alpha/prototype build 0.5.1
- jack1974
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Re: alpha/prototype build 0.5.1
Lol I just tried with all 3 characters Speed 30-32 and it's too powerful. Even if putting all points on Speed means they have lower attack/accuracy, they can just use the normal melee and still win easily. Need to tweak it for sure, also considering there will be weapons that give speed bonus, or spells! I'll probably do like in SOTW where the delay can't go past the normal skill delay in half (so there's a cap).
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Troyen
- Elder Druid
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Re: alpha/prototype build 0.5.1
Can you just pick a higher base value?
All these hidden caps are kind of annoying because the player has no way of knowing they shouldn't put more points there. Especially on something like speed because it's hard to tell how much of a difference it is making until you've made a large investment.
All these hidden caps are kind of annoying because the player has no way of knowing they shouldn't put more points there. Especially on something like speed because it's hard to tell how much of a difference it is making until you've made a large investment.
- jack1974
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Re: alpha/prototype build 0.5.1
I can pick a higher base value but wouldn't change much, I mean from 10 speed to 50, if the max reduction is half skill cost, probably the difference will be small. That's why in SOTW I had Agility influence both Speed and Critical Hit, and in Loren the Speed was dependent on Skill which also influenced Thieves attack, so putting points in Agility/Skill was worth it in any case. Here putting points on Agility would increase only Speed.
In this game initially I didn't want to use Speed attribute at all, I mean that could be tweaked by players on level up. Perhaps I should still do it, so that the speed bonus/malus would come only from skills but you can't increase it using attributes...?
In this game initially I didn't want to use Speed attribute at all, I mean that could be tweaked by players on level up. Perhaps I should still do it, so that the speed bonus/malus would come only from skills but you can't increase it using attributes...?
- jack1974
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Re: alpha/prototype build 0.5.1

started adding some rock/paper/scissor mechanics. For example, as someone would expect, Skeletons CAN'T BLEED
I plan to put a few on each type of monster, but not like Loren/SOTW in which they could have more than one resistance. Also in this case even with full immunity it's only the condition that is affected and not the attack base damage like in Loren/SOTW, so Thalia's attack can't make him bleed but the damage is still the same.
- yayswords
- Elder Druid
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Re: alpha/prototype build 0.5.1
Are we back to attack-defense=damage?
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: alpha/prototype build 0.5.1
No, why?
If you got confused by the "Critical Hit" text, indeed I've changed that skill name to "Fatality"
If you got confused by the "Critical Hit" text, indeed I've changed that skill name to "Fatality"
- yayswords
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Re: alpha/prototype build 0.5.1
So that only meant you went back to 1% crit per accuracy point?So yeah I'm reverting back to the old system
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: alpha/prototype build 0.5.1
Yes exactly, "old system" meant only for the accuracy=>critical. Wasn't very clear sorry 
- Jaeger
- Druid
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Re: alpha/prototype build 0.5.1
All of this talk about damage calculation made me appreciate the work that goes into an RPG. It makes me wonder, how did they figure it out with the pen and paper variety.
Last edited by Jaeger on Wed May 20, 2015 6:47 pm, edited 1 time in total.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: alpha/prototype build 0.5.1
Was a slower process for sure! 
