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General Discussion

Posted: Mon May 19, 2014 1:12 pm
by K73SK
Cause ya said so

Re: General Discussion

Posted: Mon May 19, 2014 1:44 pm
by Nightshade
I think right now, the biggest issue seems to be that characters are starting too far from town, without adequate equipment. Unless you are a warrior or a sorcerer, you can't do more than 3 damage until you make it to town, and at least one common enemy (the Wolf L1) has 20 HP to start off, meaning that a Rogue is going to take 7 hits to kill it right off the bat, barring critical hits, whereas a warrior can finish it off in 4 hits with 2 slashes, using both characters' base equipment.

It really makes sense to me to basically start characters in town, instead of a literal weeks' journey away; once they have a decent weapon, then the game is far more balanced.

Also, I wonder if 3 v. 3 is the correct way to balance, since it then becomes reasonable for the enemies to gang up on and potentially kill a weaker (i.e. less HP, like clerics and sorcerers) party member. I think that won't be as bad once multi-target attacks exist, but at least at low levels, I feel that a 1 v. 1 encounter is far more fair to the players than a 3 v. 3 one.

Where G-Pow et. al.'s party is right now, 2 level 1 wolves would have seemed more balanced to me. I'm sure the others will chime in with their thoughts as well.

Re: General Discussion

Posted: Mon May 19, 2014 2:00 pm
by GoldenPower89
Yes, Van and DV did start very far away from town, which is why I asked for a few less encounters at the moment (and because we're nearly dead). I see that recent characters like Scar and Eamic have started somewhat close to town, so I guess you fixed that part.

On the characters page, I see "recipe skills". Any info you'd be willing to share on how to get those?

Re: General Discussion

Posted: Mon May 19, 2014 5:56 pm
by Eamic
Some equipment ideas
Broken shield ( -1 damage on enemy attacks)
Chipped morning star 3 atk
(increases likelihood of enemy monsters hit to attack you)
Shattered Bow 3 atk
(decreases likelihood of enemy attacking you in a party)
Splintered Spear 3 atk
(Hits enemies nearby target for 1/3 dmg)
Borked Dagger 3 dmg
(Causes 1 damage of bleed on enemy for 3 turns, doesn't stack)
Tome of truth (Healing spell)
(Heals up to 2 target allies for 5hp.)
Tome of Insight (Buff)
(Party takes 1 less damage for 2 turns. Usable only once per fight. )
Wand of Mana
(Player gains 2 mp when an enemy dies)


Skills
Warrior
Taunt -2mp
(Target enemy attacks you for 2 turns.)

Thief
Hide -4mp
(Player disappears for 1 turn gaining sneak attack for the next 2 turns.)

Cleric
Holy light -3mp
(Deals 3 dmg to opponent but double to undead.)

Mage
Poison -3mp
(Target opponent is poisoned and takes 2 dmg for 2 turns.)

Just a couple of ideas to add some variety. I'll probably add more later.

Re: General Discussion

Posted: Mon May 19, 2014 6:10 pm
by GoldenPower89
Eamic wrote: Cleric
Holy light -3mp
(Deals 3 dmg to opponent but double to undead.)

Mage
Poison -3mp
(Target opponent is poisoned and takes 2 dmg for 2 turns.)

Just a couple of ideas to add some variety. I'll probably add more later.
Yeah, bonus damage to undead would be a nice addition to clerics. I doubt they get very many offensive spells.

The Poison skill already exists, but clerics have it, not mages.

As for rogues... I'm hoping they can get an ability in combat that will do more damage than my regular attack, instead of less damage. :P

Re: General Discussion

Posted: Mon May 19, 2014 7:52 pm
by deadly virus
a few cleric ideas:

Shield: Places a shield on a friendly target.Absorbs X amount of damage. Lasts 3 turns

Holy Shock: deals damage to an enemy target or heals a friendly target

Aura: Heals multiple targets

Boost: increases an allies attack power for a few turns

Re: General Discussion

Posted: Mon May 19, 2014 8:26 pm
by K73SK
Nightshade wrote:
I know I started most far away from town, but now I am trying to get them closer, but not quite IN town. Of course, I have thought about changing it for simply the fact that everyone heads right to town first - what I didn't quite expect when originally starting the game. I just didn't start players there recently as I didn't want to be "unfair" those previous players. Oh, and enemies tend to ignore the clerics more than other players when in a party, unless the enemy is "aware" of what the cleric is doing for the party. Wolves, bears, etc. are just focused on what's attacking them, not healing others.
GoldenPower89 wrote: On the characters page, I see "recipe skills". Any info you'd be willing to share on how to get those?
If only people gave a chance to ask the alchemist for his wares...
Eamic wrote:
deadly virus wrote:
I like the shield ideas making enemies just do less damage in general. I will consider that. As for many more weapons and skills, there are quite a few that people have yet to see. In which most of the ones that have been said in this thread have already been placed (just not achieved by players yet) but with different names.
GoldenPower89 wrote: The Poison skill already exists, but clerics have it, not mages.
Incorrect
GoldenPower89 wrote: As for rogues... I'm hoping they can get an ability in combat that will do more damage than my regular attack, instead of less damage. :P
Yes. The throw dagger does less only because it's 100% chance in hitting. Kind of like the magic missile in DND.

Re: General Discussion

Posted: Mon May 19, 2014 9:46 pm
by van
A suggestion for the map: instead of squeezing all of the letters in one block for parties, you can just have numbers, since the parties are already labeled by numbers. Hopefully this makes it easier on your end.

Re: General Discussion

Posted: Tue May 20, 2014 9:33 am
by K73SK
Actually, moving the parties as they are now isn't difficult at all. I have an xcf file (gimps equivalent to photoshops psd) and all 3 letters are put into 1 layer, where I can just move on the image as easily as a single letter ^^

Re: General Discussion

Posted: Wed May 21, 2014 9:55 am
by Nightshade
I'm a little concerned that none of us has earned even 1G in the game up to this point. I would have thought for sure that I would have gotten some G for completing the quest, but nope... And I'm not sure if I can sell any of my monster droppings, so to speak. Even then, if we can only sell to players, that creates a massive deflationary spiral, since player G will decrease over time from buying from merchants.

In short, I don't understand the game's economy at all.