Doer
Marauder
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- David "Doer" Falkayn
MA has recently given us two developer notes that have reinforced that efficiency is important for success in EU. In the wake of the upheaval this has caused, it would be a great time for a good-faith gesture by MA toward helping us be more efficient. They can do so while giving "pointless" attributes more purpose and value. As long as this is done without "nerfing" any existing functionality, this should create a positive response in the community.
Attributes and their perks
MA has slowly been giving Attributes more obvious and measurable perks: Agility gives a modest boost to running speed and Strength to carrying weight, Psyche and Intelligence are still to be implemented, and the rarest Attribute of all, Stamina, does nothing but contribute an unrivaled amount of health per level.
Regeneration, the nerf and a win-win proposal
Many players may not know that, until a "nerf" around 2008, every avatar regenerated 1/20th of his or her health every 20 seconds. This provided a bonus for those with higher health: a player with 180 health regenerated twice as much health every minute as a noob with 90 health. This incentivized skilling and rewarded higher skills, something that IMO has been eroded by many of the actions of MA and PPs in pursuit of short-sighted benefits. In any case, under the current system, the regen is much less dependent on Health, and much slower.*
My proposal is not a new one: to make both stamina and health a factor in regeneration, and give players a chance to increase their regen, which can be a significant boost to efficiency (saving FAP costs) and create goodwill toward MA in light of their recent comments on efficiency. This change takes "stamina" and gives it a perk that makes sense considering its meaning, which could be described as the ability to persevere or sustain effort. I have a proposed function for regen, tuned to keep the potential increase to a level that I think should be acceptable to MA in order to increase the chance of this being adopted, while also trying to keep things "fair" for players of all levels while motivating progress. The function uses a logarithmic progression according to Stamina (meaning that each additional Stamina point gives less increase than the previous) and an asymptotic relationship for health (similarly, the higher the Health, the less additional Health will improve the regen). The asymptotic relationship means that it's relatively easy to get most of the regen benefit of Health, whereas the progress with Stamina is more consistent.**
The function is:
regen_20_seconds = 2.5 + 6*LOG( Stamina ) * (1-70/Health)
Key:
Each line represents the regen per 20 seconds for an avatar with a particular Health.
Comparison with previous and current regen
Here's a comparison table of the regen rates at different times in EU, along with the new proposed rate. I'm not sure anything has been nerfed as repeatedly and substantially as regen. ETA: Now that I have tested the regen for a newbie, it's clear that the proposed function would represent a decrease in regen for a lot of avatars as a result of the old (9 Stamina) and new (1 Stamina) avatar balancing issue. In order to endorse the proposed function without changes I would expect to see one of the proposed balancing solutions described in footnote ****.
Some Comments
* See the Entropedia health article and the thread it links to discussing a couple of the nerfs.
** From a programming and computational standpoint, it's cheap to calculate logarithms of Stamina because it's a discrete integer value that changes very infrequently. In any case, I imagine regen would be calculated from avatar stats upon login and maintained as a constant for the duration of the session, so the complexity of the function is probably moot.
*** It seems like a good thing to have newbies start out with a limitation that can be easily overcome by a bit of focus and effort, so this regen change would motivate and complement that first Stamina point through a Swamp Camp mission.
**** ETA: Because avatars used to start with 9 Stamina instead of 1, this proposal presents some balancing issues in that it is difficult to design the function in a way that gives regular progress for increasing Health and Stamina without creating a huge gap between early avatars and newer avatars. There are several ways to address these issues and, in my opinion, any of those proposed is better than the present system, which gives little to no reward for increasing Health and Stamina and has been reduced since 2007:
Attributes and their perks
MA has slowly been giving Attributes more obvious and measurable perks: Agility gives a modest boost to running speed and Strength to carrying weight, Psyche and Intelligence are still to be implemented, and the rarest Attribute of all, Stamina, does nothing but contribute an unrivaled amount of health per level.
Regeneration, the nerf and a win-win proposal
Many players may not know that, until a "nerf" around 2008, every avatar regenerated 1/20th of his or her health every 20 seconds. This provided a bonus for those with higher health: a player with 180 health regenerated twice as much health every minute as a noob with 90 health. This incentivized skilling and rewarded higher skills, something that IMO has been eroded by many of the actions of MA and PPs in pursuit of short-sighted benefits. In any case, under the current system, the regen is much less dependent on Health, and much slower.*
My proposal is not a new one: to make both stamina and health a factor in regeneration, and give players a chance to increase their regen, which can be a significant boost to efficiency (saving FAP costs) and create goodwill toward MA in light of their recent comments on efficiency. This change takes "stamina" and gives it a perk that makes sense considering its meaning, which could be described as the ability to persevere or sustain effort. I have a proposed function for regen, tuned to keep the potential increase to a level that I think should be acceptable to MA in order to increase the chance of this being adopted, while also trying to keep things "fair" for players of all levels while motivating progress. The function uses a logarithmic progression according to Stamina (meaning that each additional Stamina point gives less increase than the previous) and an asymptotic relationship for health (similarly, the higher the Health, the less additional Health will improve the regen). The asymptotic relationship means that it's relatively easy to get most of the regen benefit of Health, whereas the progress with Stamina is more consistent.**
The function is:
regen_20_seconds = 2.5 + 6*LOG( Stamina ) * (1-70/Health)
Key:
- The constant (2.5) determines the regen rate of a newbie (1 Stamina). Increasing it will increase everyone's regen by a fixed amount and it may need to be increased, depending on how MA addresses the balancing issues, in order to avoid a nerf.****
- The coefficient (6) determines how much each level of Stamina increases the regen. I'd prefer it were larger, but the current old (9 Stamina) and new (1 Stamina) avatar issue make it hard to balance that way, again discussed in footnote ****.
