Moar Fire

Monika's_BFFEx0255

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I'm sure someone has thought of this at least once, but there seems to be a lack of maps with the majority of enemies being fire-based. Ice/Snow has several maps but fire, if I'm not mistaken, has 1-2maps that I can't name off the top of my head that deal with fire/heat with fire enemies. I'd just like to see more variety, gives the mod something different. I'm not suggesting you should make 5 maps, just 1 or 2. I know the mappers would have to do this, or people from the community, not the devs. Wouldn't to hurt to have another Lightning map.
 

TheOysterHippopotami

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Fire based maps would only be fine under two situations:

1) The map is geared towards players who would not be high enough level to have Phoenix Armor

2) If it were a high level map, 90% of all the attacks thrown at you by monsters should deal generic damage so that PA didn't make you damn near invincible.
 

Echo717

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perhaps some sort of generic damage coupled with a nice fire dot, similiar to how the vorpal works, cept with fire monsters
 

TheOysterHippopotami

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That would work too, although in such a scenario I think most enemies in the map should have a decent magic resistance since you basically have unlimited mana.

Although, I don't think maps with a specific elemental 'theme' are very necessary. It's best to just carefully place elemental monsters in regular maps (or randomize them, if possible, so that the players are never 100% prepared for any given situation)
 

J-M v2.5.5

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TheOysterHippopotami said:
Fire based maps would only be fine under two situations:

1) The map is geared towards players who would not be high enough level to have Phoenix Armor

2) If it were a high level map, 90% of all the attacks thrown at you by monsters should deal generic damage so that PA didn't make you damn near invincible.
So basically you're saying that the map should either be an entertaining, genuinely challenging map for low-level players, or a generic high-level map in which every monster has a slew of incredibly cheap attacks...?
 

Sabre

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I would perhaps like to see a map with a countdown to dewm style. Maybe we find ourselves in an active volcano and have ten minutes to do what we have to do before it all blows up.
 

Stoned

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Sabre said:
I would perhaps like to see a map with a countdown to dewm style. Maybe we find ourselves in an active volcano and have ten minutes to do what we have to do before it all blows up.

Or like Legend of Zelda: Majora's Mask.
 

Thothie

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Blame the dood that came up with Phoenix Armour, IIRC.
Meh... I'm about to make the same mistake again with poison... Hrmm...

I'm seriously considering globally capping elemental resistance at 75 or 80% to avoid that issue. Or maybe same said save by use of expendable potion (trickier). I would have to globally reduce elemental damage as well, which means going over a lot of monster scripts. On the other end of the spectrum, the fact that nearly every high-end lightning based monster has to assume you're going to have at least 50% lightning resistance is getting a bit ridiculous.

I suppose it wasn't such an issue before whether or not a DOT would even be applied at all was affected by resistance level.

TheOysterHippopotami said:
2) If it were a high level map, 90% of all the attacks thrown at you by monsters should deal generic damage so that PA didn't make you damn near invincible.
Most critters do generic damage with their melee attacks, regardless of their elemental nature. Even so, being fire proof does tend to make fire elementals and fire reavers quite a joke.


TheOysterHippopotami said:
Although, I don't think maps with a specific elemental 'theme' are very necessary. It's best to just carefully place elemental monsters in regular maps (or randomize them, if possible, so that the players are never 100% prepared for any given situation)
Mappers tend to do that anyways, not that I really approve of it. "Rainbowing" your elemental monsters makes the whole elemental scheme kinda pointless. Seems it would be wiser to at least theme on a section by section basis. You *can* get away with two elements in the same room, and I've seen players fall to the strategy of "Let me get the red ones - you get the green ones" in such situations. But it's next to impossible to organize against more elements than that, at which point you midas well just be using raw damage and generic resistances.
 

FER

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I'm seriously considering globally capping elemental resistance at 75 or 80%

Would make more sense to give a 100% fire resist and none/very low defense rather than a global set resit, not because it would be a nerf but because it would be a more sensible balance one armor thanscrewing element resists as a whole.
 

Thothie

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Maaaybee.... But I suspect if folks had to choose between 80% Fire resist + 55% global resist, and 100% Fire resist + 30% global resist, folks (both mappers and players) would prefer the former rather than the latter, especially given the aforementioned tendency for melee attacks to be generic. Think we could keep the phoenix resurrection thingie though, for the same reason.

I r open to idears on the subject though, as I'm on the verge of releasing another item that may yet further complicate this issue.
 
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