharging are consumed by the cube recipe)

Malus Domestica
Malus Domestica
Club (Sacred)

One-Hand Damage: 41 to 42
Required Level: 100
Required Strength: 376
Item Level: 105
Strength Damage Bonus: (0.11 per Strength)%
Increased Healing Rate from Apples by 100%
Apple Healing Effect While Equipped
+(0 to 2) to All Skills
(11 to 20)% to Vitality
+(1 to 1000) to Life
Maximum Life +3%
Physical Resist (6 to 10)%
10% Reanimate as: Random Monster
Socketed (3)
+3 charges of Lifeblood (or maybe Gift of Inner Fire)
cube with an apple to recharge

Mjolner
Mjolner
Maul (Sacred)

Two-Hand Damage: (207 - 222) to (479 - 546)
Required Level: 100
Required Strength:
1890
Item Level: 120
Strength Damage Bonus: (0.16 per Strength)%
Reckoning of Zerae: Grants +1% Lightning Pierce per 1% Deadly Strike
10% Chance to cast level 10 Thunder Hammer on Striking
+(250 to 300) to Maximum Damage
+(180 to 200)% Enhanced Damage
25% Chance of Crushing Blow
+1000 Defense
Lightning Absorb 5%
Physical Resist 10%
Requirements +200%
Socketed (6)
+25 Charges of Thundergod
rechargeable with Light Runes and Nif Runes

Guardian of Scosglen
Guardian of Scosglen
Recurve Bow (Sacred)

Two-Hand Damage: 81 to 90
(Druid Only)
Required Level: 100
Required Dexterity: 725
Item Level: 105
Dexterity Damage Bonus: (0.19 per Dexterity)%
Adds 1 - 4 Fire, Cold and Lightning Damage to Weapon per 1 Spell Focus until capped
1% Chance to cast level 5 Charged Strike on Striking
-(5 to 20)% to Enemy Elemental Resistances
+25% to Summoned Minion Resistances
Poison Length Reduced by 50%
+1 Mana on Striking
+(1 to 50) Life after each Kill
Cannot Be Frozen
Socketed (6)
+250 charges of level 70 Trinity Arrow
rechargeable with Farsight Globes and Taha runes

► More examples, will expand list when I have time, thanks to Mortimer and Magz for helping me out



Now let's take on one of the most extreme examples: Superbeast

In the past, Superbeast and some other ultimates existed on Buried Hawk (super rare unique amulet). That was deemed way too strong, so the Hawk got buried

Superbeast and co existed as CotWs and later on as socketable relics. That was deemed too strong, so they were removed from the pool - now only returning during fun special seasons

The problem with those was: the system was binary. Player either had no Superbeast at all, or had full unlimited access to it. If you had it, there was no reason not to use it all the time.


With charge-based system, you can put Superbeast on some SSSU with 3-5 charges or even bring it back in a relic form (with charges too ofc). So even though people can gain access to "The OP Morph", it is very limited. Instead of running around in SB all the time player needs to use it wisely and cautiously, like vs hardest bosses / in highest labs. Dying also means -1 precious charge of Morph, plus it still has limited duration.

To recharge such powerful skills, strongest bosses could have a chance to drop a special reagent - partially to increase incentive of beating and farming them. Most people who farm T10 labs simply ignore Deimoss unless they have a key to upgrade. Some (even chance-based) reason to beat her at the end of every T10 run would be nice.

Additionally, some items with strongest skills can have special bossfight-related challenges/conditions to recharge them. Like "Beat Deimoss with all optional modifiers active. Must activate the two Heralds before any other spires"
-> 8 second window to recharge any SSSU or relic just by cubing it. Or longer window, but hard limit on the numbers of items that can be recharged in that time - if that's codeable.

Speaking of bosses dropping special reagents...