- The asymptote coefficient (70) determines how much separation there is between an unskilled avatar's regen and one with high Health.
Each line represents the regen per 20 seconds for an avatar with a particular Health.
Comparison with previous and current regen
Here's a comparison table of the regen rates at different times in EU, along with the new proposed rate. I'm not sure anything has been nerfed as repeatedly and substantially as regen. ETA: Now that I have tested the regen for a newbie, it's clear that the proposed function would represent a decrease in regen for a lot of avatars as a result of the old (9 Stamina) and new (1 Stamina) avatar balancing issue. In order to endorse the proposed function without changes I would expect to see one of the proposed balancing solutions described in footnote ****.
Some Comments
- Brand new, first day players start out with a really low regen (7.5/min) in the proposed system, but they can increase it to almost 9 just by gaining one Stamina... perhaps by doing the newbie stamina quest***, and also will see a rapid increase at this point as they increase their Health. ETA: Note that, even though that is slower than now, at that point they have full health in ten minutes, while a player with 165 health takes over 13 minutes in the current system to fully regenerate.****
- At no point with currently attainable Stamina does this allow an avatar to reach the 5% / 20 seconds of pre-2008 EU.
- The advantage of higher health isn't as great as it was in 2007, thus reducing potential complaints about ubers being given preferential treatment while still rewarding progress in Health and Stamina (e.g. Iron Missions).
- I'd be happy to see everyone new awarded 8 Stamina (early avatars started with 9 Stamina) or even give up my 8 extra Stamina to remove that unfair advantage if it meant this kind of thing being implemented, as long as the curve is shifted to prevent a reduction in regen. ETA: see footnote **** for more on this
- I'm aware many may not care about regen or think it helps their efficiency. That's fine. The running speed bonus of Agility is meaningless to crafters, and the carrying weight is meaningless to space captains... but this would allow those whom it does affect (hunters, etc.) to be more efficient if they care to.
- Like the perks of the other Attributes, it's subtle, but a perk is a perk and it gives another option to follow MA's advice. Options are good. Making the coefficient larger would make Stamina play a larger role in regen, something i'd be happy with. Again, I picked conservative values for the purpose of acceptance by MA.
- The "Ideal" version of this wishlist request is illustrated in the reply post here.
- Even if this isn't implemented, a simple commitment from MA to not ever nerf regen again would be something. This nerf seems to be their fetish.
* See the Entropedia health article and the thread it links to discussing a couple of the nerfs.
** From a programming and computational standpoint, it's cheap to calculate logarithms of Stamina because it's a discrete integer value that changes very infrequently. In any case, I imagine regen would be calculated from avatar stats upon login and maintained as a constant for the duration of the session, so the complexity of the function is probably moot.
*** It seems like a good thing to have newbies start out with a limitation that can be easily overcome by a bit of focus and effort, so this regen change would motivate and complement that first Stamina point through a Swamp Camp mission.
**** ETA: Because avatars used to start with 9 Stamina instead of 1, this proposal presents some balancing issues in that it is difficult to design the function in a way that gives regular progress for increasing Health and Stamina without creating a huge gap between early avatars and newer avatars. There are several ways to address these issues and, in my opinion, any of those proposed is better than the present system, which gives little to no reward for increasing Health and Stamina and has been reduced since 2007:
- Subtract 6-7 Stamina from old avatars and shift up the curve. This has the potential of being the best, win-win option provided that two other changes are made: first, that the proposed regen curve is shifted up (by raising the constant in the function) to give similar regen values to low Health and Stamina players as they have today, and second that the Health contribution of Stamina be increased to something like 1 per 3 or 4 so that the Health loss isn't as great for old avatars and can be recovered through Stamina gains. This approach means that nobody experiences a significant functional "Nerf" while having the nice benefit that it makes the early gains in Stamina through missions more rewarding because of the early steep regen curve and increased Health contribution. This would probably meet with some resistance from old avatars but makes the most sense, again provided that the curve is actually shifted up as mentioned so that nobody loses regen from the current system. This version of the regen change is illustrated in this reply post.
- Give up to 8 Stamina to newer avatars. This is the less desirable solution because it doesn't allow for as quick of a progression through mission Stamina gain, but it does have the advantage of taking away nothing and making the function, as proposed, about right.
- Shift the curve up by increasing the constant. The curve can easily be shifted up to give newbies the same regen they have now. This would make the regen for low Health, high Stamina avatars possibly even higher than it was in 2007 (but how many of those are there active? That's basically a chipped-out uber), but for higher Health players the proportional change would be smaller, keeping them balanced. The curve can also be shifted to the left by adding 1 or 2 to the Stamina in the logarithm, reducing the effective difference between old and new avatars, but also reducing the gains in regen through Stamina increases due to missions.
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