Rezz
Mr. Poopybutthole
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So the people who want long downtimes are part of a couple of different groups. You have group A) downtimes created/maintained community and social ties, group B) downtime created the mini-game of resource management, and group C) Both powers combined. Not going to touch the community thing since that's opinion and one rarely backed up with evidence and almost always claims no game since EQ has had community similar to it. Which is fucking retarded and wrong, but it's an opinion some people actually have. So! That leaves me with Group B and resource management.
The question would be, how do you keep the concept of resource management (not Torrid's fireball spam situation) without creating stupid downtime to go along with it. First possible solution is what could be called the chained cast penalty. Each time you cast the exact same spell in a row(with a cooldown that resets every so many seconds) the next time you cast it has a longer cast time, costs more mana, and/or has a longer recast. Example being a quick heal spell. First time you pop it, it's 100 instant healing for 10 mana and 2 second recast. Second time you cast it, it's 100 healing, 1 second cast time, 20 mana and 4 second recast. Third time, it's 100 healing, 2 second cast time, 30 mana and 8 second recast. So chaining one ability, even if it is your most powerful, will eventually become a really bad choice to cast regardless, and the one button spam problem is solved.
This solution can be further augmented by adding "combo" modifiers to spells that, if cast within a certain timeframe, add an effect and don't trigger the penalty. So back to fast heal. You cast HOT, which does 200 healing over 10 seconds, for 20 mana and zero recast. It also has the effect that if you cast fast heal while it is enabled, fast heal doesn't change and can effectively be "chained" for 10 seconds without getting slower and more expensive. Complete heal might give you a buff that makes your HoTs not accrue penalty for 30 seconds afterwards. Then, link abilities directly with buffs. Hell, you can take the penalty system and effectively make that a secondary effect of focii for casters. Each focus could have secondary deals like "Your Fast Heal doesn't accrue penalty if cast in between heals" while the Heal spell would still accrue penalty, or reverse it and have it make your fast heal's secondary effect be a 50% reduction in penalty for Heal. Lots of ways to play with this to create a more resource management heavy game. Extrapolate for non-magic abilities.
Another solution would be medium length cooldowns on a large portion of the spellbook. Clerics have Heal, but their CH and Fast Heal and HoT have like 3 minute cooldowns. So in a single fight you could pop them all, but you might not have them ready if the next pull comes quickly or you are still dealing with a group of mezed mobs. Extrapolate for melee classes.
Lots of things you can do differently than simply making long retarded spawns a good idea because mana/resources regenerate so slowly.
The question would be, how do you keep the concept of resource management (not Torrid's fireball spam situation) without creating stupid downtime to go along with it. First possible solution is what could be called the chained cast penalty. Each time you cast the exact same spell in a row(with a cooldown that resets every so many seconds) the next time you cast it has a longer cast time, costs more mana, and/or has a longer recast. Example being a quick heal spell. First time you pop it, it's 100 instant healing for 10 mana and 2 second recast. Second time you cast it, it's 100 healing, 1 second cast time, 20 mana and 4 second recast. Third time, it's 100 healing, 2 second cast time, 30 mana and 8 second recast. So chaining one ability, even if it is your most powerful, will eventually become a really bad choice to cast regardless, and the one button spam problem is solved.
This solution can be further augmented by adding "combo" modifiers to spells that, if cast within a certain timeframe, add an effect and don't trigger the penalty. So back to fast heal. You cast HOT, which does 200 healing over 10 seconds, for 20 mana and zero recast. It also has the effect that if you cast fast heal while it is enabled, fast heal doesn't change and can effectively be "chained" for 10 seconds without getting slower and more expensive. Complete heal might give you a buff that makes your HoTs not accrue penalty for 30 seconds afterwards. Then, link abilities directly with buffs. Hell, you can take the penalty system and effectively make that a secondary effect of focii for casters. Each focus could have secondary deals like "Your Fast Heal doesn't accrue penalty if cast in between heals" while the Heal spell would still accrue penalty, or reverse it and have it make your fast heal's secondary effect be a 50% reduction in penalty for Heal. Lots of ways to play with this to create a more resource management heavy game. Extrapolate for non-magic abilities.
Another solution would be medium length cooldowns on a large portion of the spellbook. Clerics have Heal, but their CH and Fast Heal and HoT have like 3 minute cooldowns. So in a single fight you could pop them all, but you might not have them ready if the next pull comes quickly or you are still dealing with a group of mezed mobs. Extrapolate for melee classes.
Lots of things you can do differently than simply making long retarded spawns a good idea because mana/resources regenerate so slowly.