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View Full Version : Will we see an augment pass soon?



cave_diver
10-18-2018, 01:24 PM
Haven't had a new augment since forever, and many of the stat augments are very under-powered now.


Is there anything on the radar for an augment pass with new augments, looking at you true seeing/heal amp :)

cru121
10-18-2018, 01:33 PM
https://i.gifer.com/7CZA.gif

cave_diver
10-18-2018, 05:57 PM
https://i.gifer.com/7CZA.gif

I agree, but nice to hope.

AbyssalMage
10-18-2018, 06:00 PM
https://i.gifer.com/7CZA.gif
The Magic 8-Ball is always working against me.

memloch
10-18-2018, 11:45 PM
Please, Please, Please .......

Steelstar
10-19-2018, 06:24 AM
A pass on the Augment System is something we'd like to get to at some point, once we resolve some of the technical and design concerns involved and find an appropriate window for the monumentally large tasks that such a pass would require. :) It's definitely on our minds, but I wouldn't call it "Soon".

Feralthyrtiaq
10-19-2018, 07:26 AM
Well...maybe.

As long as existing (legacy?) installed Augments such as ML4 Mod Fort and ML8 Hvy Fort augments don't get changed in the process.

Asking for the Augments to be scaled pretty much means ALL augments will be scaled to current values/ML.

So, I suppose it would be an exciting change over-all. Just love those low ML Fortification Augments. It would be hard to accept a scaled Fortification Augment in their place.

Not sure where Blindness Immunity, Fear Immunity and Deathblock would fall in a new system but they are REALLY effing handy at the levels they are currently at.

I don't bother with water-breathing or feather fall and will slot Poison/Disease Augments when I have an extra slot and augment.

So...yeah...I am sure an Augment System over-haul will be a mixed bag of awesome and sharpened sticks (for our eye 'cause yah know SSG)

Frogger1234
10-19-2018, 08:28 AM
A pass on the Augment System is something we'd like to get to at some point, once we resolve some of the technical and design concerns involved and find an appropriate window for the monumentally large tasks that such a pass would require. :) It's definitely on our minds, but I wouldn't call it "Soon".

Could we at least get an Augment destroyer in the nearer term so we can feed named loot that drops with already slotted augments to our Sentient Gems?

Steelstar
10-19-2018, 08:32 AM
Could we at least get an Augment destroyer in the nearer term so we can feed named loot that drops with already slotted augments to our Sentient Gems?

Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

Aelonwy
10-19-2018, 08:41 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

Well shucky-darn.

Robbenklopper
10-19-2018, 08:52 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

How do you think about adding jewelers toolkits as trade in for the running night revels or any next festival?

Ew_vastano
10-19-2018, 10:46 AM
How do you think about adding jewelers toolkits as trade in for the running night revels or any next festival?
that would mean people would be able to farm them instead of buying them
can you really see that happening?

zehnvhex
10-19-2018, 11:10 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

This is why I love DDO so much. My immediate thought is, "Couldn't they just make a jewelers toolkit knockoff, but without the part of the script that creates a new copy of the augment in your inventory? Then sell that on a vendor?"

Apparently DDO is programmed in such a way that, no, that is not possible.

I love this game.

WanderingGrump
10-19-2018, 11:23 AM
I think I might settle in the short term to an Augment Bag pass.... I mean why is it that the game has probably around 800+ Augment Bag items and the biggest bag you can get holds.... 300. This was fine when the system was first introduced we had 280ish augments in the game depending on the named aug count. But now we put Sentient Filigree's and I think my last count on those was in the 470ish pieces by the time you include the rare variants on them.

Something for folks to ponder...

Xyfiel
10-19-2018, 11:27 AM
How about adding a free kit with 400 argo favor now that that is possible? It wouldn't be that great but it would be something.

ahpook
10-19-2018, 11:46 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

Comments like this make me really wish I could see the code because it sounds like coding with black magic more than anything. How can something be that hard when there is already something that does the same thing (and a little bit more by creating a new copy of the augment). Interesting code I am sure.

Thrudh
10-19-2018, 11:55 AM
Comments like this make me really wish I could see the code

Careful what you wish for. What is seen cannot be unseen!

droid327
10-19-2018, 12:15 PM
A pass on the Augment System is something we'd like to get to at some point, once we resolve some of the technical and design concerns involved and find an appropriate window for the monumentally large tasks that such a pass would require. :) It's definitely on our minds, but I wouldn't call it "Soon".

Could we get a band aid fix in the meantime then, since it's not planned for Soon?

Something that wouldn't require any new tech - just things like:

- maybe manually rescaling existing augments to level appropriate values (we should have, e.g., +8 stat at 20, and things like Sheltering should be no worse than loot gen or cannith crafted at level-2). Striding should cap at 30 fairly early, maybe L12, then maybe augments of Speed V-XV drop at higher levels

- expanding the availability of purchaseable augments (especially utility mods like DB, FI, BI; these could be added to Myst Remnant vendors if not also GH). A lot are still exclusive to Token vendors and the Token system is kinda deprecated now, with no new token quests being added anymore.

- possibly adding new affixes to the existing augment template...adding more "RSTLNE" mods to the augment system, at level appropriate values like I said, would free up a lot of flexibility in build design because you wouldn't be locked into a specific piece of gear in a specific slot because it's providing one must-have basic affix. Things like Speed, Doublestrike/shot, Dodge, Spell Lore, etc. It'd make gearing much less of a frustrating matrix algebra problem.

Without knowing what that looks like under the hood, I think that's something within the scope of a single update add-on once it passed balance checks. And I think it would be a pretty major QOL improvement for almost every player, which makes it a high priority item IMO

Chai
10-19-2018, 12:20 PM
Comments like this make me really wish I could see the code because it sounds like coding with black magic more than anything. How can something be that hard when there is already something that does the same thing (and a little bit more by creating a new copy of the augment). Interesting code I am sure.

Its not just the feature itself, but everything else the feature interacts with as well.

Isolated in a vacuum it may not seem that complicated, but changing it without breaking anything else it interacts with can be as much of a QA rabbit hole as a DEV time vampire. Then when something that used to work as intended is broken in the same patch, and wasnt caught because QA only tested 65 layers out instead of 66, the armchair game designers union flocks to the forum and posts about how easy this should have been to find before patching it...

ice584
10-19-2018, 02:52 PM
A pass on the Augment System is something we'd like to get to at some point, once we resolve some of the technical and design concerns involved and find an appropriate window for the monumentally large tasks that such a pass would require. :) It's definitely on our minds, but I wouldn't call it "Soon".

Why does an augment pass have to entail a total and complete rework of augment functionality? Isn't that the whole intention of doing "passes"....so you can iterate over the system more than once?
I'm sure a new system would let you to address some edge case functionality, but I don't think most people are wanting a whole new augment system. (I, for one, am not really keen on needing to learn MORE crafting systems, I'm already 3-4 behind at this point) I would imagine the thing most people want is simply for the under-powered augments to get adjusted closer to current power levels.

I don't even think you'd necessarily have to adjust every augment either. Things like Striding, False Life, and Fortification actually aren't too far from their Cannith Crafting alternates.
There are others however, like Abilities, Damage-on-hit, and Skills that are just SOUL-CRUSHINGLY low.

For example:
Instead of giving +6 Ability at ML20, bump it down to ML12. That's still not quite as good as Cannith Crafting, but significantly more useful than it is now.

If creating more augments to fill in gaps and missing tiers is too much work, fine, I guess that's understandable from a software development standpoint if your end goal is really to create a new system. But at least adjust the augments that currently exist down to a proper ML, or something. Isn't there some middle-ground between building an entirely new system and doing nothing at all!?
Sigh.