Boss orbs


A relatively simple concept that I wanted to put into words for a while

Goals of the system


1. Create something very flexible in its use, with list of applications expandable over time
2. Add some occasional highlights to the repetitive process of running same boss over and over while farming trophies
3. Add another "currency" to the game similar to ACs and Signets for people to use in trading

Core concept


Bosses on Hell have a chance to drop a special orb (name pending, will just call it boss orb for now). There is also a more powerful version - an Ultimate Orb - that only drops from the hardest endgame bosses. Drop chance factors:
» Higher boss level = higher drop rate
» Higher bossfight difficulty = higher drop rate
» Accessibility = lower drop rate for bosses that are fast/easy to get to like QT, higher for the Void, Uldy and such

Numbers are rough estimates and would need thorough playtesting either way. So take them with a grain of salt.

Approximate drop rates for normal boss orbs


» Drop chance scaling from 5% from Butcher to ~25% from Uldyssian
» To consider: 1-2% chance to drop from minibosses on the way to Uldy / 3% from minibosses on the way to Inarius in the Void
» To consider #2: a very very small chance for orbs to drop anywhere on Hell so that players would find some through normal farming

After the player is done with lvl 105-115 bosses (assuming some additional runs to get better rolled charms) they should be expected to have 4-5 boss orbs on average.


► Uses for normal boss orbs

► Experimental and harder to implement uses


Ultimate Orb


Drops only from hardest endgame bosses. Approximate drop rates:
Phoboss: 0.5-2% chance scaling with Phoboss/lab level
Laz: 3%
Sescheron's Destroyer: 6%
Samael: 8%
Deimoss: 3% base +2% per activated spire (maybe rebalanced for the regen spire to give more than others) for a total of ~15% for max difficulty
Nithogur: 15%

► Uses for Ultimate Orbs

► Experimental and very hard to implement uses for Ultimate Orbs


Will add more use ideas over time. Feedback and constructive criticism appreciated :)
Edited by Vanarchy 1 month.
Rusev
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I think the actual owner of the rights of the mod should just wrapped up and sell it to blizzard.
Maertsy
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Love your ideas and respect your effort. My feedback:

- Resurrect relic should not give the % life regen. Resurrect Snapshot features maybe impossible to code because of old game engine.

- Paradoxica is super hard to scale, why it gives only 90% of the stats diff? I would double that number. Comparing to default easy scale weapons: throwing axe and crystal sword give 45% of a stat; 2 handed ele give like 80% of a stat. But fuck balance right?

- Equilibrium: aw yiss perfectly balanced, as all things should be. But it takes us years to exactly equalize the stats. Because each of them are already multiplied by a different % number. How about making this acceptable: 1010 str, 1013 dex, 1015 vit, 1019 ene.

- Freedom of Choice effigy. +all skills itself is a very valuable stat in the game. +12 alls on a Elemental Disciple is crazy. Even if you make this effigy turns just your own class +skills into +alls, and make the item become your class only, then the effigy is still OP.

- The OoB skill is inadequate with your creativity.

- I love your thoughts more than the skills/items. And in future please consider giving ideas to early game skills/items, too.
imngocson
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Kudos for all ideas. Some of those are really interesting!
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p2w
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I totally agree with your stance on game design and game balance
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Taem
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Regarding your proposition on Shrinecrafts, I'm not sure I understand the purpose of separating 0-Skills, not the assumption you'd need less shrines to craft what you want. This seems to speak directly from your own personal experience, but not necessarily everyone else'. My experience is quite difference in that when I am crafting gloves or boots for my sorc, for example, after rolling a perfect superior item, I am then looking for a perfect Shrine roll of -enemy element resist combined with +element damage and +skills. Of course +'s to mana/energy/spell focus is ideal, but not necessary. Then, you bless that shit and if the roll of the Bless is also not perfect on -enemy resists, then you start all over... You need a perfect craft, esp endgame, and this can take eons of rolls! My point is if your proposition is to reduce the time finding that perfect O-skill, then your suggestion is a fine one for people looking for 0-Skill builds, however if your suggestion is to reduce the number of shrines used for people making crafts like me, then it really doesn't do much; I hardly see any O-skills pop up on my crafts so, it might save me possibly 3-5% of my shines, but not enough to make a huge difference, IMO. Perhaps I am simply misunderstanding your suggestion, if you'd like to elaborate?
GodlyPancakes
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I agree with how you said things that are unused should be removed/replaced
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TopDimas
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da etomy balansu poxyi chto tbI napisal :clap: