Default Feature Set #270
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I agree fully that the current version should be the standard. It's what it's easily accessible and doesn't require specific client version distribution from our side (which would be illegal anyways). Anything before the current version should be viewed as optional and custom. It is already hard enough to verify up-to-date information, let's not waste time discussing how a certain skill or feature worked back in 2015. If it's old - it should be treated as custom, and thus, does not even require credible oficial sources. It should be entirely up to the developer who's implementing it if they want to add that extra optional feature or not. However, the baseline and standard implementation should always be based on the newest version. |
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I feel like the project should follow the official core functionalities. Gameplay concepts that I like on the official:
Gameplay concepts that I hate on officials:
I believe that this project should offer ways to the server owner customize the server similar how Rathena does for certain features. The code should be modifiable and flexible in a way that can be easy to get into (I know that I am dreaming) and add your own custom ideas. I really wish to play on a custom balanced server with unique events and features but these should come after the core structure for Melia is done. In conclusion I will say that the officials servers core behaviours/features are worth developing for now because it will bring a much more possibilities of customization later on. |
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I believe it's perfectly acceptable for us to NOT strive for perfection or attempt to emulate the original server 100%. As someone who has played Tree of Savior extensively, I can assure you that 99.99% of the player base wouldn't notice if a skill's damage multiplier was set at 90% or 110%. The key is to ensure that the skill effects match their visual representations. Beyond that, there's room for interpretation. ToS currently has no active fanbase; it's a dead game, it was a dead game 5 years ago when there were only 110 active players on my EU server.. What Melia should focus on is reviving the game with some artistic freedom. While I agree that our server emulation should be based on the latest official version for ease of access to information, I strongly suggest that we focus on implementing features retrospectively. Let's compile a list of features that defined the 1.0 build and prioritize those first. Once we have a stable build with 1.0 features, we can start adding everything else for those who prefer the later revisions. ToS didn't lose its initial qualities; they just got buried under a ton of unnecessary changes over the years. Here are the features that made ToS great, off the top of my head:
These features aren't exclusive to the 1.0 build, but most of them are severely limited in the current version. As far as I know, mobs no longer drop silver, player-to-player trading is mostly disabled, mobs no longer drop crafting components, and there are no player shops. These changes seem like issues that can solved with an on/off toggle. I also think, that we should be running a public server for alpha testing, as soon as the server is somewhat feature complete (fully working skills, jobs, mobs, crafting, etc.) |
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In some form or another, this has been repeatedly talked about on Discord, in issues, and discussions, but we didn't have a dedicated topic or official discussion about which version of ToS we're really targeting yet, so I'd like open one.
The game has gone through multiple iterations and has also always received regular updates that added, removed, or changed various aspects of the game. Examples include how certain skills work, which classes learn specific skills, how much damage certain attacks do, what kinds of equipment are available, and so on. One more example that we just implemented is active blocking, which once nullified damage entirely, but was later changed to only lower it. There's a lot of big and small changes like this, and realistically we won't be able to ever implement all of them. Instead, there will always be one default state and the potential to enable or disable certain features, like enabling/disabling nullifying blocks. What's not entirely clear is what the default should be.
Many players prefer the classic ToS, often from around the time of its release, and there have been voices among our users that called for this to be the default. For combat to not be as easy as it is nowadays, for using the original class tree, for using circles, and many other things. The reason is simple: That's what we all want, so it would be pointless to even implement the newer game. While this argument makes a certain amount of sense, there are problems with it.
One of these is that the game has gone through so many iterations, that are so badly documented, that it would be nigh impossible to point to a single version and say, that's our point of reference. This muddies the waters in various ways. Not only will there never be that one version for us to look at during development, but users may also be confused because the default behavior might not match the specific behavior they had in mind, that might've been official at some point. Not to mention that there will always be features we'd have to improvise, because they're no longer testable, or perhaps didn't even exist in older versions. The end result of going this route will effectively always be some mishmash of various versions, essentially boiling down to whatever we, the developers, deemed best. Melia would become its own thing, removed from ToS, and any developers or players would simply have to deal with it, learning the default state over time. Now whether this is actually a problem or perhaps even desired, I'm honestly not sure, as there are pros and cons to be considered. However, there is also one big alternative that has many advantages.
It is my personal opinion that the best default state for any server emulator for a game that is in active development probably is the current feature set. That's the one version all users have easy access to, it's what we can all actively test against, and it's what we can point towards and say, this is what we're implementing. If there is ever any question about how something is supposed to work, that's where you can check, regardless of your role in the community. If you ignore whether you like that version or not, it's just what makes the most sense, and it's usually not very difficult to toggle certain features, like we already are via our feature db. It also has the nice side-effect that we're really researching all aspects of the game, which is great for preservation sake.
I'd like to note that I am most definitely not a fan of the current version either though, and I'd never want to play it, which is why I understand any critique in this regard. It would most certainly be faster to implement features however we see fit, matching the version we preferred, and maybe even ignore any toggles in any direction unless we find them useful. At least if you ignore any potential arguments. Perhaps active blocking should nullify damage by default, and if we decide to add an option for the alternative, well, that's a bonus for the user. Melia wouldn't technically have to be a black box either. We could create a reference document that details our decisions, which features work how, and why.
But the path of least resistance in my opinion is simply to use the latest version as the primary reference. Like I said, that's really the only reliable reference we have, and that's the way I would personally go, while adding options to revert undesirable changes. And since we're in the fortunate position of being able to modify even the UI from the server-side, we'll be able to go far with this tactic. For example, that's what allows us to make stat points usable again, even though this feature was removed with ReBuild. We will be able to revert 90% of the game back to what it was like at release, albeit with a bit of a detour as we're also implementing the latest version as the default.
Though I also want to be clear about how these features are going to be implemented. When I say "let's do it like officials," I don't mean we have to implement premium classes as premium only for example, with tokens and buying premium cash, and the likes. What I'm talking about is how the classes function, not necessarily how you obtain them. And of course I would add some option to get them another, free way. It's really more about the functionality at the core. About whether block nullifies, not whether you need a premium shield for it and how you obtain it.
With all that being said, I'm open to other opinions. I suspect that it would be rather difficult to reach a consensus about how the game should function, given the number of changes made to it over the years, and the different opinions on what this game should be like, but it is a discussion worth having, and with this I at least explained my position on this matter.
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