fixed items
- yayswords
- Elder Druid
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Re: fixed items
Aye well if we add that one in unlimited supply I will buy it for everyone (maybe not Krimm) and forget about even looking at other necklaces until act 3. The other predefined items aren't like that. I would check randomly generated items hoping to find upgrades.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- fabulaparva
- Elder Druid
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- Joined: Sun May 04, 2014 9:58 pm
Re: fixed items
Given the new, more up-to-power pricing, I don't think it needs to be nerfed. Most players won't have money to buy that necklace for every character, not to mention the whole set. Also I'd totally run out of money if and when I want to buy other equipment for the characters as well (I don't think it's possible to beat the game by wearing only jewellery and no decent armour <insertCensoredCommentAboutTheBathhouseHere> )jack1974 wrote: About the necklace maybe nerf it down a little? well, is just a slot anyway, probably is OK
- yayswords
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Re: fixed items
I guess that's a good point. Isn't income even nerfed now with the changed merc drops? Fewer items if yet higher quality.fabulaparva wrote:Most players won't have money to buy that necklace for every character
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
- Elder Druid
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Re: fixed items
I though it should be impossible to random regen wear anymore?yayswords wrote:I still think the necklace is freaking amazing though. I could roulette items superior to all the others, but that one? I'd be very hard pressed.
Jack1974 wrote:About the necklace maybe nerf it down a little?
removing the other attributes (magic, speed, etc) would be a simple way - you have either regen in this slot or some other [random] bonus; but never both (excluding the real unique items)fabulaparva wrote:Given the new, more up-to-power pricing, I don't think it needs to be nerfed.
- yayswords
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Re: fixed items
Yeah that doesn't make random items more comparable to it does it :Drenke_ wrote:I though it should be impossible to random regen wear anymore?
Under the current system, I could possibly generate something as good (more SPR less stats). With the new system, it would be pointless to even try unless you're swimming in mana and don't care for the SPR. But I like it from the PoV that it rewards good economy management.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: fixed items
Yes true, also considering this, the necklace is OK as it is. I am not sure honestly how much impact the new drop system has, but I guess you'd get less money overall reselling the items nowyayswords wrote:I guess that's a good point. Isn't income even nerfed now with the changed merc drops? Fewer items if yet higher quality.fabulaparva wrote:Most players won't have money to buy that necklace for every character
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renke_
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Re: fixed items
I don't see a useful way to solve this - regen (especially the mana type) is the most exciting stat for items, and I think it shouldn't be available only for the lucky (or persistant :)) few. The +2/+4 necklaces are kind of extreme, but if we want a game with mana refill lower values are not that helpful.yayswords wrote:Aye well if we add that one in unlimited supply I will buy it for everyone (maybe not Krimm) and forget about even looking at other necklaces until act 3. The other predefined items aren't like that. I would check randomly generated items hoping to find upgrades.
Now I don't know what will happen in act 3 - if the story will provide more unique (maybe even char-specific) quest items with regen downgrading the act 2 necklaces to +1/+2 (as a first cheap fix, later drug doses will be more expensive ^^) are a possibility. If there are no (or only a few) regen items later on +2/+4 is still an interesting feat.
A different type of game would be lower regen rates even more, the song is already nerfed and most (all?) of the other skills give fixed amounts of SP. If this is wanted all the fixed jewelry should be removed.
- jack1974
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Re: fixed items
I didn't create anything yet, but in ACT3 several characters (don't remember if ALL of them, but many) should get their "ultimate weapon". Though I wanted to ask what people think about this. I mean in the story they should be their ultimate weapon, but if for player is bad, they could simply be a very good weapon and you can find something better in last act. Though the last one is a bit shorter (even if I added several side-quests, I'm going to see if I have time to implement them all).renke_ wrote: Now I don't know what will happen in act 3 - if the story will provide more unique (maybe even char-specific) quest items with regen downgrading the act 2 necklaces to +1/+2 (as a first cheap fix, later drug doses will be more expensive ^^) are a possibility. If there are no (or only a few) regen items later on +2/+4 is still an interesting feat.
Nah, the SPRegen right now are a "problem" because makes the game too easy for hardcore players like yaysword. But I think I know his kind of strategy, in practice (I think he even said it himself) as long as can SPRegen, can cast heals, so the battles last long but can be eventually won. In ACT3 I'm making a good use of the new AI, not in all battles but in many, and sometimes just having unlimited SP won't be enough to automatically win all battles.renke_ wrote: A different type of game would be lower regen rates even more, the song is already nerfed and most (all?) of the other skills give fixed amounts of SP. If this is wanted all the fixed jewelry should be removed.
So far the enemies never resurrect/heal properly, never switch places, never cast buff/debuffs, never dispel/cure their negative debuff, and never steal HP or SP with their attacks, but things are going to change in act 3
Like this:

- yayswords
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Re: fixed items
I think you misunderstand. As long as I have some SPR, I can make sure to start "the next battle" on practically full health/mana. That doesn't necessarily mean I play conservatively/defensively to win the current battle (some fights I would lose playing like that). That just happens when there's only one opponent left alive.
I mentioned you needing to do something extreme to stop me, and that would be: Every encounter is now one lone monster who never runs out of mana
Screenshot: Ouch
maybe Energy Transfer will be a good idea while guarding Riley...
I mentioned you needing to do something extreme to stop me, and that would be: Every encounter is now one lone monster who never runs out of mana
Screenshot: Ouch
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: fixed items
Of course that "0 mana thing" happens only in a specific battle
but now enemies have SP drain attacks too and in general are smarter. Can't do much about the mana-dance at end of the fight though. An option could be that after a certain amount of turns the lone enemy flees and you miss the XP though probably would be too bastard 
