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Re: about this RPG

Posted: Thu Mar 27, 2014 9:42 am
by Anima_
The first incarnation of the item comparison did in fact only show non zero values. As you can see it didn't really work out that well, since we dropped it.

Re: about this RPG

Posted: Thu Mar 27, 2014 12:19 pm
by jack1974
I think the system I use now, to highlight the non-zero values but still display all, is the best.
When you view a single item, is better to have it.
If you compare more items, is still good but is better to have the various stats in a fixed place. For example you're browsing in the inventory for a Fire resistance item, you can click through it and keep your eye looking in the right row/column, is faster (I know because I tried it here while testing).

Re: about this RPG

Posted: Sat Mar 29, 2014 11:21 pm
by Miakoda
Taken from Winter Wolves' Twitter Feed:
got a snake, cobra, rhino, mammoth. I think is time to add some Ents and other typical fantasy/mythological creatures now
Wow! You got the bestiary/Codex fangirl in me Squeeing!

Re: about this RPG

Posted: Sun Mar 30, 2014 1:22 am
by gamesempie
Hmm a fantasy adventure game without mythical creatures to fight... might be interesting to watch someone try to pull that off

Re: about this RPG

Posted: Sun Mar 30, 2014 9:58 am
by jack1974
Today implemented YET ANOTHER FEATURE THAT WAS SUPPOSED TO TAKE 15 MINUTES BUT ENDED UP TAKING THE WHOLE MORNING (tm) :lol: :lol:

First you'll see a modified version of Loren's "you got a new quest" screen, showing the XP but also item reward:
Image

and then once you've completed it, you'll see the reward:
Image

I'm going to have to block rollback in the final game since right now you can mouse up/down unlimited time and get every time a different variation of the item! pretty cool to test, but not really fair in the final game :wink:

Re: about this RPG

Posted: Sun Mar 30, 2014 10:27 am
by yayswords
I don't really like that solution. We can still save right before handing in and just reload, right. Better the quest rewards don't have random stats (just monster loot does), or the stats are determined (but not revealed) when we accept the quest rather than when we hand it in, which would probably be enough of a deterrent.

Re: about this RPG

Posted: Sun Mar 30, 2014 10:43 am
by jack1974
Well if anyone want to reload continuously the game, I can't stop that. Even for the encounters works the same. Though in general after trying a lot of times is not like you get very different items, I mean if I define the tier, all the rare items will be mostly same power. One thing is a completely random item like for loot, but in this case I define both the category and the quality (and as well the slot). So even reloading is not that will give you any big advantage.
For the biggest quests I'll have manually defined items obviously :)

Re: about this RPG

Posted: Sun Mar 30, 2014 11:02 am
by yayswords
Yeah fair enough. But you caught my interest with "tier". Is that some measurement of item power? Like in WoW you have something called item level which determines how much budget the item has to choose its stats from. Is it like that? 'cause it's a good system.

Re: about this RPG

Posted: Sun Mar 30, 2014 11:38 am
by jack1974
Yes exactly, I have 5 base tiers: Normal, Fine, Masterwork, Rare, Legendary (the unique items manually defined). There can be small chances that a Fine item has better stats than a Masterwork of course since they're randomly generated out of a pool of stats, but in general they'll be always worse.

Re: about this RPG

Posted: Sun Mar 30, 2014 11:44 am
by yayswords
Actually item level and rarity are separate mechanics in WoW. Typically the higher the rarity the more item level (=stat budget) for its level requirement the item has. But I get your system anyway. It probably works fine with so few levels. But if we had many levels it might be weird that some rare you acquired at level 5 is awesome even at level 50 because, well, it's rare and can only be beaten by legendary. You could consider that perhaps if SotW is gonna have 30 levels :)