Doc Igor wrote:
Technically, there's no reason why one skill couldn't generate four-nine different buffs: even making them sets of three mutually exclusive buffs isn't that challenging. It's just a matter of testing for non-zero durations and a simple skill level check. (Actually, it's even easier: a simple function to create that element for the html would just be a for-loop, and add one option for each level in the skill... although it would need to disable options that aren't valid because of non-zero durations of mutually exclusive buffs, although that isn't that difficult.)
It's not that it can't be done, it's that it's a pain. It's not just casting the spell, it's the error checking and validation. And the mutually exclusive options. Lots of code in lots of places, all to make sure people get what they expect and what they're allowed, and don't get the other stuff. It's not hard in the sense of challenging; it's messy in the sense of being long, detailed, and ultimately far outside the bounds on the "amount of time and effort for Ryme versus benefit to the player". Which means either I won't ever want to do it, or I'll do it and hate it while wasting a bunch of time that could be devoted to better things.
Doc Igor wrote:
Also, one question... has it really been considered just how little use getting buffs from other players will be, when it results in 'level 0' results? Or was that one of the deciding factors in implementing this? (ie: to render aid from other players completely trivial)
First, I dispute the use of the phrase "completely trivial" and would substitute the phrase "slightly worse" to describe what happens to buffs other players give you. It varies a bit depending on the buff -- some are more affected than others, but many aren't worsened by that much.
It's not my intention at all to make buffs from other players worthless.
I would say that I don't think it's a bad thing if these changes mean that doing something yourself is likely to give you greater benefit than having someone else do it.
I also don't think it's a bad thing if it enhances the flavor of each class by dramatically increasing the benefit to the buffs players can get from members of their same class.
Keep in mind this is also in preparation for retcon/ascension, where characters will very quickly NOT be limited to just a single class's skills. After just a handful of replays, most characters are likely to have proficiency in many of the most popular skills, and will be investing skill points into those skills, meaning the buffs they receive will be increased in power.
If there are suggestions for a reasonable alternative, I'm listening.