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I think this is formulaic and uninspired.How unusual that the high level characters in a game should only be using enchanted weaponry!
I completely agree with this. I really want to see more high level "normal" type weapons, like Mythril equipment for example.looking entchanted or not is a matter of how you sell it. If you tell the ppl they look like that because the ore itself is just super fancy theyll take that over magic hurrdurr any day, just gotta tell a compelling story.
You misspelled "logical and inevitable" (lest your characters live in a non-magical world.)TheOysterHippopotami said:I think this is formulaic and uninspired.How unusual that the high level characters in a game should only be using enchanted weaponry!
Phosphorcracker said:I have no clue how you get the idea i want a firebrand nerf. Fire being stronk is no problem to me.
I dont know I am just used to that, go to a fire cave, loot fire items, makes perfect sense to me. Its probably better to drop crossfade.
Every element has its strong points, and I can see that working for some parts so not everything is totally **** up.
Undercliff being borked as is just happened, I dont like running that map at all, throwing on my aob and run mobs down with infinite lives isnt my style. Magically having infinite amounts of spider protection gpop fbrand swiftblade manafont etc is the only way one could run that map without being shredded by that rainbow dps of the map. Also think about that acid plate, fire immunity, cold immunity, lodestone juice, only thing left to do damage to you is 12.5% physical, 12,5% poison (preventable by antidote) and 5% acid (assuming linear multiplicative scaling) that would be further reduced for spiders. So the mobs are scaled to be a threat to a player that runs around with all them buffs stacked.
I dont think a full whipe is what would resurrect the mod. Rather than that I think that would be the last nail in the coffin. Also the issue with potions is that they are the source of their own problem... new maps tend to be harder than what already is there. Knowing that and overdoing the trend mappers make their maps so hard, they just assume everybody has a full set of the strongest potions at disposal. So ppl have a high demand and for reasons that demand got answered.
Also true is that even if you wouldnt loot a billion potions from undercliff ppl would go to sorc_villa and buy potions there, i cant recall if he sells swiftblade potion but about every other potion ingame is buyable there. So making potions rare in maps is a moot point if you can just buy em with the millions of gold ppl have.
Having a meaningfull economy can only happen with a certain amount of players, demanding and offering, crafting potions sure sounds like a sweet idea but wont fix a thing as there is no global timing for respawn on resources, ppl would just reload maps farm items and have billions of potions that way.
Thothie said:Oddly, actually in the pipe... Working up a system where you can enchant any weapon.
Meh, tell me about it.zeus9860 said:What other things are on that list of yours? You seem to keep on increasing the amount of things to do and lack the time to do so.
Besides the potions part, any map is usually worthless to run after you get your items. That's what it's all about.zeus9860 said:The only potion you need in undercliffs is spider protection, if you know what you are doing. Nobody is going to explore that map multiple times since its annoying as F, people will do it once or twice and then work on getting the new drops, once they get those they will walk away as usual with their shiny new items and like a thousand potions to boot, unless the map is actually worthwhile playing.
That's gonna be interesting. But to tie it with what zeus said, perhaps there can be "prefixes" on weapons similar to Terraria, where items come out of the box enchanted with certain buffs to certain parts of the weapon, or a debuff if you're unlucky. It'd perhaps give high level players something to keep running maps for, if you want the absolute best stuff you can get from it, though it'd pointless for lower tier weapons, as they would eventually get discarded. Though to keep players running maps, there can't be a wizard that can change your prefix for 100,000gp. Maybe only if the economy gets fixed, somehow.Thothie said:Working up a system where you can enchant any weapon.
Yep. But it won't do quality and quantity on a single item. That'll mess up stuff. I would offer to have it store the string also once you've got that figured out, however, that'd blast through bank space more than Litch Tongues would.Thothie said:(Maybe I can work something out though - your new bank still stores Quality, yes?)
Is there a property that I could just grab from items to see if it's groupable? Otherwise its just using a token of partial names of items that are groupable, currently only containing "proj_;item_lockpick". If there is I need to change that. It does know the difference between quality and quantity, but if quality is set to 0, it will not store it. The bludgeon hammer kept storing a 0 quality for whatever reason :IThothie said:Eh - so long as it knows the difference between quality and quantity (checks isgroupable?). This is why I asked for the feature though...