Gemini-Dragon357
10-19-2018, 03:14 PM
Around U29, I think I remember them saying that the Legendary Greensteel augment system tech was going to be the back bone of the new augment system at some point. Not sure if anything has changed in the 3 years since then.

I'm just guessing that moving to the new system entails them remaking nearly every item in the game or at least editing them all so they have the new system's augment slots. This sounds time intensive. And if that's the case, I don't think any items we currently have would auto-update to the new system. It's doubtful they could replace items in our inventory that have augments or sentient jewels in them and not all augments might have a new system equivalent. (Meridian Fragment, Golem's Heart, ect.) So... we would have to re-farm all our loot post-augment pass if we wanted to use the new augments. Can't imagine many people would be happy about that, but if that's what it takes to get a working augment system, I'd be okay with it.

cdbd3rd
10-19-2018, 03:57 PM
Well shucky-darn.

https://gifimage.net/wp-content/uploads/2017/10/captain-america-language-gif-10.gif


:D

zehnvhex
10-19-2018, 04:08 PM
Why does an augment pass have to entail a total and complete rework

I think it's been said before that unfortunately it's not ~that~ easy to fiddle with items and augments even less so. It's not as easy as popping open "Augment A" in a database and changing the ML 20 to ML 12 and done!

If I recall, there was a point where Steelstar had to rebuild the treasure table for VoN6 I think? Or Abbot? One of those, because Reaper caused it to goof. It ended up taking him like a full day+. Which delayed him doing other stuff.

So doing a pass on all augments in the game to change their ML, or up their values, or figure out some way to remove them from items, etc...

Sev has also stated in the past that DDO would not survive if they spent significantly more time on QoL/bug fixes. They still need to keep pushing out sellable content on the regular or they're out of a job. So spending significant time messing with augments when you ultimately want to wipe the system and start from scratch is a double no-no.

HuneyMunster
10-20-2018, 02:13 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

Would it be easier to implement the LGS/Sentient system for augments on new items only at first? Then make new version of the augments that are currently available. This is something I would like to see for Sharn xpac. Though Im guessing that the time used would probably still be too much to not interfere with the development of Sharn.

LightBear
10-21-2018, 04:58 PM
A pass on the Augment System is something we'd like to get to at some point, once we resolve some of the technical and design concerns involved and find an appropriate window for the monumentally large tasks that such a pass would require. :) It's definitely on our minds, but I wouldn't call it "Soon".

Could we, in the meantime, at least get some new named augments with some unique effects to keep us happy?

Ew_vastano
10-22-2018, 02:03 PM
Could we, in the meantime, at least get some new named augments with some unique effects to keep us happy?
or even a +6 insightful ability ml28
that the best insightful augment is +2 is kinda rediculas

Itchybeard
10-24-2018, 01:57 AM
Its not just the feature itself, but everything else the feature interacts with as well.

Isolated in a vacuum it may not seem that complicated, but changing it without breaking anything else it interacts with can be as much of a QA rabbit hole as a DEV time vampire. Then when something that used to work as intended is broken in the same patch, and wasnt caught because QA only tested 65 layers out instead of 66, the armchair game designers union flocks to the forum and posts about how easy this should have been to find before patching it...

My thoughts exactly. Everything intertwines.

I would love a revamp to the Aug system as well, but it may never happen. If the Devs wished, they could give us a "temporary experimental augment system" we could purchase with plat (cuz most of us have millions) and realize they may not function in the future.

Traffik
10-24-2018, 07:56 AM
Unfortunately, no. Sorry. The Augment system was built in a way where this would both be exceedingly time-intensive to create and performance-intensive to use; both problems an Augment Pass would seek to fix.

Is it possible to create an augment like this or similar as this example: Sentient Augment (This augment, when used to replace an existing augment makes the item eadible by a sentient jewel. Minimum level 20 and can only be used on items of level 20 or higher).