about this RPG

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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Lonestar51
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Re: about this RPG

Post by Lonestar51 »

The picture prompts two questions:
- will some items (potions etc.) be stacked? the mask seems prepared for it.
- will 9 items (or item types, see above) be the maximum we can get in any single fight?
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jack1974
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Re: about this RPG

Post by jack1974 »

Yes to both questions! Since the armor/weapons/jewelry will be mostly unique (as I said don't want to fill players inventory of garbage) it will apply mostly to consumables like potions, scrolls, etc.
About the 9 slots, is a limit of the GUI though, there's no limit on the engine. I figured out that 9 different item would be enough (I don't think in Loren we had ever more than 9 unique items after a single fight).
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jack1974
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Re: about this RPG

Post by jack1974 »

Improved the item display screen by highlighting the non-zero values:
Image
thanks to the suggestion of a good fan/user, is much better now :)
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yayswords
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Re: about this RPG

Post by yayswords »

Yeah I was gonna say that too, but I figured once you actually have all slots filled you'll see those anyway because of the comparisons. However it seems I should have spoken up and claimed the HONOR and GLORY and...

Well let's just say it's a good change.

Actually can't you hide the zero stats altogether? That would actually leave room for perhaps a little item description (lore) or something. You could have a generic description for anything below legendary. Like a ring: Enchanted rings were once a treasured rarity, but have become more common as the world's understanding of magic has increased. You might never know how old this one is.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: about this RPG

Post by jack1974 »

I thought about it, the problem is that being randomly generated, I can't know exactly how many stats are going to be 0. So is a bit problematic :)
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yayswords
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Re: about this RPG

Post by yayswords »

Okay (keep trying!) but how about this. Shouldn't the columns be different. It should be Water - Frozen - Slowed, Air - Tired - Confused... you did the fire row right, earth needs fixing too though.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: about this RPG

Post by jack1974 »

Ah yes, right :lol: will fix that!
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yayswords
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Re: about this RPG

Post by yayswords »

Might want to consider one thing about Nightmare and resistances though. It's a classic problem: Some players will do ANYTHING to get an edge. If you design the game to not require that edge, it means it becomes too easy for those who bother getting it.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: about this RPG

Post by jack1974 »

Well even in Loren you could get FULL IMMUNITY to elemental attacks, and was much easier since it used a system with 3-4 steps. So you needed only 3 items that increased Fire resistance to gain full immunity. But still is not like the enemies would do zero damage, because luckily I can give them an array of attacks, so there'll be always one that is non-elemental (like a melee attack, or a magic missile for casters) and in that case the higher level/bonus attributes enemies get with the Nightmare level should do the trick.
Also in Loren didn't had the auto-leveling and the "timed grinding", so basically I'm sure some people did lots of city tasks to get to level 17-18 (which was supposed to be the level at END OF GAME :lol:) and then complained that the game was too easy even in Hard mode.

I honestly think this game should be much more balanced under this aspect. During my testing I've been trying to win a battle against a Snow Tiger Alpha (optional encounter) and failed constantly for 1h then gave up. But I'm not the kind of person who plays at highest difficulty level in games anyway, indeed retried in Normal mode and managed to win. I love my enemies autoleveling system! 8)
renke_
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Re: about this RPG

Post by renke_ »

yayswords wrote:Actually can't you hide the zero stats altogether? That would actually leave room for perhaps a little item description (lore) or something.
Lore is great and fine, though the usability would be worse for me when zero values are simply left out. My "information gathering" is often visual and a fixed pattern (all possible values are shown every time) is easier for me to parse and comprehend. [Meant as a different PoV, not a hard exclusion criterion]
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