Granted, that'd mean storing their mod string in quest data, setting their quality to a matching index, and then restoring it based on that quality when pulling it from a bank... At that point, however, might as well just go with using a Quality<->Quest Data index to begin with, rather than trying to hack this new item data property out. It is being a bit of a pain.
You can store quantity and quality, they have different parsers, but you can't store an item that has both quantity and quality. It wont play fair then. Lockpicks should store fine, as long as they don't have the NO_BANK var set. Potions should store fine also, without resetting the quality. If there was, however, arrows that were enchanted, and used both quality and quantity, it'd fail to deposit or withdraw correctly. I forget which it would be. Ammo has a string to check if the scriptname contains "proj_" or "item_lockpick". If you wanted to add more stuff that doesn't use the proj_ prefix, just add the scriptname to that string, and it should let it deposit. While we're on the topic, the Fire Brand has the NO_BANK var set. Seeing as how it can be deposited with new galats, could that be removed?Thothie said:Hmmm... is_projectile, is_drinkable, quality, maxquality, quantity... Everything but is_groupable apparently - guess I need to add that. Otherwise I dunno what yer going to do if you want say, make item_lockpick bankable - though currently it's flagged not to bank.
Meh, was kinda hoping it'd have two different parsers for Quality and Quantity so you could have both, and just store them when set, but no biggie.
Not sure waddup with the Bludgeon Bludgeon though - it doesn't seem to be setting Quality anywhere. If Quality=0 one would think one wouldn't store it.
I think its gotta do with the way I have it deposit. I don't remember. owellThothie said:Well, if your parsers are different for Quality and Quantity, I dun see how they'd end up mutually exclusive. If "+" is quantity and "&" quality, and you had an enchanted arrow stack, the item data entry might end up looking like "proj_arrow_wooden+120&11322", and if either were zero, you wouldn't tack them on, but meh... I don't foresee a need for both, at the moment, it's just an odd limitation.
Gotta give credit where credit is due. Real hard stuff to try and explain.Phosphorcracker said:PS I also wanted to give Thothie a round of applause for being the only man on earth being capable of explaining coding to ppl in a way that normal humans can actually comprehend.
That sort of approach would mean defining the roles of each weapon line and building all the weapon lines from the ground up again. They have *some* semi-consistent uniqueness in their functional roles, as it is, I suppose, but not much. It's more about style (and sadly, as you must train everything, you don't get to really choose your style).greatguys1 said:Back to the topic though, there's really nothing separating swords, or any of the skills (aside for a few) from each other besides just a weapon group. There's nothing really special about any of 'em. If each weapon group were to become unique in a way, they'd still have to be useful in a fair amount of situations.
Thread is officially hijacked by Galat's and enchantments.Thothie said:Well, with some help from MiB, I've got $get(<item>,modded) and $get(<item>,mods) working now, so it seems Quality won't be an issue for them... But it might mean more work on the bank via yet another parser.
The easiest way I could think to make them bankable, would be to create an indexed Quest data entry upon deposit. Have it check for the first zero instance of "bankedmods<#>" in the player's Quest data, store its mods in said index, and store the index with the bank data with the new parser. Then, when the item is withdrawn, mod the item again (command being "moditem <target> <mods>"), based on said data, and reset the related Quest data entry to 0.
Guess it'd work, but you'd need to be able to sort out multiple parsers on each bank data entry. Two is easy enough, three might be a bit of a pain, but I suppose it's just another pair of string comparisons.
I kinda like the all around characters. If the title stats were to be followed, potions would probably have to be nerfed for people not to absolutely blast through maps.Thothie said:Providing players with actual roles was supposed to be done through the Title system (yet another perpetually back-burnered beast), though the system wasn't going to be entirely dependant on a weapon line (even if some Titles were to favor some to varying degrees.)
Yeeeeah - now, try imagining having over ten years worth of those...greatguys1 said:It's real hard to look at and some stuff I could've done better. Might have to resist re-writing a good chunk of it :/