Page 11 of 32

Re: fixed items

Posted: Sun Aug 17, 2014 3:29 pm
by fabulaparva
renke_ wrote: (personally I would remove regen completely and only give a few points for unique items)

=> the attributes of the Zx items are so uniform and bland as they are based on average values, and therfor mostly a least common denominator. Manual changes are possible (even desired?), but to be honest: I'm not that much interested to sink even more time in fixed unlimited stuff ;)
Thanks for the clarifications!
I'm starting to support the idea of removing HPR and SPR from random gen items as well and just adding those 4 items you suggested tweaked one way or another. (Although I still have my evil plans of suggesting a -20HPR item, lol)

I could manually do little tweaks directly to the list you posted, I'm just not so sure if the end result would be actually be a real improvement to what you already did as opinions will vary based on what luck people may have had.

Re: fixed items

Posted: Sun Aug 17, 2014 3:37 pm
by jack1974
As for item prices, I can tweak that value myself, not a problem. I am wondering how much money other people have at end of act2 ? since obviously yaysword is not a good term of comparison :mrgreen:

Re: fixed items

Posted: Sun Aug 17, 2014 3:50 pm
by fabulaparva
Ugh, I have very little spending money as I pop into the taverns all the time. :P

Well, I have one save done at the end of the family quest with little over 3000 to spend.
(That's around 500 in cash and 2600-2800 in unused items once you take into account that they'll sell for half the price)

All in all, the Master of the Pits makes saving up and accumulating money through the whole act somewhat tricky. :P

Re: fixed items

Posted: Sun Aug 17, 2014 3:58 pm
by yayswords
fabulaparva wrote:All in all, the Master of the Pits makes saving up and accumulating money through the whole act somewhat tricky. :P
Yeah that is a pretty cumbersome plot device. Halfway through act 1 until the end of act 2 I strive to not sell anything unless I need to buy something, because of various gold theft mechanics. It would be better if the MotP would just take a set amount based on difficulty level (and kick your ass somehow if you didn't have it). Although that would ruin one of the achievements I designed.

Not to digress though...

Re: fixed items

Posted: Sun Aug 17, 2014 4:06 pm
by jack1974
Np about the money, just wanted to make sure that not EVERYONE had plenty of money to spend (so needed to tweak the money drop a bit). If is just yaysword, I don't consider that a problem :lol:

Re: fixed items

Posted: Sun Aug 17, 2014 4:28 pm
by renke_
yayswords wrote:For reference, 5 SPR (or HPR, but I don't think it's worth that much) ~ 1500g is a good guideline.
lvl 6 regen jewelry: +1 611 gold, +2 837 gold, +3 985 gold +4 1229 gold
lvl 12: +1 749, +2 989, +3 1037, +4 1282
yayswords wrote:
but those are already the doubled average values of the generator function
That probably says more about what kind of junk is generated on average than about the quality of these weapons lol. I'm fairly sure the first hammer I see in act 2 will be better than that sword.
I think it's quite interesting that the other avg values are quite decent and only damage sucks so much. Looking at the store inventory gives me normally the opposite feeling ;)
yayswords wrote:For reference, as far as weapons go, those numbers are: 30 2h, 20 1h, 13 staff, 24 bow.
Finally some data points, must be hard for half-gods to answer us mere mortals...
fabulaparva wrote:(Although I still have my evil plans of suggesting a -20HPR item, lol)
Good eBayer, item as per description, would not buy again.
Jack1974 wrote: I am wondering how much money other people have at end of act2 ?
below 5000 gold in unenquipped items and cash (as an estimate)


updated list (higher dmg and more sane jewelry prices)


PS If we use Zazir as fixed stuff dealer it would be a good idea to have him stock the medium usables (everything from bombs to potions) in high quantitites (at least 15 for each item)

Re: fixed items

Posted: Sun Aug 17, 2014 4:50 pm
by jack1974
renke_ wrote: Finally some data points, must be hard for half-gods to answer us mere mortals...
Ssht! he might start demanding human sacrifices...! :o :twisted:
renke_ wrote: PS If we use Zazir as fixed stuff dealer it would be a good idea to have him stock the medium usables (everything from bombs to potions) in high quantitites (at least 15 for each item)
Yes can do that, no problems :)

Re: fixed items

Posted: Sun Aug 17, 2014 5:03 pm
by fabulaparva
Looks good, imho.
renke_ wrote: PS If we use Zazir as fixed stuff dealer it would be a good idea to have him stock the medium usables (everything from bombs to potions) in high quantitites (at least 15 for each item)
Thumbs up for this one. I doubt jack'll allow him to sell me 14 heavy bombs for 95 apiece again, so having a solid stock of "mediums" would be nice. :P
renke_ wrote:
fabulaparva wrote:(Although I still have my evil plans of suggesting a -20HPR item, lol)
Good eBayer, item as per description, would not buy again.
Yeah, now I shall unashamedly insert Lore into here... I'm very intrigued by what is exactly that "dark place" Riley fell into when he tried to escape. Maybe the story will tell us later, maybe not. Whatever happened there would give tons of possibilities on how to Riley might be a part of the main theme of the story (deceit, as I recall).... but now I'm beginning to speculate and your patience must be wearing thin.... Since the trap portal has been there for ages, I thought of an item that would describe the Flight or Fight reflex of utter panic possibly related to that place. It gives huge boost on attack and speed but no defense and it will eat your life up. As if trying to scrape through walls, ceiling and floor in a crazy adrenaline boost... but succumbing after awhile. Right now a lot of the hard-hitting skills in the game require time to prepare...require stagger, require taking aim, require rallying. So I thought it would be interesting to have something that works best at the very beginning of a fight but has a high risk of leading into [KO] if the battle drags on.

Probably not what most players would choose to use nor something that the game needs. I think I'll just put that aside now and not contribute more to the "feature creep." :P

Re: fixed items

Posted: Sun Aug 17, 2014 5:10 pm
by renke_
I proposed a similar suicide skill somewhere: huge increase for all attributes but after the effect wears out the char drops dead. Unfortunately Jack didn't bite :D

Re: fixed items

Posted: Sun Aug 17, 2014 5:21 pm
by fabulaparva
Aww, that's a shame. Maybe some day.... :P