There's been a project that's been brewing since last year that we are now going to fully focus our coding resources on called Timequakes (not to be confused with timequakes in aeonics). Though we had initially planned to keep this under wraps and release it through some events, we decided to be fully transparent and let you in on what the system in and perhaps you can even help us refine the system before its release.
In brief, since the Fall of the Celestine Empire, there's been a series of temporal disturbances up to and including the need for Ascension Events. This has had a cumulative effect of causing quakes in time, erupting as rifts that occasionally break through into the prime material plane. The current plan is for rifts to occur at least several times in a game month. There are four types of rifts:
- Distant Timequakes or rifts from the past
- Impending Timequakes or rifts from the future
- Desolate Timequakes or rifts from an alternate reality where the Soulless were never seale
- Immaculate Timequakes or rifts from an alternate reality where the Soulless were completed defeated by the Vernal Gods
When a timequake occurs, a rift opens up somewhere on the prime material plane. You must find the rifts, enter them and there you can harvest temporal anomalies. Harvesting is a similar mechanic as capturing a wild node, though the individual who succeeds in harvesting will receive the anomaly. Rifts can have multiple anomalies. Avechna cannot sense (and therefore cannot interfere) within the rifts. Also, there is no experience loss if you die within a temporal rift (since you are out of time and space). Individuals can convert anomalies to archpower (more on that later) or give them (or sell them) to guilds for research projects.
Each guild can have one and only one research project. The research project is based on the anomaly type (distant, impending, desolate or immaculate) and can be built up to five levels. A research project not only needs anomalies of its specific type but also gold and commodities as both initial costs and upkeep. Research projects can be changed to a new project, though the guild must start over from scratch and lose all the anomalies, commodities and gold invested in the outgoing project. Note that any city and commune can only ever have 3 research projects (one per guild) so there will always be a fourth anomaly type that its members can use for archpower without any guilt.
Some goals we see for timequakes:
- New method for daily credits
- Goal for guilds to work towards
- Commodity and gold drain
- System of conflict and PK on a regular basis
Research projects have 5 levels, each level granting a potential power to every member of the city or commune that the guild represents: (1) a power that helps with timequakes, (2) a passive power that is always active, (3) a personal benefit activated with archpower, (4) a special power activated with archpower, (5) an area wide power activated with archpower. Archpower is gained through converting anomalies directly by individuals.
Below is what we are currently looking at for research projects and is a work in progress. We definitely are open to refining the level powers through brainstorming and ideas on the forums. Capacitors are the general term of the object that guilds create for a research project. Each guild will have a unique capacitor.
DISTANT ARCHPOWER CAPACITOR (Teleport Theme)
- Level 1: Teleport to Open Rifts, long wait
- Level 2: Faster teleport, stacks with artifacts, passive, no archpower needed
- Level 3: Portals, open portals to others, 5 archpower/month
- Level 4: Teleport those who attack you up to 5 rooms away, 5 archpower/month to setup, uses 1 (normal) power to activate for 15 seconds, 15 second cooldown (can't reactivate for 15 seconds)
- Level 5: Prevent teleport out of local area except for members of your org, 10 archpower for 5 minutes (someone else doing this power will cancel the power)
IMPENDING ARCHPOWER CAPACITOR (Speed Theme)
- Level 1: Faster anomaly harvesting, 25%?
- Level 2: Celerity bonus, passive, no archpower needed
- Level 3: Faster cure recovery, 5 archpower/month
- Level 4: Speed burst, faster eq/bal recovery, 5 archpower/month to setup, uses 1 (normal) power to activate for 15 seconds, 15 second cooldown (can't reactivate for 15 seconds)
- Level 5: Slow everyone in local area except for members of your org, 10 archpower for 5 minutes (someone else doing this power will cancel the power)
DESOLATE ARCHPOWER CAPACITOR (Destruction Theme)
- Level 1: Universal damage buff in rifts, 10/10
- Level 2: Universal damage buff, 3/10, passive, no archpower needed
- Level 3: Faster insanity recovery, stacks with artifacts, 5 archpower/month
- Level 4: Backlash, retributive damage on any aggressive action, 5 archpower/month to setup, uses 1 (normal) power to activate for 15 seconds, 15 second cooldown (can't reactivate for 15 seconds)
- Level 5: Prevent all health regeneration in local area except for members of your org, 10 archpower for 5 minutes (someone else doing this power will cancel the power)
IMMACULATE ARCHPOWER CAPACITOR (Magic Theme)
- Level 1: Less mana cost in rifts
- Level 2: Mana regeneration, passive, no archpower needed
- Level 3: Less mana cost, stacks with artifacts, 5 archpower/month
- Level 4: Spellblast, person casts takes damage and is frozen for 5 seconds, 5 archpower/month to setup, uses 1 (normal) power to fire, 15 second cooldown (can't reactivate for 15 seconds)
- Level 5: Increase magic damage in local area except for members of your org, 10 archpower for 5 minutes (someone else doing this power will cancel the power)
Comments
I will leave someone better versed in combat to make specific comments about balance, but I will say that some of those sets look stronger than others. Furthermore, I would worry that this is going to become a case of just making the larger orgs (who already have an advantage because of numbers) even harder to fight against while smaller orgs are unable to claim anomalies. Will there be something in place to make sure that small orgs are able to access this, both in terms of any pvp required and in terms of even being able to gather 5 archpower per month per guild(or is it per person using each power with an upkeep)?
I hope the Mage rework is getting focused on before this, yes?
Though yes, I realize from the wording, this is apparently just gonna barrel its way down on us regardless of being desired/welcome or not. But there are some obvious issues just from the description alone, given the current situation with the game as it stands.
That 3/10 universal damage buff seems a really large boost (though I'm not quite sure how much % damage increase that translates into).
3/10 universal damage buff is 3* 3% = 9%. Arti'd out people are probably capped anyway so it's not ridiculous for them.
Some comments / concerns:
Otherwise, I'm looking forward to this.
As with others I am concerned about org balance for these new research powers. And the powers should be balanced accordingly. I like Xenthos’ idea about having them in the rifts only simply because we have enough to tinker with to balance wonder items.
I love the flavor the timequakes, don’t get me wrong- it looks like an overall step forward to some more consistent plot arcs. It might even advance the plot of Lusternia forward a bit if more rifts were unique and added in over time.
With the implementation the daily credit system which is fantastic, and the quest rankings, I understand you want to up the chances to reward for participation in PK. I am looking forward to seeing some focus in non-PK conquest systems as well.
theatre due to the snowy weather.
hungering malice.
Being inspired is great, and this project sounds super cool but I am concerned that another PK mechanic should wait until other aspects and reworks are fixed.
I am sure many others have concerns about adding another currency. Resource drain is a good goal for this, new things for guilds to do while they focus more on development and all that. But I’m still scrambling to learn how to do commquests that weren’t viable until now!
theatre due to the snowy weather.
hungering malice.
I know its all concept stage right now for the powers but could you fill in numbers ideas for some of the suggestions so we can go get an idea on it.
Like:
Crafted items last twice as long, or can generate more comms on being destructed at the max rank might help as a start there.